The Re-implementation of Custom events

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TopHatPenguin
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The Re-implementation of Custom events

Post by TopHatPenguin » 05 May 2015, 16:12

Summary (a quick, 2-3 sentence summary):So while going through rounds upon rounds it has started to nibble away at me on the fact that we can no longer have Custom events such as changing a certain sprite to something else, A example of this would be When Jones changed the sprites of the casual marine jumpsuit to the Ns3(Or Ns2 ) Armour. I Mean yes some custom events were poorly run and people complained a lot but i think as long as the custom events aren't on rails it should be good, another example of a good event that i remember and it wasn't on rails was the Battle Bruvas event which entertained the majority of both teams.

The last example of a good custom event which wasn't on rails was that of the "Five Night's at Freddy's" Event which had like five people in but the point still stands which is if you do a custom event don't make it on rails as it becomes very.. not repetitive but boring maybe..( Can't quite describe it as you can tell .)

Benefits (How this will benefit the server and game as a whole): Having Custom events back.

Details (Description of how you think this would work, the benefits, etc):This would work by re-adding custom events.

Implementation (Optional, if you have an idea how to implement it):Just add it in again.

Another thing is that i hear the term "Variety" a lot on the server when i ask people what we need in events, but from the events list we have at the moment there isn't much in the way of that...The fact that we rarely have events is also a factor as well due to either not many admins or mods being on so it would be nice to have small custom events like stated above just give rounds a different feeling instead of them being just the generic rounds we always have.

I understand some people have strong views on this subject so i'll leave it up to ya chaps.
Last edited by TopHatPenguin on 05 May 2015, 17:55, edited 4 times in total.

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Re: The Re-implementation of Custom events

Post by SASoperative » 05 May 2015, 16:15

Maybe we can one of these days if the playerbase (You know who you are) Actually decide to stop fucking around every round and start playing the game normally and not starting drama and getting the MPs on your ass or constant breaching. Custom events back in the day required FUCKTONs of time to set up without baby sitting those types of players and even still normal events that are on the list are hard to even do due to these players. If I saw them try to become better and we see less admin issues than I would support this big time.

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Re: The Re-implementation of Custom events

Post by coroneljones » 05 May 2015, 16:50

The events would be interesting,since some of our allowed ones are...meeeh...Thunderdome is meh,so far from what i know the playerbase likes objectives and Rebels more,we need more variety..

and i still have my old sprites.
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Re: The Re-implementation of Custom events

Post by UnknownMurder » 05 May 2015, 16:56

I am agreeing with SAS and Coroneljones. Our gameplay just feels 'static' with nothing creative getting involved. We need to make it... Exquisite.

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Re: The Re-implementation of Custom events

Post by apophis775 » 05 May 2015, 23:32

Again, the issue is that, you need an admin to hand-hold the players through events most of the time.

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Re: The Re-implementation of Custom events

Post by Felkvir » 06 May 2015, 11:13

I saw custom events before, managed some... Several people i think can agree they should just be for LOW pop when nothing much is happening .. They aren't really meant for 30+ people or anywhere around that depending.

What bothers me greatly is that mainly just staff have posted here, and about 'events'. Most admins i've seen on the server had very bad/semi-bad events excluding a few individuals.. Personally what i did more and found out is that minor interaction seems to be fine. IC interaction. A little admin magic here and there to make things interesting. Doesn't really need to be an entire event. This is what i understand works for a lot of the normal station servers .. Servers that ENCOURAGE admins to spice rounds up, and get involved IC'ly. It's a lot more practical than the massive shitfests that are hyped up when we make an 'event', something that is obvious and makes all the players aware that something 'big' is supposed to happen.

Of course it may be hard to notice whatever different is happening for some when the focus is primarily on "pew pew, aliums n' muhreens", but if admins are given options again it won't be the same every round.

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Re: The Re-implementation of Custom events

Post by MrJJJ » 06 May 2015, 11:34

Meh, on high pop, people tend to complain while they easily could have done that (i remeber people complaining about thunderdome because observers were punching each other, holy hell, is it really hard NOT to punch each other and sit quietly and watch the match?")
Low pop is less interesting, due to not really much people in it...

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Re: The Re-implementation of Custom events

Post by TopHatPenguin » 14 May 2015, 17:22

* Coughs* if we had hidden weekends we could have custom events then if possible and the hidden weekends gets accepted.

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Re: The Re-implementation of Custom events

Post by UnknownMurder » 14 May 2015, 17:28

Hmm..Tempting.

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Re: The Re-implementation of Custom events

Post by Fickmacher » 18 May 2015, 20:06

I agree on this completely. Though it may be a pain, variety is the spice of life. Even when objectives are given, I get all giddy and excited.
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Re: The Re-implementation of Custom events

Post by Sargeantmuffinman » 22 May 2015, 13:10

Hmmmmmmmmm MAYBE....but looks like we got noobs so....WE ARE FUCKED TILL WE GET VETS.....Also here's an idea:

How about we have two admins online on the server.

One deals with all the bullshit and the other deals with the custom event.
And if that doesn't work we wait till everyone is mature enough to give a fuck about events and NOT fuck about.

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Re: The Re-implementation of Custom events

Post by MrJJJ » 22 May 2015, 14:12

As i said before, if for example, a admin starts a event and announces as centcomm this
"Sulaco, we have detected a sudden increase of spiders eggs in your air ducts, unusuall ones too, we predict about 5 minutes before they hatch and unleash something horrible, try to use this time to gear up"
Then the idiots will instantly sometimes try to rush and kill the spiderlings to make sure they won't spawn into big ones, but because idiots forget that there is like, a shit tons and they should get a fucking gear and guns and set up a base somewhere instead of extingushing a damn spiderling, this results in them meeting 20 big spiders and dying, while the not idiots already got geared up and assembled a almost finished base, so the idiots of course die to spiders and start to complain about "omfg spiders are op, killed me in a few bites" or 'not enough time to set up, BAD EVENT -1/10" and etc all that, while the non-idiots start holding off and having fun. this may or may not result in a restart, to which non-idiots complain, so yea...*cry*

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Re: The Re-implementation of Custom events

Post by UnknownMurder » 22 May 2015, 18:40

MrJJJ wrote:As i said before, if for example, a admin starts a event and announces as centcomm this
"Sulaco, we have detected a sudden increase of spiders eggs in your air ducts, unusuall ones too, we predict about 5 minutes before they hatch and unleash something horrible, try to use this time to gear up"
Then the idiots will instantly sometimes try to rush and kill the spiderlings to make sure they won't spawn into big ones, but because idiots forget that there is like, a shit tons and they should get a fucking gear and guns and set up a base somewhere instead of extingushing a damn spiderling, this results in them meeting 20 big spiders and dying, while the not idiots already got geared up and assembled a almost finished base, so the idiots of course die to spiders and start to complain about "omfg spiders are op, killed me in a few bites" or 'not enough time to set up, BAD EVENT -1/10" and etc all that, while the non-idiots start holding off and having fun. this may or may not result in a restart, to which non-idiots complain, so yea...*cry*
This entire shit... Is the problem of a custom event.

Xenomorph (Jurassic) Park event was held by me and some admins. Everyone starts having fun until aliens were released. They start crying because of them infected and death. Then, badmouthed the event.

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Re: The Re-implementation of Custom events

Post by MrJJJ » 23 May 2015, 00:39

Meh, it's either how a event is suppose to go or the idiocy of the players...

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Re: The Re-implementation of Custom events

Post by Hailstorm77 » 23 May 2015, 00:59

Really they got mad about that kind of awesome event? I mean that's a lot of work and sounds really awesome, but then again I've always been a fan of Jurassic Park and can't WAIT for Jurassic World to come out...

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Re: The Re-implementation of Custom events

Post by TopHatPenguin » 05 Jun 2015, 20:55

Anymore input on this ?
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Re: The Re-implementation of Custom events

Post by Feweh » 05 Jun 2015, 21:39

For me personally the thing I hated about the events is that they were so game changing that you might not of even bothered to play CM during those rounds.

What I mean is the custom events being created never complimented Colonial Marines. They were always just some admin creating a Ninja Character, or kill the rebels on the station, or fend off a secret mutiny.

All these events were boring and people come to CM to play the whole marines and aliens environment. The biggest problem is that these custom events took time and energy to make. Often times the only reason the admin making the event was doing it was to simply partake.. or as I said, to be the ninja character. Admins never created events that were purely for fun and the benefit of the players. It always involved the Admin in so high position to control the entire event, this isn't fun for most people.

Custom Event's should in-cooperate normal rounds into it. Infact, they shouldn't be called custom event's.. just simply Round Events.
There's many things you could do to create fun events for Aliens and Marines. Have a pod of humans crash into engineering and make a announcement for marines to secure it and the aliens to infect them. This creates a live action event, you now have a central event that plays itself out and rewards itself... marines save the humans... extra marines... aliens capture them? More aliens.

There's been plenty of times rounds have started off shit. The alien queen sucks early on, or the aliens are getting wiped out.. you can make event that will assist the aliens to some degree and make the round more interesting. Same goes with marines, send a reinforcement shuttle if there's a landslide of domination from the aliens.

Honestly, nothing carries over from round to round... so creating fun that is for both sides is fine. There's no big final shiny prize at the end of each round aside from the enjoyment you've received, so round events should be promoted.

Anyways my point is, if you're going to have events in CM. Make them compliment the actual game-mode itself, people play the server for the aliens and marines. No one wants to shoot fucking rebels or get ninja killed by some random asshole.

In-cooperate round events that create central RP and zones of conflicts, that shit is fun.

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Re: The Re-implementation of Custom events

Post by Caryl » 05 Jun 2015, 21:42

Necromorphs are back?!?

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Re: The Re-implementation of Custom events

Post by UnknownMurder » 05 Jun 2015, 22:30

Merchant Round Event was created. Unsure if people liked the rewards.
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Re: The Re-implementation of Custom events

Post by TopHatPenguin » 07 Jun 2015, 16:14

As we are having custom events anyway this suggestion is basically pointless, so if ya want you can close it.
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