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Backup Sections => Archive => HL2RP Development[ARCHIVE] => Half-Life 2 Roleplay => Topic started by: aeiou on December 28, 2012, 07:41:05 PM

Title: Changes
Post by: aeiou on December 28, 2012, 07:41:05 PM
Hey. There are going to be some changes made to the server, most of them are unconfirmed but I can list the following anyways...


That's most of the changes I have so far. I'd like input from all of you and/or more suggestions. You can PM me about it if you are not comfortable discussing it in public.

For any concerns regarding my activity, I'll quote from my thread in the administration forum:
"First, for anyone who is concerned regarding my activity - that's perfectly understandable. If I do go inactive or for some reason lose motivation, I'll just inform RoflWaffle and he can find a suitable replacement."

If you have any concerns regarding me personally (being in power or anything like that), I'd prefer if you could PM me. Thanks!
Title: Re: Changes
Post by: aeiou on December 28, 2012, 07:43:04 PM
Server status: Script stuff

This post will be updated as we go and prepare the servers. I'll make another topic when the servers are up, too!
Title: Re: Changes
Post by: Tyrex on December 28, 2012, 08:36:29 PM
Nice changes, so fucking psyched.
Title: Re: Changes
Post by: Reimer on December 28, 2012, 10:14:39 PM

  • Rogue units will be allowed (to some extent, if you're going rogue I'd like to be notified at the very least and it will also be highly discouraged ICly)


Can anybody say "Spectre revival."?


Title: Re: Changes
Post by: rBST Cow on December 29, 2012, 01:50:04 AM
Rouge units should really be "kept on the leash". It can be a disaster of some idiot decides to go rouge. As long as the said units are watched closely by Alex or whoever, I don't see a problem with it.


All in all the changes are good, just some things need to have an eye or two on them.
Title: Re: Changes
Post by: raged on December 29, 2012, 01:51:15 AM
Can anybody say "Spectre revival."?

Spectre/ILLUSION is already a possible feature currently WIP

Section 2 has already started to draft out training/combat procedures when confronting rogue units.
Title: Re: Changes
Post by: aeiou on December 29, 2012, 02:40:17 AM
If the rogue units get out of hand, I'll make it a requirement to get an auth from an admin.
Title: Re: Changes
Post by: Lone Wanderer on December 29, 2012, 02:47:58 AM
This is gonna be good. I think the whole rogue unit thing could do /some/ good as long as it doesn't get out of hand. Hell, it'd create some interesting RP for the Resistance, as well as people in the Outlands.
Title: Re: Changes
Post by: {-=ECRP-CO=-}Pvt.Benjamen on December 29, 2012, 02:59:44 AM
Perfect  Changes, couldnt ask for a better one.
Title: Re: Changes
Post by: aeiou on December 29, 2012, 03:09:06 AM
Glad to hear you guys like the changes. Any other changes you'd like? Open to suggestions.
Title: Re: Changes
Post by: Sexy Frog on December 29, 2012, 03:19:13 AM
If the rogue units get out of hand, I'll make it a requirement to get an auth from an admin.

To be entirely honest, I think if you are going to allow rogue units, it should need an auth right off the bat. If not an auth from an admin then at the very least have them make an auth app.
Title: Re: Changes
Post by: aeiou on December 29, 2012, 03:24:32 AM
If the rogue units get out of hand, I'll make it a requirement to get an auth from an admin.

To be entirely honest, I think if you are going to allow rogue units, it should need an auth right off the bat. If not an auth from an admin then at the very least have them make an auth app.

Why? No one is presenting a good argument for why I should make it require an auth
Title: Re: Changes
Post by: Sexy Frog on December 29, 2012, 03:29:13 AM
If the rogue units get out of hand, I'll make it a requirement to get an auth from an admin.

To be entirely honest, I think if you are going to allow rogue units, it should need an auth right off the bat. If not an auth from an admin then at the very least have them make an auth app.

Why? No one is presenting a good argument for why I should make it require an auth

I could just be writing it off too soon but I seems to be a bit easy. Yes it's discouraged and yes it makes it more realistic by giving units an unrestricted choice of defying the Union but what exactly is preventing a recruit from joining the CCA for like 3 weeks and then going 'lol i defect' and then going rogue to be a lolwebul and then all the other new recruits see this and are like 'hurr...i wanna b rogue badass webul too!" then before you know it, there's like a good handful of rogues. Again, I'm sure you wouldn't let it reach this point but I just think it should be a precaution.
Title: Re: Changes
Post by: aeiou on December 29, 2012, 03:32:17 AM
If the rogue units get out of hand, I'll make it a requirement to get an auth from an admin.

To be entirely honest, I think if you are going to allow rogue units, it should need an auth right off the bat. If not an auth from an admin then at the very least have them make an auth app.

Why? No one is presenting a good argument for why I should make it require an auth

I could just be writing it off too soon but I seems to be a bit easy. Yes it's discouraged and yes it makes it more realistic by giving units an unrestricted choice of defying the Union but what exactly is preventing a recruit from joining the CCA for like 3 weeks and then going 'lol i defect' and then going rogue to be a lolwebul and then all the other new recruits see this and are like 'hurr...i wanna b rogue badass webul too!" then before you know it, there's like a good handful of rogues. Again, I'm sure you wouldn't let it reach this point but I just think it should be a precaution.

If the recruits defect after 3 weeks of being in the Union, do you not think something could be wrong internally rather than it simply being "ha im gonna be rogue because its fun!!!"? When you go rogue you are already dead if the Union knows what they're doing
Title: Re: Changes
Post by: Sexy Frog on December 29, 2012, 03:39:18 AM
If the rogue units get out of hand, I'll make it a requirement to get an auth from an admin.

To be entirely honest, I think if you are going to allow rogue units, it should need an auth right off the bat. If not an auth from an admin then at the very least have them make an auth app.

Why? No one is presenting a good argument for why I should make it require an auth

I could just be writing it off too soon but I seems to be a bit easy. Yes it's discouraged and yes it makes it more realistic by giving units an unrestricted choice of defying the Union but what exactly is preventing a recruit from joining the CCA for like 3 weeks and then going 'lol i defect' and then going rogue to be a lolwebul and then all the other new recruits see this and are like 'hurr...i wanna b rogue badass webul too!" then before you know it, there's like a good handful of rogues. Again, I'm sure you wouldn't let it reach this point but I just think it should be a precaution.

If the recruits defect after 3 weeks of being in the Union, do you not think something could be wrong internally rather than it simply being "ha im gonna be rogue because its fun!!!"? When you go rogue you are already dead if the Union knows what they're doing

Not all recruits realize this. In fact, a majority of recruits may not even understand the gravity of a lot of their decisions. I know when I was a recruit, I didn't.
Title: Re: Changes
Post by: aeiou on December 29, 2012, 03:40:03 AM
If the rogue units get out of hand, I'll make it a requirement to get an auth from an admin.

To be entirely honest, I think if you are going to allow rogue units, it should need an auth right off the bat. If not an auth from an admin then at the very least have them make an auth app.

Why? No one is presenting a good argument for why I should make it require an auth

I could just be writing it off too soon but I seems to be a bit easy. Yes it's discouraged and yes it makes it more realistic by giving units an unrestricted choice of defying the Union but what exactly is preventing a recruit from joining the CCA for like 3 weeks and then going 'lol i defect' and then going rogue to be a lolwebul and then all the other new recruits see this and are like 'hurr...i wanna b rogue badass webul too!" then before you know it, there's like a good handful of rogues. Again, I'm sure you wouldn't let it reach this point but I just think it should be a precaution.

If the recruits defect after 3 weeks of being in the Union, do you not think something could be wrong internally rather than it simply being "ha im gonna be rogue because its fun!!!"? When you go rogue you are already dead if the Union knows what they're doing

Not all recruits realize this. In fact, a majority of recruits may not even understand the gravity of a lot of their decisions. I know when I was a recruit, I didn't.

I'll give it a trial run - if I see a lot of units defecting in a short timespan then something is obviously wrong, but when/if that time comes I'll approach Jonco about it.
Title: Re: Changes
Post by: Sexy Frog on December 29, 2012, 03:43:36 AM
If the rogue units get out of hand, I'll make it a requirement to get an auth from an admin.

To be entirely honest, I think if you are going to allow rogue units, it should need an auth right off the bat. If not an auth from an admin then at the very least have them make an auth app.

Why? No one is presenting a good argument for why I should make it require an auth

I could just be writing it off too soon but I seems to be a bit easy. Yes it's discouraged and yes it makes it more realistic by giving units an unrestricted choice of defying the Union but what exactly is preventing a recruit from joining the CCA for like 3 weeks and then going 'lol i defect' and then going rogue to be a lolwebul and then all the other new recruits see this and are like 'hurr...i wanna b rogue badass webul too!" then before you know it, there's like a good handful of rogues. Again, I'm sure you wouldn't let it reach this point but I just think it should be a precaution.

If the recruits defect after 3 weeks of being in the Union, do you not think something could be wrong internally rather than it simply being "ha im gonna be rogue because its fun!!!"? When you go rogue you are already dead if the Union knows what they're doing

Not all recruits realize this. In fact, a majority of recruits may not even understand the gravity of a lot of their decisions. I know when I was a recruit, I didn't.

I'll give it a trial run - if I see a lot of units defecting in a short timespan then something is obviously wrong, but when/if that time comes I'll approach Jonco about it.

Sounds fair enough to me.
Title: Re: Changes
Post by: raged on December 29, 2012, 04:09:57 AM
Units who defect typically want to be the snowflake in the resistance - somebody who stands out and generally they don't discard their armour/CCA equipment either even though it'd make them a big target. I've only met a few units who have deserted for good and properly roleplayed reasons.
Title: Re: Changes
Post by: BltElite on December 29, 2012, 06:56:08 AM
If the rogue units get out of hand, I'll make it a requirement to get an auth from an admin.

To be entirely honest, I think if you are going to allow rogue units, it should need an auth right off the bat. If not an auth from an admin then at the very least have them make an auth app.

Why? No one is presenting a good argument for why I should make it require an auth

My opinion is it should be an auth for higher ranks, say rct-03 can go with notification to us, whereas higher ones(brainwashed) need to talk to admin or sa with good reasons etc for going.
Title: Re: Changes
Post by: aeiou on December 29, 2012, 06:58:05 AM
I think 01 and above could need auth - but I'll bring it up internally with the team and Jonco when I come back. (Sleep)
Title: Re: Changes
Post by: Nicknero on December 29, 2012, 10:10:03 AM
The thing that worries me the most about unauthed rogue units, is that people all think it's badass and cool to be a rogue unit, and hence use any simple excuse to become rogue. Recruits become demanding, because if they don't get what they want, they become rogue. And that will result in untrustworthy units breaking into the armory, and leaking a lot of weapons to citizens who shouldn't get weapons in the first place. And we all know from experience what happens if minges get hold of weapons in the city.

Sure, you can trail this entire thing. But expect to have a major weapon wipe when things go wrong, because IMO those chances are about 80%.

You know, you could have this trail thing going on, but if you make rogue units allowed, but only with administration auth! then you can see how things work out with rogue units, but don't go out of hand. If someone wants to be rogue, he has to ask an administrator and explain why he wants to be rogue. Then the admin can approve him or deny him. (Doesn't have to be a whole application/auth app bullshit, but at least inform the administrator and ask him if it's OK to be rogue to keep it a bit under control.)
Title: Re: Changes
Post by: swag master spiderman on December 29, 2012, 10:18:32 AM
Could you go into a bit more detail on the independance of CA's? Any specific or significant changes?

By controlling the black market ring, I presume you mean you'll be selecting dealers or? If you're not selling directly.
Title: Re: Changes
Post by: The Doctor, RIP Juggernaut on December 29, 2012, 10:54:58 AM
Anyone who brings up that one rouge we had a while back should realize that was the most horrible RP I've ever seen on Outlands.
But it shouldn't taint the whole units going rouge(Though there should be some restrictions, like admin auths).
Title: Re: Changes
Post by: Reimer on December 29, 2012, 11:33:27 AM
Anyone who brings up that one rouge we had a while back should realize that was the most horrible RP I've ever seen on Outlands.
But it shouldn't taint the whole units going rouge(Though there should be some restrictions, like admin auths).
That RP had its moments, but I agree it went rather derpy as it progressed.

I support admin auths.
Title: Re: Changes
Post by: Dallas on December 29, 2012, 11:37:28 AM
Anyone who brings up that one rouge we had a while back should realize that was the most horrible RP I've ever seen on Outlands.
But it shouldn't taint the whole units going rouge(Though there should be some restrictions, like admin auths).
That RP had its moments, but I agree it went rather derpy as it progressed.

I support admin auths.

But in reality, it's not like we're going to have three units all pop along to the armory and then rampage all at once. Regardless it is still something that should be given an admin green-light before it happens.
Title: Re: Changes
Post by: Airborne1st on December 29, 2012, 11:38:01 AM
Regarding units going rogue, if we're going to allow it, I agree with what's been said about having admin auths on it, but also, how realistically easy would it be for a unit to even go rogue? I mean the only way they could really go rogue is to sneak out of the Nexus or sneak off during a patrol and never come back or something. What are they going to do? Stand at the Nexus steps and say they're going rogue and just walk off, just to get shot by another unit? And plus, whenever a unit logs in, they spawn in the Nexus. So the only way having a rogue unit would work ICly would be for them to delete their unit and make a citizen representing their character that was once a unit and just RP taking off their uniform and weapons, etc.
Title: Re: Changes
Post by: swag master spiderman on December 29, 2012, 11:52:07 AM
Don't they have biosignals on their uniforms anyway? Meaning unless they wanted to be caught they'd need to remove them meaning they'd use a citizen model anyways.
Title: Re: Changes
Post by: Reimer on December 29, 2012, 01:18:29 PM
Don't they have biosignals on their uniforms anyway? Meaning unless they wanted to be caught they'd need to remove them meaning they'd use a citizen model anyways.

If they were GRID wouldn't they have knowledge that would help them to disable the signal or some other such IC stuff? I believe something like that happened before.
Title: Re: Changes
Post by: Penguin on December 29, 2012, 01:38:26 PM
Restrict rogue units entirely. I have tried it before even with heavy supervision, it will not work like you hope it to. Because it will turn into a "Why does he/she get to be rogue and not me its not fair!!!1!11!!!!" then next thing you know they decide to go rogue when no admins are on and distribute weapons like candy. Just don't do it.
Title: Re: Changes
Post by: Mr. Pettit on December 29, 2012, 01:42:29 PM
If units bitch about going rogue to the point that they're fighting to get the chance to leave when they actually wanted to be part of the CCA, then they shouldn't have been recruited at all. You're not giving this a chance Kyle.
Title: Re: Changes
Post by: [LP]GMK-MRL on December 29, 2012, 02:17:23 PM
If units bitch about going rogue to the point that they're fighting to get the chance to leave when they actually wanted to be part of the CCA, then they shouldn't have been recruited at all. You're not giving this a chance Kyle.

Agreed. Rouge units will die within the week of going to the Outlands due to Anti-Union fanatics and gun weilding pyscopaths. RCT's-03
s think they are strong as shit and their Kevlar is tougher than titainum. But when a shotgun comes through, they will become highly upset/dissapointed and try to re-apply for the Union. This is where my idea comes in. Basically, they have to receive administration authorizations. Then if they actually avoid death in the City, they will be forever banned from the Union OOCLY and ICLY. So if they die they will never be able to reapply. Which is why they should add a section in the CCA Forum detailing the digits of rouge units to keep an orginized tally on who left.
Title: Re: Changes
Post by: aeiou on December 29, 2012, 02:40:48 PM
I have yet to meet a RCT-03 that think they are strong as shit - if they do, then that's their fault. I guess I'll take it up internally and with Jonco and see what they want, too. As far as I understand, most of you want either on the spot authorizations or no rogues at all?
Title: Re: Changes
Post by: Dallas on December 29, 2012, 02:42:53 PM
I would like there to be rogues, just with a little-- Not extreme amount, of admin auth to be involved.

side-note: 400th post!!!111
Title: Re: Changes
Post by: aeiou on December 29, 2012, 02:49:05 PM
Spoke to Jonco, it'll require on the spot admin auth. There's some other stuff for admins to handle, too, but that'll stick to being private in the admin forum. So to sum up: requires admin auth (on the spot).
Title: Re: Changes
Post by: [LP]GMK-MRL on December 29, 2012, 03:12:18 PM
I have yet to meet a RCT-03 that think they are strong as shit - if they do, then that's their fault. I guess I'll take it up internally and with Jonco and see what they want, too. As far as I understand, most of you want either on the spot authorizations or no rogues at all?

Trust me man there are tons. You just have to see them when they are fighting Citizens.
Title: Re: Changes
Post by: cookiesofamerica on December 29, 2012, 03:25:42 PM
I was hoping to know there will be changes to OTA or anything, specifically for storm.
Title: Re: Changes
Post by: aeiou on December 29, 2012, 03:42:34 PM
I was hoping to know there will be changes to OTA or anything, specifically for storm.

Up to Jonco
Title: Re: Changes
Post by: [LP]GMK-MRL on December 29, 2012, 03:48:57 PM
Hate to pester you about it, but is there an exact date for the completion of HL2RP? Too many people are asking me, so I just want to send them to this thread after this is answered.
Title: Re: Changes
Post by: aeiou on December 29, 2012, 04:02:20 PM
Hate to pester you about it, but is there an exact date for the completion of HL2RP? Too many people are asking me, so I just want to send them to this thread after this is answered.

Not yet, hoping it won't take too much time, though...
Title: Re: Changes
Post by: [LP]GMK-MRL on December 29, 2012, 04:09:24 PM
Hate to pester you about it, but is there an exact date for the completion of HL2RP? Too many people are asking me, so I just want to send them to this thread after this is answered.

Not yet, hoping it won't take too much time, though...

Alright, thank you.
Title: Re: Changes
Post by: aeiou on December 31, 2012, 07:30:29 AM
Quick note: Removed HL2RP and Outlands from the status bar until the servers are back.
Title: Re: Changes
Post by: Kevin on January 01, 2013, 01:22:22 PM
Any time update or is it unknown?
Title: Re: Changes
Post by: Dallas on January 01, 2013, 01:25:05 PM
Any time update or is it unknown?

From looking at the to-do list I got earlier; soon...
Title: Re: Changes
Post by: Kevin on January 01, 2013, 01:29:01 PM
Any time update or is it unknown?

From looking at the to-do list I got earlier; soon...

Soon as in within 24 hours? Or soon as in within a few days- a week?
Title: Re: Changes
Post by: Dallas on January 01, 2013, 01:32:38 PM
Any time update or is it unknown?

From looking at the to-do list I got earlier; soon...

Soon as in within 24 hours? Or soon as in within a few days- a week?

Not my call to make.
Title: Re: Changes
Post by: Kevin on January 01, 2013, 01:34:30 PM
Any time update or is it unknown?

From looking at the to-do list I got earlier; soon...

Soon as in within 24 hours? Or soon as in within a few days- a week?

Not my call to make.

Right, well thanks anyways for the small amount of info, hope to see you on outlands.
Title: Re: Changes
Post by: BltElite on January 01, 2013, 02:30:19 PM
Any time update or is it unknown?

From looking at the to-do list I got earlier; soon...

Soon as in within 24 hours? Or soon as in within a few days- a week?

Not my call to make.

Right, well thanks anyways for the small amount of info, hope to see you on outlands.
Depends how fast alex and khub go about stuff and commitments.
It could be coded and sorted tommorow, or it could be into next week.
Title: Re: Changes
Post by: rBST Cow on January 01, 2013, 03:46:39 PM
Knub said yesterday in the Shoutbox that it will be done next week. IE Jan 1 - 7
Title: Re: Changes
Post by: Khub on January 01, 2013, 04:12:39 PM
thats the plan
Title: Re: Changes
Post by: shrimp on January 04, 2013, 02:05:08 AM
I'm very much liking the Idea of an admin run Black-Market sort of thing. I've seen other servers do it before, it worked pretty well, but caused a bit of strain on the CCA... Which we need a bit more of in the city.
Title: Re: Changes
Post by: Reimer on January 04, 2013, 02:08:13 AM
I'm very much liking the Idea of an admin run Black-Market sort of thing. I've seen other servers do it before, it worked pretty well, but caused a bit of strain on the CCA... Which we need a bit more of in the city.

Admin run would bring in the question of a community sanctioned resistance wholesale, which would bring unspeakable drama levels.

I like the idea of admins monitoring the flow of weapons through the players that distribute them though as was suggested, better than nothing now that firearms restrictions are gone, as they should be IMO.
Title: Re: Changes
Post by: Lone Wanderer on January 04, 2013, 03:09:22 AM
Admins are obviously going to be involved in the blackmarket trade, especially when it does come to things like weapons. Just because the admins are involved in that kind of stuff, doesn't mean there's a 'community sactioned group' that exists. Recently on the City server (being like around like May - server downtime of last year), the Resistance groups were clearlymade/defined by the playerbase, not by the administration support they recieved. I highly doubt an admin acting as a black market dealer that happens to sell weapons to them makes the main resistance group. That's just my take on it at least.
Title: Re: Changes
Post by: rBST Cow on January 04, 2013, 03:25:31 AM
I dunno about this admin ran black market. If its for guns, them im all for it, as long as they don't get in the wrong hands. If its more medical supplies, food, ect then I think it might take away from the people that want to rp doing that kind of stuff, and they actually enjoy doing it rather than an admin going "brb, Gunna give some stuff to citzens." It would be a lot less meaningful.

Idk, just what I think.
Title: Re: Changes
Post by: aeiou on January 04, 2013, 03:30:02 AM
The blackmarket won't be run by the administration team entirely for weapons - it's just for distributing said weapons to the dealers, which will most likely be players
Title: Re: Changes
Post by: rBST Cow on January 04, 2013, 03:33:20 AM
The blackmarket won't be run by the administration team entirely for weapons - it's just for distributing said weapons to the dealers, which will most likely be players

Hmm...sounds good but I think if we do this the said player will need to get a "yes" from 2 admins, then a roster type thing on the private forums so we can keep track of them. And the fact that if somehow an irresponsible player gets one, then that's not good lol.
Title: Re: Changes
Post by: aeiou on January 04, 2013, 03:34:49 AM
The blackmarket won't be run by the administration team entirely for weapons - it's just for distributing said weapons to the dealers, which will most likely be players

Hmm...sounds good but I think if we do this the said player will need to get a "yes" from 2 admins, then a roster type thing on the private forums so we can keep track of them. And the fact that if somehow an irresponsible player gets one, then that's not good lol.

If an irresponsible player gets one, its the authorities job to rectify the issue upon notice, not ours. When they start massively deathmatching, it's our job. Who the weapons go to is for fate to decide really. There'll be a structured blackmarket but that'll come in later and not at release.
Title: Re: Changes
Post by: raged on January 04, 2013, 05:09:22 AM
can i actually kill this admin character who gives out guns or does he have godmode
Title: Re: Changes
Post by: Zail on January 04, 2013, 05:16:01 AM
can i actually kill this admin character who gives out guns or does he have godmode

I did say, he's "killable", since it isn't realistic if he had godmode on. He isn't a specific NPC, but a player controlled person, who can also die.
I'd say, if an "admin only" blackmarket character died, I think the admin would let the market die out, maybe wait a couple of weeks, before a new blackmarket person was sat in place.
Title: Re: Changes
Post by: raged on January 04, 2013, 05:20:42 AM
cool i'll camp his respawn point with 5 zealot operatives
Title: Re: Changes
Post by: aeiou on January 04, 2013, 06:26:32 AM
I couldn't care less if the blackmarket died, just means people weren't careful enough
Title: Re: Changes
Post by: The Doctor, RIP Juggernaut on January 04, 2013, 09:10:28 AM
The blackmarket won't be run by the administration team entirely for weapons - it's just for distributing said weapons to the dealers, which will most likely be players

Hmm...sounds good but I think if we do this the said player will need to get a "yes" from 2 admins, then a roster type thing on the private forums so we can keep track of them. And the fact that if somehow an irresponsible player gets one, then that's not good lol.

If an irresponsible player gets one, its the authorities job to rectify the issue upon notice, not ours. When they start massively deathmatching, it's our job. Who the weapons go to is for fate to decide really. There'll be a structured blackmarket but that'll come in later and not at release.
Could this also apply to Outlands?
Title: Re: Changes
Post by: aeiou on January 04, 2013, 10:35:07 AM
The blackmarket won't be run by the administration team entirely for weapons - it's just for distributing said weapons to the dealers, which will most likely be players

Hmm...sounds good but I think if we do this the said player will need to get a "yes" from 2 admins, then a roster type thing on the private forums so we can keep track of them. And the fact that if somehow an irresponsible player gets one, then that's not good lol.

If an irresponsible player gets one, its the authorities job to rectify the issue upon notice, not ours. When they start massively deathmatching, it's our job. Who the weapons go to is for fate to decide really. There'll be a structured blackmarket but that'll come in later and not at release.
Could this also apply to Outlands?

Blackmarket?
Title: Re: Changes
Post by: Egf_Adam on January 04, 2013, 10:43:46 AM
Quote
Could this also apply to Outlands?

Quote
Blackmarket?

Yes, I think this would be a good thing for outlands. We need traders for ammunition and supplies seeing as spawner is gone.
Title: Re: Changes
Post by: Sexy Frog on January 04, 2013, 11:50:31 AM
I couldn't care less if the blackmarket died, just means people weren't careful enough

Ah man, this is gonna be fun. Now people actually have to be more careful instead of just flaunting around like some used to do and be even more secretive than before. :D
Title: Re: Changes
Post by: aeiou on January 04, 2013, 12:36:19 PM
Quote
Could this also apply to Outlands?

Quote
Blackmarket?

Yes, I think this would be a good thing for outlands. We need traders for ammunition and supplies seeing as spawner is gone.

The spawner will be added back in, and I still haven't written any specifics about the blackmarket, so we'll see... So far, however, I don't expect the blackmarket to be released within one or two weeks after release. I want to wait and see how the server does without it's restrictions for a bit first, then make my decision.
Title: Re: Changes
Post by: aeiou on January 04, 2013, 01:37:49 PM
Aiming to do an open "alpha" later today, if everything goes as planned. I'll come back with more information as soon as I can, but my hopes are it'll be up before 00:00 GMT +1. For reference:

Click here (http://www.timeanddate.com/countdown/to?p0=%3a&year=2013&month=1&day=5&hour=0&min=0&sec=0)

It is not a promise, just stating that right now before anyone assumes so. If it does come up, it will be an alpha, nothing more. Expect bugs, expect things not to work the way you want to or it used to. There'll be things missing. All I want to do right now is get the server up so you can at the very least roleplay.

I aim to have the City server up first, and Outlands up as soon as humanly possible after.

Note: It's in a playable state unless you count not having your model automatically set as unit a gamebreaking thing. If you do, it really sucks to be you and I am so sorry for you.
Title: Re: Changes
Post by: swag master spiderman on January 04, 2013, 02:07:07 PM
Is this going to be a consistant server, e.g it'll be alpha and progress without the server going down after a while, or will it be an open alpha period then close to get feedback and open up in a few more weeks again?

Verr verr excite
Title: Re: Changes
Post by: aeiou on January 04, 2013, 02:07:53 PM
It'll be consistent, we'll use the development server for making updates, and I aim to publish updates on Fridays unless it's a hotfix
Title: Re: Changes
Post by: aeiou on January 04, 2013, 06:11:55 PM
Sorry to get your hopes up everyone. Some bugs popped up while doing the final testing, will have to wait until tomorrow when Khub and I are awake. Locking topic for now.
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