Hi there Guest,  
Sign in here: Login through Steam



Welcome, Guest
You have to register before you can post on our site.

Username
  

Password
  





Search Forums

(Advanced Search)

Latest Threads
Dominator _k2022 - Member...
Forum: Denied
Last Post: Brassx
02-13-2026, 01:29 PM
» Replies: 1
Member+ Application
Forum: Approved
Last Post: John
02-12-2026, 11:49 PM
» Replies: 1
bellybuttonlover6 Member ...
Forum: Approved
Last Post: John
02-08-2026, 04:33 AM
» Replies: 8
I Fear Leif +member appli...
Forum: Denied
Last Post: John
02-08-2026, 04:25 AM
» Replies: 1
D0ZZA’s Member Applicatio...
Forum: Approved
Last Post: John
02-08-2026, 04:19 AM
» Replies: 11
Licky Licky Lachie Member...
Forum: Approved
Last Post: John
02-08-2026, 04:17 AM
» Replies: 7
FRG DEADLOCK STREET BRAWL...
Forum: General
Last Post: WhyTryGuy
02-07-2026, 11:27 PM
» Replies: 17
YO THIS LEMON GUN
Forum: General
Last Post: John
01-25-2026, 12:00 AM
» Replies: 5
crab appeal
Forum: Ban Upheld
Last Post: John
12-27-2025, 05:25 PM
» Replies: 1
2025 SECRET SANTA ($200+ ...
Forum: General
Last Post: Manzy
12-23-2025, 05:19 AM
» Replies: 75

 
Forum Statistics

Members: 4,588,   Latest member: jacelovesyou,   Forum threads: 9,095,   Forum posts: 75,161,   Full Statistics


  Goodnight FRG 83/365
Posted by: zephy - 12-27-2018, 05:49 AM - Forum: Shit Posting - Replies (2)

Goodnight Forums
Image

Print this item

  Shut the Box
Posted by: bellybuttonlover6 - 12-27-2018, 05:28 AM - Forum: Suggestions - Replies (4)

Description of Game
Shut the Box is a game of dice for one or more players, commonly played in a group of two to four for stakes. Traditionally, a counting box is used with tiles numbered 1 to 9 where each can be covered with a hinged or sliding mechanism, though the game can be played with only a pair of dice, pen, and paper. Variations exist where the box has 10 or 12 tiles.

Rules

At the start of the game all levers or tiles are "open" (cleared, up), showing the numerals 1 to 9. During the game, each player plays in turn. A player begins his or her turn by throwing or rolling the die or dice into the box. If the sum of the remaining tile(s) is 6 or lower, the player may roll only one die. Otherwise, the player must roll both dice. After throwing, the player adds up the pips (dots) on the dice and then "shuts" (closes, covers) one of any combination of open numbers that equals the total number of dots showing on the dice. For example, if the total number of dots is 8, the player may choose any of the following sets of numbers (as long as all of the numbers in the set are available to be covered):

8
7, 1
6, 2
5, 3
5, 2, 1
4, 3, 1
The player then rolls the dice again, aiming to shut more numbers. The player continues throwing the dice and shutting numbers until reaching a point at which, given the results produced by the dice, the player cannot shut any more numbers. At that point, the player scores the sum of the numbers that are still uncovered. For example, if the numbers 2, 3, and 5 are still open when the player throws a one, the player's score is 10 (2 + 3 + 5 = 10). Play then passes to the next player.

For further clarification, if 2, 3, and 5 are the only numbers open, and the player throws a 4, their turn ends, since 4 requires either 4 or the pair 1, 3 to be open. With 2, 3, and 5 being the only open numbers, the only throws that would not end the player's turn are 2, 3, 5, 7, 8, and 10.

After every player has taken a turn, the player with the lowest score wins. If a player succeeds in closing all of the numbers, he or she is said to have "Shut the Box" – the player wins immediately and the game is over.

tl;dr - fun game to be more fun than 50/50 and spin2win

Hopefully this gets added because I really enjoyed playing this.

Image of the game:

Image

Print this item

  Goodnight FRG 83/365
Posted by: pickle - 12-27-2018, 05:20 AM - Forum: Shit Posting - No Replies

nighty forum
Image

Print this item

  Some godlike weapon or cool ideas
Posted by: Soulshardcore - 12-27-2018, 04:19 AM - Forum: Suggestions - Replies (4)

Fortuna: Shotgun

Uses the shotgun model from BioShock 1

Cannot aim down sights, as right click is used for switching ammo types. There are 3 ammo types. Every time you switch ammo types, the gun must be reloaded completely.

Ammo type 1: Normal shotgun pellets, with a faster fire rate and higher damage than if the other two types that can be loaded into the shotgun
*Typical shotgun, only better. Really, the best for catch all situations, but those seeking a little flavor for their shotguns are more looking for the other two ammo types. Also, I don't want another First Prayer situation, so don't make it so that it can one shot at medium distance consistently. I think that's a bit much, even though it is possible to be countered.

Ammo type 2: Fire pellets, with significantly decreased damage, but have a stacking mechanic of each pellet hitting adding a fire damage timer stack.
*I would say this should be used as a desperation move, using it to try to guarantee a kill after death. Of course, it all depends on the pellets that hit, and if used for long range should deal almost no damage, as the fire damage should be negligible if only one pellet hits. Also, the gun is unable to be found with the Phoenix or Firewalk traits.

Ammo type 3: Shock pellets, which depending on how many pellets hit, reduce speed for a short time. If most pellets hit, then speed should be reduced by 75%, for a second. If a couple hit, speed should be reduced by 15 - 35%, for ~.25 - .5 seconds.
*This is for mobile targets, or making sure you can make a second shotgun shot count. Unless you're shoving this down someone's throat, it should not 1 shot.
This makes it good for subduing targets that are running away, or are trying to use warrior dash to get to or away from you, as well as someone with mobi boost or christmas orb.



I know some people will hate this just because its another godlike shotgun, but I really like BioShock and shotguns so whatever.



Unknown Name (IDGAF): Unknown Gun Type

This gun will be levelable, with it gaining special abilities depending on what stats get maxed. Not all stats will be on the gun, I just put them all so that if they are put on the gun, there is some idea of what to do with it. Also, a maximum of two stats should be maxable, with some traits being mutually exclusive from being maxed.

Some examples include:
Max Mobi: 40% mobility on kill. Another option is a stackable bonus mobility on kill, so about 10% per kill, up to 50 - 60%. Every kill would refresh the short mobility timer (about 2-5 seconds) as well as add its bonus.

Max Reload: Reloads have a chance of causing you to not deplete ammo for a short time. Scales with how many bullets were left in the magazine, Example: one bullet missing from clip = about .2 seconds of free bullets. All bullets missing from clip = 3 seconds of free bullets

Max Stability: Every successful hit on an enemy has a chance to decrease their stability by 10-25%. Stackable up to 2 times.

Max Deploy Speed: Switching to another weapon has increased speed of about 1/4 the speed of the stat on this gun.

Max Accuracy: High chance of Tracking being placed on a hit enemy. 25 - 35% should be about the chance.
Another idea would be a bleed chance whose timer is dependent on where the person was shot, either being anatomically accurate to major arteries or being based on damage multipliers for where you are shot, such as very high for headshots or almost no time for being shot in the foot.

Max Clip: Whiffed bullets have a high tendency (80%) to be added back to your ammo reserves. Good for maps people would usually use dimension crystal on.

Max Damage: Your excess damage on a kill gets overflowed into an aoe around the recently killed person. Aoe damage capped at 30.

Max Firerate: Has a chance to cause the target to have the wind knocked out of them, making them fire 5% slower and move 10% slower. Stacks up to 2 times. Each proc refreshes the short timer of 3-5 seconds.





And now, for other ideas.

Shadow Realm proc: When activated, an enemy hit with this proc will be sent to the shadow realm where they will continuously take damage, be unable to be hurt by players, able to move with -10 - 20% speed, and be unable to heal themselves. Other people will see wisps of smoke as the person, and be able to heal them only with orb of christmas, as christmas spirit is the only thing stronger than the darkness. Should probably go for next halloween crate




Illusionist: A new Random Class! For both det and traitor

-10-25% mobility. Up to whoever implements it(if they do)
Gain 3 or 4 teleport devices. Also gains an item which teleports to one of the teleport devices. Teleport devices can be destroyed, but the destroyed devices can be picked up by the owner to add it back to their amount of teleport devices. When the item to teleport is used, it goes in sequence from first teleporter placed to last teleporter placed, looping back to first. Like the normal teleporter, it takes a little time to use, but is faster than the normal teleporter by 25% or so.



Lure Synergizer: Use two lures at the same time! Cannot use the same lures twice nor kraken lure at all. Causes the lures to deteriorate faster.

Print this item

  Sword Fight Anti-Delay Mechanic
Posted by: Beebee1303 - 12-27-2018, 02:06 AM - Forum: Suggestions - Replies (10)

I propose that when there is 3 people left, there is a 30 second timer till they take damage. Hitting an enemy or being hit will reset the timer.

The person in the lead would have dealt the last damage and would die last. Those who are purely getting score from time would die. This will help when someone is forcing the rest of the server to wait 4+ mins and wouldn't require staff intervention.

Print this item

  [Change] Exotics
Posted by: gfkxj - 12-26-2018, 06:30 PM - Forum: Buffs, Nerfs, and changes. - Replies (4)

Is there anyway we can get the ability to turn down or off the sparkle effect on Exotic guns. It looks nice, but after a while it just gets obnoxious and takes up alot of screen space.

Print this item

  [Buff] Coal Launcher
Posted by: Beebee1303 - 12-26-2018, 02:19 PM - Forum: Buffs, Nerfs, and changes. - Replies (6)

Currently, also in my opinion, the Coal Launcher feels like a prim, outside of the effect of shooting coal. There is an opportunity to add something to the gun to make pretty fun.

When you right click, it consumes 2 ammo, deals reduced damage of .5, and knocksback the user and anyone hit with two or more pellets. Cooldown 10 secs.

Edit: It could consume what is left in the clip and scale knockback. Consuming 10 ammo will give a large knockback, consuming 1 will be weak knockback.

It would be cool to bring mobility to the gun. You can use it like a poor man's Scardy Bunny, however thats jumping and not knockback. It could feel different from the Scardy Bunny. Knock off folks from roofs. It could be a sniper's best friend, putting distance between the user and attacker. Or could be a gap closer for close range combat.

This would bring a ton of utility to the gun, which it doesn't need this buff. This is a formidable secondary and could easily stay the same. But it would add some cool stuff and reward those who think outside the box.

Print this item

  Goodnight FRG 82/365
Posted by: zephy - 12-26-2018, 06:24 AM - Forum: Shit Posting - No Replies

Goodnight FRG
Hope you guys had a good Christmas
Image

Print this item

  Soon
Posted by: Catbug - 12-26-2018, 05:42 AM - Forum: Shit Posting - Replies (3)

My laptop is returning with wifi again soon. We will rejoice once more my brothers.

Print this item

  Server Balancing
Posted by: Kurt Medici - 12-25-2018, 07:49 PM - Forum: Suggestions - Replies (5)

It has come to my attention that although there are two TTT servers one is usually occupied and one is usually empty.

When one server gets full the other does not fill up because you need at least 6 people for challenges and XP.

What ends up happening is that one server looks empty in the browser and people do not join and it remains empty all while people wait to play on the full server.

My suggestion is that there should be a balancing system that takes players from the full server and puts them on the second server so that people are willing to join when they see the player count in the server browser.

I think there should be a voluntary but incentivized system for people to join the empty server. Perhaps an on screen prompt asking if you would switch to the other server for perhaps coins, an increased drop rate for the map, bonus XP, or something to compensate for the few rounds that people wont be able to do their challenges until more join.

Another way to go about it would be an automated system that switches players to the empty server when the other is at max capacity. However, automated systems can be incredibly frustrating and unfair as anyone who plays Team Fortress 2 can attest to and thats why I think a voluntary system is better.

These changes have the potential to foster the growth of the community as having two active servers at a time increases the chances of someone joining off the server browser and becoming part of the community. It will also alleviate those moments of frustration when you are waiting in lobby for a spot on TTT to open up.

Thank you for taking the time to read my suggestion.

Print this item

Online Users
There are currently 879 online users. » 6 Member(s) | 873 Guest(s)
Brassx , D0ZZA, De_Vour, Jeppy!~, Terran