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| Dev blog #2 (April 2017 - Realms only!) |
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Posted by: Brassx - 04-01-2017, 06:21 AM - Forum: Dev blog
- Replies (21)
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I know the timing of this post in not the greatest (April fools day), but I assure you nothing about this is related to April fools.
So, Realms!
Or as my bad logo/name says:

I'm sure you guys have heard of it by now, no? Well to summarize, it's this project I've been working on as a new big step for FRG, it's a world where you can jump in, kill some enemies, get some loot and have some fun. So far it's gained an overwhelming amount of support, which I'm very thankful for!
Now, let's talk specifics, I have a lot of the framework of realms pretty constructed. First off, let's talk about the Damage system realms currently is setup for:
Realms will have quite the interesting damage mechanics.
- All weapons will have a maximum effective range, which will give each weapon it's place and role.
This is in place to ensure different weapon types may be preferred over others, depending on the enemies you are fighting. I feel this should make things quite interesting.
- Damage will NOT be a consistent number. Don't panic, this doesn't mean the damage stat on your weapon is useless. This simply means in Realms, more is at play. Instead of outputting a static damage number based on your weapon alone, you will output a range between a calculated min damage, and your weapons max damage. You WILL have a chance to hit 0's based on something disclosed later on in this post.
Moving on, Realms will have it's own Player Progression through what I'm calling "Combat Levels". Every Combat Level you gain you will gain "Player Level XP". Player Level is your current Level on TTT/Lobby/Survive, etc. Not only will you gain some Player Level XP, you will gain an attribute point.
So, when you slay an enemy in Realms, you gain Combat Experience, which in turn helps to level up your "Combat Level".
Once you have an Attribute Point ( AP ), you can then spend it on specific attributes for your player(will disclose attributes at a later date). These attributes will help you fully utilize your weapons, making it so you hit less zeros, have a more accurate damage range, longer fire range, etc. As well as give an entirely new progression aspect to give people something to work for. Not to mention it helps make it so veteran players with lots of really good items can't jump in and just destroy all the mobs with ease. You have to work for it no matter what weapons you start with!
So to summarize that, in order to utilize your weapons to the fullest, you must gain Combat Levels and spend AP on attributes to increase your effectiveness with your weapons on Realms. This is open to feedback/suggestions. if you don't really like this it can be changed. However, I love this aspect, it really keeps things interesting and opens up more options to balance enemies for me.
Now, lets talk enemies.
Realms will feature quite a few unique enemies of various difficulties. Each enemy will have a name and a "Combat Level" of their own, as well as a "Defense stat". This stat will be used in the damage calculations along side with your players attribute stats to determine the damage, or a possible 'miss'. The higher defense an enemy has, the more likely you will be to miss. Missing just means you hit a 0! This opens a very good way for me to make things interesting. (it also helps determine your proc chance on any applicable suffixes/traits)
All enemies will have this little health bar that displays their name, level, and HP. Their name/level color correlates to your Combat Level, meaning if their level/name is green, they are lower level than you. If they are orange/red, they are higher level, and thus tougher to kill. The health bar will only show up when they are damage by you or you look at them.
(damage numbers disabled for this one )


Enemies will have an "Aggro range", or so I'm calling it; This means if the enemy wanders too far outside of this radius for too long, they will "Reset", which will cause them to stop attacking you, run back to their spawn area and regenerate HP. This stops players from kiting enemies around some of the zones, or bringing tougher enemies to 'newbier' zones.
Enemies will also have a rare, 'named'(or boss) version of them. These are tougher than the normal variant, but offer more XP/Loot/possibly unique loot.
On to the map!
The current Realms map is a good Starting point. It's not quite what I want the FULL map to be, but it will work great for the beta and for 'starter' areas. I won't reveal too much about the map, but I will state there are four zones connected by tunnels and I'd say each zone is approximately 6,000x6,000 units. The map is pretty well optimized and all 'trees' have a fairly small fade-out distance. It also has a relatively low render distance and a fog to help cover that up.

Welp, that's really all I wanted to share with you guys for now. There's still quite a bit more left unsaid, but I don't want to ruin all of the surprises!
I will however answer a few commonly asked questions:
- Will there be Items unique to Realms?
Yes.. There will be DROPS that you can only obtain on realms, and SOME items you can only USE on realms, however, all items will remain in your GLOBAL inventory across all servers. You just may not be able to actually use some on some servers.
- Will realms be a fresh start?(blank Inventories)
No it won't be. The reasoning is I don't want to 'split' the community anymore than this may already do. I want to give players alternative ways to progress through FRG without being forced to play TTT to do so. You certainly have the option to scrap your Inventory and start fresh though!
- Will there be PvP?
Currently I don't have any framework laid out for PVP, but it's certainly a possibility in the future. I know Aresuft had some cool PVP ideas for it
- Will there be 'classes' on realms that players can pick?
Well. Kind of? You can build your player to be more of a tank, or DPS. Along with that I plan to have special items(like staffs) that do things a class might do (like group healing/buffing/debuffing enemies, etc), but besides that there aren't really any laid out classes for a player to select. They kind of decide how they want to play themselves with no starting UI dictating their role
- Will there be any dungeon type stuff?
Well, you will have to wait and see for this one 
If you guys have anymore questions, feel free to ask.
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| Infected's can get guns |
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Posted by: CoachGrump - 03-29-2017, 10:45 PM - Forum: Bug Reports
- No Replies
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We did infected a few moments ago and I accidentally fell off pre-round and when I spawned in as the infected, I had my loadout until my first death.
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| Ground Boss Round (I'm back) |
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Posted by: Chosen - 03-29-2017, 05:10 PM - Forum: Suggestions
- Replies (6)
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Suggestion for maps that are more open , but don't have enough room for Dragon rounds and would be a little quicker than a dragon round.
Spider Queen Boss
Information/Explanation
This round would use the Spider Queen model from (http://steamcommunity.com/sharedfiles/filedetails/?id=111626188) and the Spider model. This would be a more "serious" , but tactics based boss round than Dragon (DPS isn't the only thing needed). Also suggesting this because the Worm Queen is a model from Dark Messiah and those models are pretty cool and creepy.
The Mechanics
Some Basics:
-Boss round can only happen with more than 9 players on.
-Map variety would be different (Can't happen on maps like Airbus or Lost Temple, anything where the model can't fit into unless Brass makes the model smaller).
-Ammo count would be as follows: Any SMG ammo gun has 2000 in reserve, 9mm has 1800 *Unless a HUGE which would get 2500*, Deagle has 900, Rifle has 1500, Railgun has 250, any Prop Guns (Bow is what I mean) would not be effected.
-For every 4 people 1 person spawns with a Health Station
-Anyone without a health station spawns with a Flare gun with 2 shots
-When you die you spawn , after 30 seconds, as a Baby Spider (Spiderling, model is included in the workshop page).
-Spider Queen has a 15 second "Grace" Period where everyone is blinded, similar to the Hunter, and cannot harm anyone and must be a specific distance away from any player.
Boss Mechanics:
-Boss has 12500 HP, this scales with 300 hp per extra person past 10 on the server, at 20 players on this scales to a 450 per person (If there's 24 people on, then the HP of the boss would be 17300 HP overall)
-Spider Queen takes double damage from Fire/Explosion sources and half damage from DoT suffixes like Corrosion and Contagion (Immune to frost/slow down suffixes like Dragon, bleed is unaffected).
-If at all possible you'd be in First Person for the Spider Queen
-Spider Queen has 4 different attacks:
1) Normal Melee (Slashes with front legs) that deal 40 damage infront of them (Like a swipe), Left Click.
2) Poisonous Bite (Leans forward an bites in a small radius) that deals 20 damage that applies Bleed (For 2 ticks each at 2 dmg) and Corrosion (For 3 ticks each at 3 dmg), Right Click.
3) Devour , Eat a corpse that applies a 100 HP regen at 20 hp per tick , reduces DoT effects, and is stackable. Press "E" on bodies.
4) Spider Bomb, (Ultimate move like the Dragon's Nuke Ball, only can happen at 50% HP and Below) this explodes all spiderlings applying a 15% reduced mobility and Contagion that deals 18 overall damage over 4 ticks.
Spiderling Mechanics:
-Spiderling has 75 overall HP
-has a 10% mobility increase over base movement speed
-Increased jump height by 50% over base jump height
-Can track enemies through the walls to help the Spider Queen hunt them down
-Has 2 Attacks
1) Bite , deals 10 Damage. Left Click.
2) String Trap, lay a small (Bear Trap size) web that when a player walks over applies reduced mobility by 10% for 5 ticks and Bleed damage for 5 hp over 1 Tick, not stackable. Right Click.
Any comments or questions are appreciated.
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| Unban request Orkusse |
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Posted by: [xX-Orkusse-Xx] - 03-28-2017, 06:15 PM - Forum: Unbanned
- Replies (7)
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Steam Name (Current):[xX-Orkusse-Xx]
Steam Name (During incident): [xX-Orkusse-Xx]
Steam ID: STEAM_0:0:29864891
Steam Profile Link: http://steamcommunity.com/profiles/76561198019995510
Name of staff you were banned by: I don't know
Length of the ban: 7 days
Would you like your ban shortened or repealed?: repealed
Reason for ban: Rdm and leave
Did you commit the actions stated in the ban reason?: I saw Razzation punch next to an AKF and in tought he wanted to hit him so I killed him immediately. he was innocent, and I was killed by other player, he ask me why I have rdm him and i explain him (vocaly) that he tried to punch an AFK, after no other message and no report I decide to leave
What really happened?: Up
Additional details: I apologize for that, I thought I could leave because of no other message grom him and no report
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| Ban appeal Felriff |
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Posted by: Desperado - 03-28-2017, 03:48 PM - Forum: Ban Upheld
- Replies (11)
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Steam Name (Current)Alvercius
Steam Name (During incident):Felriff or FireKZ
Steam ID:STEAM_0:0:104955373
Steam Profile Link:http://steamcommunity.com/profiles/76561198170176474/
Name of staff you were banned by:Grassx I think
Length of the ban:plan
Would you like your ban shortened or repealed?:repealed
Reason for ban: I was telling grassx she was bad you know im just fooling around poking fun and she blocked me I was asking her a question so I made a staff request with my question, then member from ntg said I was a hothead so I made the community a poll the app isn't to far down from the unban requests. I understand I had made mzistakes I am trying to fix those mistakes and it can't happen without a chance I a man asking for this opportunity to prove I am worth enough to be unabnned and that I have changed my mentality and I have changed the course of my actions and allowing my state of mind to not wonder into a state of no return let these words be written in stone with a chance I am change everything I have done, please.
I understand you have no reason to want to unban me but im trying to change myself and how i was, i want to play on this server and regain friendship with friends that i have lost.
Did you commit the actions stated in the ban reason?:yes
Additional details: I have had about 6 months to reflect on what has happened and I want to come back a new person whole and am willing to put forth the effort if you guys are willing to give me a chance to put forth the effort thank you.
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| Bezerker Unban? |
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Posted by: ghasT_T - 03-28-2017, 11:16 AM - Forum: Unbanned
- Replies (14)
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Steam Name (Current): Bezerker
Steam Name (During incident): Bezerker
Steam ID: STEAM_0:1:75911551
Steam Profile Link: http://steamcommunity.com/profiles/76561198112088831/
Name of staff you were banned by: Zott
Length of the ban: 7 days
Would you like your ban shortened or repealed?: repealed
Reason for ban: Rdm and leave
Did you commit the actions stated in the ban reason?: I genuinely cannot remember rdming last night. I got off around 10ish Pm EST and didn't get messaged about needing a slay taken. I'm actually really confused.
What really happened?: ^
Additional details: If I can just take the slay I seem to have needed, I'll take it. I'm being completely honest when I say I don't remember doing this.
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| Railgun/kunai/bow T/D item interactions |
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Posted by: Bathory (She/They) - 03-27-2017, 10:38 PM - Forum: Bug Reports
- Replies (4)
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So currently the railgun is unable to hit tranq'd bodies, pretty much any T/D item placed down (Beartrap/barnacle/Healthstation at bare minimum need to be attackable), or break windows/push props like any other gun.
(So for a godlike or above, having the inability to interact with commonplace things is silly. Even moreso with the addition of the traps for T's, before it wasnt an issue because you didnt need to kill barnacles or beartraps to save yourself/others.)
According to others, bows and kunai also are unable to do any of these. (cant confirm, only going off their word.)
Made solely because feks was flaming me on discord about this. Blame him for me "complaining" on the forums.
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| Ping Limit |
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Posted by: FoxSasha - 03-27-2017, 04:58 PM - Forum: Suggestions
- Replies (5)
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Idk if we have one, doesnt seem like we do, but Can this be a thing? For it to auto kick if your ping is high for too long?
Id say if its over 500 ping for longer than a sustained 15 seconds, it should autokick for ping. I know some players have average 150 but most around 40, and these are fine, but when someone joins Lobby or TTT with 800 ping that stays at 980 for the next few mins, in lobby it makes WQ almost impossible.
Related note, Ive seen alot of people having random ping spikes lately, wonder if server host might need a tweak on thier end.
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| Online Users |
There are currently 775 online users. » 14 Member(s) | 761 Guest(s) AstMaBoI, Bdog, bimblumbo, CoachGrump, HawkHD31, Jerk Butt, LazyLiger ®™, lemon, Not Bri, Pongeebob, Ragger (nosound), Revs, The Suess, Z3R0
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