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All requests

Discussion in 'Team Fortress 2' started by Yolbe, Oct 11, 2015.

  1. Yolbe

    Yolbe Registered

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    So these are all requests I came across with:

    Top priority:


    1) Decrease Hale's rage spam possibilites.

    My ideas:
    a) Add a timer after each rage, so you have to wait a specific time after another rage (compare with hhh teleport)
    b) Increase his rage power like range, duration or add a little health loss to all players after each rage, but to be able to rage you will have to get more dmg.
    c) Change his rage powers, such as "Gain super powers, faster movement speed, fly for a few seconds without superjumping,..." instead of making people unable to move

    2) Nerf Medics

    Ideas:
    a)
    • All classes require a full bar of energy to revive.
    • Hit an ubered medic to remove 5-10% uber
    • Fix the bug that let's you revive someone if you have no energy after an uber
    • Increase uber drain of needlejump
    or

    • All classes require a full bar of energy to revive.
    • Hit an ubered medic to remove 5-10% ENERGY
    • Fix the bug that let's you revive someone if you have no energy after an uber
    • Increase uber drain of needlejump BUT give him the possibility to gain uber while shooting hale (2-3% per shot) and not 5% like the normal syring gun.

    b) Medics shouldn't be able to revive other Medics

    c) Medics need 100% energy to revive every player


    3) Add a direct link to lethal.zone wikipedia to see all feautures of this server
    For example by typing !command in the chat


    Lower Priority:

    1) Less restrictive Map rotation

    2) Features for Fun

    @Nekronion :" Stuff like roll the dice, Event Maps, Special Rounds ( I remember a 1st April where all the models were switched around so Scouts looked like Snipers etc.)"

    @Zeyon :"It was fun having the resize plugin. Having a tiny saxton hale running around killing people were hilarious and spiced up the games. Also the resize bodypart plugin was fun, making everyones heads huge or tiny was hilarious"

    a) Allow admins to make a "1 class only round" if everybody agrees in a vote.

    3) Add an additional boss
    Such as easter bunny

    4) Add an !ignore addon
    To ignore any player who is micspamming / talking bullshit without an admin being on the server

    5) Allow infinitive ammo
    Ignore that with: Minigun, Engy metal, Flamethrower, Spy cloak

    6) Remove the class restriction addon when less people play
    This addon buggs alot, changing everybody from his own class.....

    7) Add a "Who is spectating you" addon
    To see how many people think you are good



    BUGS


    -) Rage is not possible as hale - Fixed


    -) Krits are not available when you uber somebody - Fixed





    Leave comments if you want to add your ideas and requests. Feel free to tell us what you don't like about the ideas/requests above.
     
    #1 Yolbe, Oct 11, 2015
    Last edited: Oct 14, 2015
  2. lefab

    lefab Registered

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    While I agree with most of that, there is some part I'm not so sure about

    There is already a build-in option in TF2 that let you mute players by yourself, if people don't know/care about that option, I don'ty think they'll use that addon.

    I'd add rocket launcher in that list. Having a solly that can spam rockets from the other side of the map without having to search for ammo can be a scary thing (and it'll not make the cow mangler more useless than it is already)

    The problem is that if you're part of the last survivor, you'll have a huge list appearing on your screen, partially blocking it.

    I might add some sort of changelog somewhere, so people won't be too confused when there will be change to hale/classes.
     
  3. Zano0

    Zano0 Registered

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    I stand behind my words, we should go back to the simple system that FF2 had, nothing special, no buffs or nerfs, no annoying ads or anything and a new (old) encouraging point system.

    Also, Painis Cupcake would be an awesome boss.
     
  4. Yolbe

    Yolbe Registered

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    Added a "BUGS" section
     
  5. Darkness899

    Darkness899 Registered

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    I mentioned this to @rswallen and he was able to fix this. Haven't checked ingame myself tho.
     
  6. rswallen

    rswallen Wizzard

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    Thought I'd fixed that (added rage cooldown of 5.0s, didn't reset a variable on round restart).
    As there is currently no hud text for rage cooldown (will add tomorrow), rage hud disappears.

    As @Darkness899 said, is fixed (grabbed classname of wrong entity :s)
     
  7. Yolbe

    Yolbe Registered

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    Ah yea the hud was gone. Didn't try it tho
     
  8. PixelBacon

    PixelBacon Registered

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    If he gets added, he needs to be changed somewhat. As it is now, he's basically a copy of Vagineer, only with much more annoying, overlapping sound effects. For reference, here is the video about him:
     
  9. Nekronion

    Nekronion Registered

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    I think you missed the changes to the voting system on your list (Runoff vote and disabling !nominate)
     
  10. Yolbe

    Yolbe Registered

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    What is wrong with the voting system?
     
  11. Nekronion

    Nekronion Registered

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    These parts:


     
  12. Darkness899

    Darkness899 Registered

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    In addition, we should review the current map rotation and maybe adjust the player threshold for some maps. (If Jelly or Snelv be so kindly to make the map rotation public)
     
  13. Shadow

    Shadow Registered

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    If I didn't miss the file, but enough for you to get the picture I believe.

    "arena_hydrothunder_b4"

    "max_players" "20"


    "arena_kolob"

    "min_players" "23"


    "arena_lumberyard"

    "max_players" "24"


    "arena_nucleus"

    "max_players" "17"


    "arena_offblast_final"

    "max_players" "22"


    "arena_sawmill"

    "max_players" "16"


    "arena_timberworks_b2a"

    "min_players" "11"
    "max_players" "24"


    "vsh_2fort_lz_b2"

    "max_players" "18"


    "vsh_aperture_lz_b3"

    "min_players" "10"
    "max_players" "22"


    "vsh_arakawa_b9"

    "min_players" "11"
    "max_players" "24"


    "vsh_area_54tress_b4"

    "min_players" "10"
    "max_players" "25"


    "vsh_badlands_lz_b2"

    "min_players" "11"
    "max_players" "24"


    "vsh_blueberries_lz_b1"

    "min_players" "5"
    "max_players" "24"


    "vsh_cactustemple_v1"

    "min_players" "11"


    "vsh_cairo_pyramid_v4"

    "min_players" "12"
    "max_players" "25"


    "vsh_calamity_beach"

    "min_players" "10"
    "max_players" "24"


    "vsh_coldvine_b1"

    "max_players" "24"


    "vsh_concord_lz_b3"

    "min_players" "12"


    "vsh_courtyard_lz_b4"

    "max_players" "24"


    "vsh_crevice_lz_a4"

    "min_players" "10"


    "vsh_draft_lz_b1"

    "max_players" "23"


    "vsh_dropdown_lz_b2b"

    "max_players" "20"


    "vsh_dunger_b2"

    "max_players" "14"


    "vsh_faced_v3"

    "vsh_farm_feud_lz_v1"

    "max_players" "18"


    "vsh_granary_lz_b2"

    "max_players" "24"


    "vsh_goldtooth_b4"

    "min_players" "10"
    "max_players" "22"


    "vsh_haat_lz_b2"

    "vsh_harbour_base_reworked"

    "max_players" "15"


    "vsh_hydroelectric_lz_v2"

    "max_players" "22"


    "vsh_industrial_v1"

    "min_players" "8"
    "max_players" "24"


    "vsh_livingroom_lz_a3"

    "min_players" "14"


    "vsh_magazine_lz_b2a"

    "max_players" "24"


    "vsh_manncohq_v14_fix"

    "min_players" "12"
    "max_players" "24"


    "vsh_military_medieval_lz_b6"

    "max_players" "24"


    "vsh_north_mountain_lz_b1"

    "min_players" "20"


    "vsh_oilrig_lz_v4"

    "max_players" "12"


    "vsh_pineyard_final"

    "max_players" "22"


    "vsh_plankfest_lz_b1"

    "max_players" "24"


    "vsh_polar_lz_b1a"

    "max_players" "24"


    "vsh_poletaa"

    "max_players" "22"


    "vsh_pool_lz_b2_fix"

    "max_players" "24"


    "vsh_ram_shacked_lz"

    "max_players" "24"


    "vsh_ravage_lz_b2"

    "max_players" "20"


    "vsh_ravine_lz_b1"

    "max_players" "20"


    "vsh_rectover_v6"

    "max_players" "25"


    "vsh_refinery_lz_b4"

    "min_players" "11"


    "vsh_riverwood_v2"

    "min_players" "12"


    "vsh_rockslide_2"

    "max_players" "20"


    "vsh_runoff_lz_v1a"

    "min_players" "11"


    "vsh_seismic_lz_b2"

    "min_players" "11"
    "max_players" "24"


    "vsh_snow_valley_lz_b2"

    "min_players" "14"


    "vsh_spotline_reworked"

    "min_players" "10"
    "max_players" "24"


    "vsh_suijin_lz_b1"

    "max_players" "24"


    "vsh_timbertown_lz_b2_fix"

    "min_players" "10"
    "max_players" "24"


    "vsh_top_arena_v1"

    "max_players" "24"


    "vsh_tundra_lz_v5"

    "min_players" "11"


    "vsh_turbine_lz_b3"

    "max_players" "20"


    "vsh_turret_testing_lz_b3"

    "min_players" "11"
    "max_players" "24"


    "vsh_twinfalls_lz_b2"

    "min_players" "11"


    "vsh_volcanic_b2"

    "min_players" "10"
    "max_players" "22"


    "vsh_warebloom_r1a" {}

    "vsh_warehouse_v2_lz"

    "min_players" "13"


    "vsh_waste_lz_b3"

    "max_players" "22"


    "vsh_waterbasin_b2"

    "max_players" "24"


    "vsh_weaponsdepot_lz_b2" {}

    "vsh_well_lz_b2"

    "max_players" "20"


    "vsh_west_lz_b1"

    "min_players" "11"
     
  14. rswallen

    rswallen Wizzard

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    Here's the most recent one
     

    Attached Files:

  15. Darkness899

    Darkness899 Registered

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    Is the "Spectating <player>" really necessary? Can we atleast make it optional or as an opt-out?

    Also, is it possible to move the boss' hp bar to the top of the screen? Or is it hard coded in?
     
  16. Panromir

    Panromir "10/10 amazing guy"

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    As for medics, I cant believe they're still as broken as they were.
    Since apparently nothing else worked, I would suggest you go for "Medics cant revive other medics" with a class limit of 3.

    As for the maps, can't help the fact that the majority of the VSH maps are absolute garbage. Maybe if TF2 ever gets ported to source 2 and includes workshop integration, some more people will do something about that.
    As for now: I dont think it would help to make the rotation less restictive.

    PS: While I'm at it: You need to change something with the server and maybe cut down all the weird shit you have on it, but the latter is just my personal opinion.

    [​IMG]
    [​IMG]


    Your servers are dying.
     
    #16 Panromir, Oct 16, 2015
    Last edited: Oct 16, 2015
    Darkness899 and Zano0 like this.
  17. Zano0

    Zano0 Registered

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    If we want to have new players on our servers, we have to actually start doing stuff. The old players are leaving and may never come back (me included). The current VSH servers don't encourage any new players to stay.

    As Panromir said, changing the map system and such won't help anything. Just the loading time for all the plugins may scare players.

    Here's what I'd do in this situation:


    1. Remove all the uselles plugins and medics able to revive medics.
    2. Remove the current point system, it's competetive and doesn't encourage new players to stay.
    3. Remove Asteroid server, everybody plays at Valve servers.
    4. Replace it with Deathrun, a gamemode that might have possibilities.
    5. Update this website's server list, it doesn't show all the servers.
    6. LZ's Steam group has 124,000 members, announce them about the new Deathrun servers, updated VSH and stuff.
    7. Make LZ servers visible in Google search.
     
  18. Panromir

    Panromir "10/10 amazing guy"

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    That is actually a really cool suggestion I haven't heard before. I'll see what I can do about that.
     
  19. Nekronion

    Nekronion Registered

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    I agree that modifiying the map restrictions by itself wont change much, still i think some cleanup isnt wrong since it is an easy enough edit.
    Anyway my personal suggestions for each map restriction (Long post incoming):

    arena_hydrothunder_b4:
    min_players to 10
    max_players increase from 20 to 25

    arena_kolob:
    min_players decrease from 23 to 20

    arena_lumberyard:
    min_players to 10
    max_players <- Remove

    arena_nucleus:
    min_players to 5
    max_players increase from 17 to 20

    arena_offblast_final:
    min_players to 10
    max_players decrease from 22 to 20

    arena_sawmill:
    max_players increase from 16 to 25

    arena_timberworks_b2a:
    min_players decrease from 11 to 10
    max_players increase from 24 to 25

    vsh_2fort_lz_b2:
    min_players to 5
    max_players increase from 18 to 20

    vsh_aperture_lz_b3:
    min_players increase from 10 to 15
    max_players <-Remove

    vsh_arakawa_b9:
    min_players increase from 11 to 15
    max_players <-Remove

    vsh_area_54tress_b4:
    min_players increase from 10 to 15
    max_players <-Remove

    vsh_badlands_lz_b2:
    min_players decrease from 11 to 5
    max_players increase from 24 to 30

    vsh_blueberries_lz_b2a:
    min_players increased from 5 to 10
    max_players <- Remove

    vsh_cactustemple_v1:
    No changes needed

    vsh_cairo_pyramid_v4:
    min_players <- Remove
    max_players decrease from 25 to 20

    vsh_calamity_beach:
    min_players <-Remove
    max_players decrease from 24 to 20
    (This map could be a possible rework candidate)

    vsh_coldvine_b1:
    min_players to 5
    max_players increase from 24 to 25

    vsh_concord_lz_b3:
    min_players increase from 12 to 15

    vsh_courtyard_lz_b4:
    min_players to 10
    max_players decrease from 24 to 20

    vsh_crevice_lz_a4:
    min_players <- Remove
    max_players to 25

    vsh_draft_lz_b1:
    min_players to 5
    max_players increase from 23 to 25

    vsh_dropdown_lz_b2b:
    min_players to 10
    max_players <- Remove

    vsh_dunger_b2:
    max_players increase from 14 to 20

    vsh_faced_lz_b1:
    max_players to 15

    vsh_farm_feud_lz_v1:
    min_players to 5
    max_players increase from 18 to 25

    vsh_granary_lz_b2:
    max_players increase from 24 to 25

    vsh_goldtooth_b4:
    min_players decrease from 10 to 5
    max_players <-Remove

    vsh_haat_lz_b3a:
    min_players to 10

    vsh_harbour_base_reworked:
    max_players increase from 15 to 25

    vsh_hydroelectric_lz_v2:
    max_players increase from 22 to 25

    vsh_industrial_v1:
    min_players increase from 8 to 15
    max_players <- Remove

    vsh_livingroom_lz_a3:
    min_players increase from 14 to 20

    vsh_magazine_lz_b2a:
    Min_players to 10
    max_players <-Remove

    vsh_manncohq_v14_fix:
    min_players increase from 12 o 15
    max_players <- Remove

    vsh_military_medieval_lz_b6:
    max_players decrease from 24 to 20

    vsh_north_mountain_lz_b1:
    No change needed.

    vsh_oilrig_lz_v4:
    max_players increased from 12 to 15

    vsh_pineyard_final:
    min_players to 5
    max_players from 22 to 25

    vsh_plankfest_lz_b1:
    max_players increase from 24 to 25

    vsh_polar_lz_b1a:
    max_players <- Remove

    vsh_poletaa:
    max_players increase from 22 to 25

    vsh_pool_lz_b2_fix:
    min_players to 10
    max_players <-Remove

    vsh_ram_shacked_lz:
    max_players <- Remove

    vsh_ravage_lz_b2:
    min_players to 15
    max_players <-Remove

    vsh_ravine_lz_b1:
    max_players <- Remove

    vsh_rectover_v6:
    min_players to 10
    max_players <- Remove


    vsh_refinery_lz_b4:
    min_players increase from 11 to 15

    vsh_rockslide_2:

    No change needed

    vsh_runoff_lz_v1a:
    min_players increase from 11 to 15

    vsh_seismic_lz_b2:
    min_players <-remove
    max_players decrease from 24 to 20

    vsh_snow_valley_lz_b2:
    min_players increase from 14 to 15
    max_players 25
    Also this map needs a rework, like hard.

    vsh_spotline_reworked:
    min_players increase from 10 to 15
    max_players increase from 24 to 30

    vsh_suijin_lz_b1:
    min_players 10
    max_players <-Remove

    vsh_timbertown_lz_b2_fix:
    min_players increase from 10 to 15
    max_players <- Remove

    vsh_top_arena_v1:
    min_players 5
    max_players <- Remove

    vsh_tundra_lz_v5:
    min_players increase from 11 to 15

    vsh_turbine_lz_b3:
    min_players 10
    max_players Increase from 20 to 25

    vsh_turret_testing_lz_b3:
    min_players increase from 11 to 15
    max_players <- Remove

    vsh_twinfalls_lz_b2:
    min_players Decrease from 11 to 10
    max_player to 25

    vsh_volcanic_b2:
    max_players <- Remove

    vsh_warebloom_r1a
    min_player 5
    max_player 15

    vsh_warehouse_v2_lz
    min_players increase from 13 to 20

    vsh_waste_lz_b3:
    max_players decrease from 22 to 20

    vsh_waterbasin_b2
    min_player increase from 0 to 10
    max_players increase from 24 to 25

    vsh_weaponsdepot_lz_b2:
    min_player 15
    Same for the reworked map ( We should keep both versions in my opinion)

    vsh_well_lz_b2:

    min_player increase from 0 to 5
    max_players increase from 20 to 25

    vsh_west_lz_b1:
    min_player increase from 11 to 15
     
  20. Darkness899

    Darkness899 Registered

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    Agreed that changing the playercounts for the map rotation isn't going to attract new players on its own, but it would make the map rotation feel less restrictive for the people currently playing. If people want to play a map, they should be able to whatever the playercount may be.

    Instead of having different numbers of players per map, what about having 3 categories of playercounts. For example: below 12, between 12 and 24, above 24. Or even more simplified: below 24 and above 24.
    Before Snelvuur increased the max players to 30, we pretty much played every map with up to 24 players. I'm not really sold on the idea of adjusting the playercount threshold per map. Not only is it a lot of work, it's not a precise science either. I'd go for simplicity.

    I fully agree on all the other points you make. In addition, remove the Halloween server aswell (as valve will also provide this through quickplay, and we don't need a Halloween server all year round).
    We had a deathrun server, but didn't had much of a succes at the time. Might be because we never advertised it in some way.
    In the other thread, I brought up the idea of a custom maps server. These maps won't be provided by valve, and I believe there's interest in servers like this.

    We could atleast try and put some new servers up.