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  1. TestingM

    TestingM

    Friend of HG


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      4

    • Posts

      2102


  2. Snowyamur

    Snowyamur

    Friend of HG


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      4

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      2174


  3. Lady Luck

    Lady Luck

    HG Member


    • Points

      4

    • Posts

      123


  4. ExoticSaint

    ExoticSaint

    HG Member


    • Points

      3

    • Posts

      2


Popular Content

Showing content with the highest reputation on 02/05/19 in all areas

  1. Hello, my name is ExoticSaint, but you can call me Saint or Exotic for short. I'm a chill dude who likes to have fun and plays gmod. I love to listen to music and chat with people. I am hispanic so I know a little spanish (just a little). Looking forward to be apart of hellsgamers!
    3 points
  2. Skill Trees Starter idea/ concept for a replacement to traits. Skill trees are inspired off of Sunrust's ZS server skill trees conjoined with Dying Light's skill trees, but simplified. These would be designed to include traits and allow players to choose the buffs and effects they want in an easier way. Concept by Snowyamur Inspiration from Dying Light, The Elder Scrolls V: Skyrim, Borderlands 1 and 2, and Sunrust's ZS Server Synopsis So a week or two ago, I was talking to Blueberry about ZS, and he said Sunrust's ZS server has better gameplay and mechanics. Given that many players on HG, including myself, have talked s**t about Sunrust's ZS server, I no longer wanted to make such derogatory statements without actually having been on Sunrust's ZS server and trying it out for myself. So I hopped on, and immediately, a lot of things were functional and clean. The UI, the boss selection menu, the weapons database, the functionality of zombie types, etc. worked out pretty well, and they were more polished and, most importantly, balanced than what HG ZS has. However, I'm not saying this to make Sunrust look good and HG look bad; I'm saying this out of what I've seen with my own eyes. From a few accounts by a few Sunrust players, Sunrust has dozens of developers, designers, animators, modelers, etc.; that's how they're able to pull all this off, whereas HG only has 3 developers, a few volunteer designers, 1 modeler, and a few QA testers. While HG's development team is noticeably smaller, for what they've pulled off in comparison with Sunrust is close to the same, just less polished. While on Sunrust's ZS server, one thing that stood out to me was their skill system they integrated. It had the feel of that from Skyrim, while also providing a more neatly-organized and flexible way for players to select what traits they wanted to have. Taking that into account, if Sunrust can pull it off, I feel that it's possible to pull off our own version of a skill tree system, albeit it's going to be slower to develop due to development team size. That said, I feel that if our server had a skill tree system as well, replayability improves, and we attract [possibly] friendlier and more gameplay-inclined people to our server, which would overall improve our ZS community, while further adding better gameplay features to our own ZS server. Note: as said above, this is a starter idea/ concept for the skill trees. This suggestion will NOT include any specifics for the skills in-terms of mechanics and integer values, such as the skills themselves nor the attributes involved, until I see how people think of this idea and their feedback towards it. Note 2: this general concept will be applied for only the HUMANS for now; the zombies will follow-suit if this idea/ starting concept receives positive feedback and attention, and development on it becomes a possibility. Note 3: with regards to what Fume stated below, I stated how I said something somewhere here, but I guess I didn't, so I'll say it here. It will be virtually impossible to include this unless we have a larger development team, but until we do, this idea will remain here because it's a possible thing to consider. Skill Trees So the skill trees themselves, as stated above, are designed to replace how traits are selected and used on our ZS server. This system will be designed to be more organized, accessible, and flexible for the player, and unlike the current traits system, the skill trees system will require less time to learn and figure out. If players have played games like Skyrim, Dying Light, Wolfenstein: The New Order or The New Colossus, Infamous, Borderlands (all of them), or any other game with a skill tree system, this would be most familiar with them. While not much creativity can be found using a skill trees system for traits, it nonetheless would be a familiar mechanic/ system for players, relieving them of having to spend time learning how our current traits system works. More importantly, this would be a refreshing introduction to something new for our ZS server. Akin to how Sunrust operates their skill tree system, players can level up and earn skill points towards unlocking skills of their choice, and certain actions grant them experience points for said actions. The route that I'm going to be taking with skill trees for HG ZS is the Dying Light route, which is having separate skill trees for separate roles. Unlike Sunrust where players gain universal EXP for pretty much anything they do, players that do certain actions will earn EXP that falls under a certain skill tree, and the skill points they learn under that tree can be used to purchase related skills akin to the skill tree of their choice. For the purposes of scope, these skill trees will be simplified. The Instinct Tree If you've played Dying Light, you would no doubt recognize that I'm trying to take a different route with word choice for the "Survivor" skill tree, renaming it to "Instinct." The Instinct Tree focuses heavily on survivor skills, most of which improve the odds of surviving the apocalypse. These can range from improved durability, to better price-haggling from the Arsenal Crate, to powerful in-game effects. EXP gain methods: surviving waves surviving a wave grants a certain amount of EXP; this value remains constant as EXP earned per wave survived. surviving Wave 6 (or Wave 7 on certain maps), thereby winning as the human team, will grant a lot of EXP. this EXP reward will be almost enough to level up given that it's rare for humans to win during most times of the day. completing achievements achievements will now reward EXP alongside point and card deck/ chest rewards. spending points[???] players that spend their points will earn Instinct EXP as it pertains to Zombie Survival for Garry's Mod. this gives a reason to not always pointwhore and not buy anything from the Arsenal Crate. Perks effects: increased durability might replace Health cards, which in-turn would mean points spent would have to be compensated improved and faster movement might replace Speed cards, which in-turn would mean points spent would have to be compensated access to unique weapons and equipment[???] powerful and advantageous buffs and effects: damage reduction from certain sources certain immunities from particular effects navigating, pathfinding, and improved senses improved haggling; improved buy and sell values from the Arsenal Crate special perks (improved points gain, innate health regeneration, unique resistances, etc.) improved deployable use: reduced Resupply Box delay improved card effects other The Support Tree Unlike Dying Light, Zombie Survival gives the user, the player, an ability to construct barricades. Such a skill could fall under what could be considered as "team support;" so can healing. Players that don't fight on the frontlines and choose to support their team in combat would choose to construct barricades and heal, and they will benefit from that in their own way separate from the Instinct Tree. EXP gain methods: repairing stuff: barricades Supply Crates deployables excludes EXP being earned for barricades or deployables under the player's control taking damage. healing others: excludes EXP being earned for providing buffs and certain resistances when healing. blocking damage: Forcefields blocking any forms of projectile damage use of "Aegis" Barricade Kits from the Arsenal Crate ONLY dealing damage with deployables; NOT weapons having your Arsenal Crate being used having your Resupply Box being used other Perk effects: improved healing effects, alongside unique healing skills that can provide a wide range of buffs. improved repair effects, alongside unique repair skills that improve overall barricade maintenance. special barricading skills that provide unique forms of utility and apply to particular situations. improved deployables: increased durability improved damage (if available) The Combat Tree As with any zombie apocalypse, knowing the art of combat and warfare is essential when trying to hold back the zombie horde. In ZS, this is no exception. Slashing, bashing, shooting, stabbing, and pummeling zombies to death is a norm for the zombie apocalypse, but it's a skill that must be mastered. Unlike the Instinct and Support Trees that emphasize survival by defense and special resistances, the Combat Tree emphasizes survival by improved combat abilities and special damage. EXP gain methods: dealing damage WITH WEAPONS. damage from deployables will give the player Support EXP, not Combat EXP. killing zombies. killing zombies by any means rewards Combat EXP no matter what if a zombie is killed by a deployable or assisted death by the human player, both Combat and Support EXP could be rewarded together. taking damage. dying will NOT reset the level counter nor EXP gains. any damage to the human player, including fall damage and self-inflicted damage, will give Combat EXP in return. Perk effects: improved ranged and melee capabilities: improved fire rate or attack speed overall improved damage across the board improved ranged or melee weapon attributes special fighting traits: improved resistances or buffs granted by using certain weapons universal improvement of a selection of weapons special effects by performing certain combat actions special effects by performing normal actions (reloading, moving, etc.) weapon modifications: improved clip size elemental bullets (available elements below): fire (take x damage over t seconds and props take x damage over t seconds) frost (take x more damage from anything and move slower for t seconds) poison (take x damage over t seconds and attack slower for t seconds) corrosive (enemies with blood armor take extra damage and metal props take extra x damage over t seconds) electric (% chance of being stunned in place, but can still attack) tar (gives a debuff that inflicts extra damage on enemies that are set on fire, or have the burn effect) time (% chance of being frozen in time, whereby the player can't do anything, but they can't take damage from anything) omni (very low % chance of applying every single element to an enemy) other Conclusion So, this is how skill trees would work for ZS. Each tree has their own way to gain EXP, and each tree gives the player different specifications. If you have any feedback, be sure to post them below. I want to see what others think of this before treading further on this idea.
    2 points
  3. Where is my zombie skilltree at. K ima try myself. The Zombie Tree Considering that giving the humans more buffs and ignoring the zombie side is the spot where i step in and point things out that usually get ignored or downplayed by zombies being to "OP" nearly all the time. EXP gain methods: Damaging Humans with any kind of zombie Killing Humans as any kind of zombie Taking damage from humans Perk effects: improved ranged and melee capabilities: improved fire rate or attack speed overall improved damage across the board improved ranged or melee weapon attributes special fighting traits: improved resistances or buffs granted by using certain zombies special effects by performing certain zombie actions special effects by performing normal actions (moving, attacking cade or humans.) Zombie Modifications/Mutations Elemental resistances Increased speed when in water Bone armor plates (always start with a small amount of armor) Lazer damage resistances Increased pull when hitting a human Status effects that can apply to cade or humans after getting hit Increased dmg to droped items like guns/loot Longer claws More speed / skinny zombie Yes i know this sounds like listing the traits in the blood arse, But having humans spawn with buffs and just straight up ignoring the zombie side of things is not a thing i would like to see. Cause no matter how hard you try, you will spend time as a zombie. (unless you are one of those jackasses that just go afk or leave till next map. It is frustrating that these people complain about humans needing buffs.)
    2 points
  4. Holy fuck this was a long time, but a good time the matter of fact, Dream-E was still active, Oscar was still part of HG, Fume was a either still a Member or a Staff, I would randomly hop in random Division chats to meet new people. OG days. But in all honesty: I was playing Gmod ZS since the "Vanilla" days back in 2008 but recently had to stop playing because school, cause I was like a an elementary schooler at the time. But recently gotten back into it in 2013. I was first playing on a server called TPS untill it was shutdown for unknown reasons, So after deciding on the server list for the longest time then I randomly chose HellsGamers and stuck with it since
    2 points
  5. An idea for a zombie skill that would be nice is something I call, Total Recall. With Total Recall, you take the dead player's loot (weapons/deployables/ammo) instantly after they die. For balancing, redeemers with this skill will no longer recieve redeemer weapons(duo deagles/crossbows/pistols). Total Recall II will allow you to also absorb that player's pre-wave buffs(banholder, fit, ect.). Total Recall III will allow you to move slightly faster for 15 seconds and not absorb that player's returns(palsy, banned for life, ect.).
    1 point
  6. @Lady Luck Well, as I told A Imperfect perfection, I tend to play as human; that's why I was able to come up with a skill tree for humans, and that even though I don't usually zmain, I would try to come up with a skill tree for zombies. Seems like you did that for me already, Lady Luck, but you know what's best, and not overpowered, for the zombie team, so I leave that to you.
    1 point
  7. Hi! I'm also Hispanic and can also speak a little bit of Spanish. Glad to have you here!
    1 point
  8. Welcome to the HeLLsGamers community @ExoticSaint!
    1 point
  9. 1 point
  10. Welcome saint, hope you enjoy it here! Btw I did see you in game. Keep playing ze my dude
    1 point
  11. Welcome to the community Saint
    1 point
  12. Today marks my first years in HG! We did it bois!
    1 point
  13. Welcome to the ModSquad! (I'm not part of it)
    1 point
  14. "Amazing, mission complete! That right there is why you are the best, Boss!"
    1 point
  15. 1 point
  16. AW HEEELL YEAH! Congrats Fred!
    1 point
  17. Joined 2018. But been doing zs a shit ton longer.
    1 point
  18. 1 point
  19. https://gyazo.com/cce3f829c24600ee8d3afed2ecaf61af So that ^ doesn't become an issue when placing force fields to block chrono's and other unwanted stuff.
    1 point
  20. Zombie Survival Moderator Guide A step-by-step guide for new and current Zombie Survival Moderators. 1. Understand that abuse is NOT tolerated. You are given the privilege, not the right, of this position. Please follow all server rules. All actions are logged and thus viewable by HG Leadership. Act professional. 2. Remember: Always warn > kick > ban. An exception to this rule includes hackers or people that have recently been banned. 3. If the situation involves props instead: Always warn > zlock > zlist. An exception to this rule is if the person has been zlisted recently. 4. It is recommended that you bind a key to "xgui". This will allow you to open the ULX Menu without the need to type "!Menu" into chat or otherwise take the time to type out a command. This is done by the following: Make sure you have enabled developer console in the GMod options menu. Open up the console by pressing the ~ key. In the console, type: bind <insert desired key> xgui. An example: bind k xgui (As indicated below.) The ULX Menu 1. Welcome to the ULX Menu. There are 3 tabs: Cmds, Maps, and Settings. As a moderator, you will only be concerned with the Cmds tab. (NOTE: As we are using my ULX Menu as an example, the commands may be slightly different due to the fact that I have trusted admin (you have server admin). Under the Cmds tab, you will have 10 dropdown menus: Chat, Fun, Menus, Teleport, User Management, Utility, Voting. You should only be concerned about: Chat, Fun, Teleport, Utility and Zombie Survival. 2. Keep in mind: There will be several ways to invoke commands. All will achieve the same result. Directly by chat (In chat, you must precede a command with !, no spaces followed by a target. Examples will be shown. All commands will follow the said template.) Using console (In console, you must precede a command with ulx followed by a target. Examples will be shown. All commands will follow the said template.) Using the ULX Menu (Open the ULX Menu and simply click.) -- Chat -- asay Used for admin chat. If you have any questions regarding a situation or rule, having an admin-admin conversation about in-game events, or if a player needs to contact an admin, this is used. Example Template (Chat above, console below): gag Used to prevent a player from using in-game voice chat. (Use this if the player is spamming on the in-game voice chat or behaving badly in it. (NOTE: Do not use a space inside the name or it will target multiple people.) Example Master Template (Chat above, console below): mute Used to prevent a player from using in-game text chat. (Use if the player is spamming the text chat or behaving badly in it. (NOTE: Do not use a space inside the name or it will target multiple people.) psay Used to chat to a player privately. This can also be used to warn a player. Example Template (Chat above, console below): -- Fun -- slay Used to kill a player. (Mainly used for instances where a blacklist would not be appropriate for the situation, such as exploiting an unbreakable door or delaying an objective map.) -- Teleport -- NOTE: Teleport commands may not work if the area near the target is too small or props are nearby. bring Used to teleport a player to exactly where you stand. goto Used to teleport yourself to another player. return Used to teleport a player back to their original position before they were teleported. (Doing just the command without a target will return you, the admin, back to your original position if you teleported.) send Used to teleport player 1 to player 2. Format is !send <player1> <player2> Example Template (Chat above, console below): teleport Used to teleport a player to where your crosshair is pointing. -- Utility -- Ban Used only as a last resort, after a player has been warned and kicked or for hackers. (NOTE: You may only ban someone for up to a max of 2 hours, proof is allways required.) In order to ban someone, follow the template below. This is the chat command, the console command should be self-explanatory. The ULX Menu will have further options to accommodate this should you choose that route to ban. The template is: ban <name> <duration> <reason>, in which for <duration>, you can enter a time length and use m (minutes), h (hours), or d (days), if your chosen time is over 2 hours it will automaticaly default to 2 hours. Example Template (Chat above, console below): Kick Used after warning someone and said player continues to behave in that manner. You can add a reason after the name. Noclip Useful when you need a bigger overview of whats going on in the game, for example if you are having trouble with a large amount of players spawnkilling. Ideally want to refrain from using this command, note that viewtarget is more than sufficient to understand an issue from another perspective ingame. Noclip is a last resort and you would rarely find any reason to use it unless dealing with things on a large scale. Spectate Used to spectate a player. This puts you in their POV. Your physical body will be stuck on the position you are standing at while you spectate. You can also use this to check if a player asking for a teleport is really stuck or for hackers. Exit spectate mode by moving your player (W, A, S, D). Spymode Used to spy on the opposite team by being able to read and hear their chat. This should be used if there are complaints of people spamming text or voice chat in the opposite team. addbots Adding bots is a last resort for filling up population; strictly to be only used in this way unless directed by a Division Staff or Division Leader. If any mod is caught misusing this command, the entire functionality will be stripped from this rank. Use it carefully and properly. Used in conjunction with 'removebots', same concept but removes instead of adds. viewtarget Ideally used to check if someone's zlist is valid, or if people are spawncamping. This command will be used if you are unsure of someone's zlist being appropriate, if someone is stuck, or if someone is outside of the map. -- Zombie Survival -- Redeem Used to revive a player from the zombie team. This should be used on players that crashed before wave 1 has begun or died due to a glitch. To be sure that they died from a glitch, check console for the cause of death. Zlist (AKA Blacklisting) Used to prevent a player from interacting with props or using the Carpenter's Hammer. This includes holding props or breaking them. This should be used on players creating bad cade or trolling with props, or any action related to props. This should be used as a last resort, after a player has been both warned and zlocked previously. (NOTE: You may only blacklist someone for up to a max of 2 hours, proof is allways required.) In order to blacklist someone, follow the template below. Example Template (Chat above, console below): Zlock Used to prevent a player from interacting with props or using the Carpenter's Hammer. This includes holding props or breaking them. This should be used on players creating bad cade or trolling with props, or any action related to props. It can also be used to prevent someone from creating a spawnpoint with zombie or becoming a boss. This will blacklist a player for the entire map duration, until a map change. If this is used in a situation involving props, remember to warn beforehand. ----- TIPS When a player has non-Latin letters and/or non-Arabic digits in their name, you can use the ULX Menu or console to locate their name. In console, you can type out the command and once you reach a target, a dropdown menu will appear. Use the arrow keys to navigate until you find the name. You do not need to type the whole name after a command. As long as the input name has a part of that players name and no duplicate names are present, the command will work on said target. Example: A player has the name of 'ThisIsFun'. You can type in the name 'sfun' instead of the whole name. This won't work if there is another player with the name of 'GarrysFun', since both names contain 'sfun'. Please contact a Garry's Mod dS+ or fellow moderator(s) if you have any questions, comments, and/or concerns regarding your abilities or situations.
    1 point
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