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Suggestion Talia's Suggestion Dump

Taliazure

Radio Bob Approved
Joined
Oct 17, 2021
Messages
456

Revolver Magazines – Model Confusion And craft the mag

@Divine Thanks to divine for suggesting this one.
I’d like to start by asking: can you tell which of these is ammo and which is a magazine? No? Neither can I—and it’s my inventory.
7F606FFC8C83F2B09C6F6715215A4EEE16BB93FE


Currently, revolver magazines and ammo share the exact same model/icon, making it nearly impossible to differentiate them in the middle of combat. This creates a major issue when trying to reload quickly under pressure.
Another thing is, we can't craft it, we can only craft revolver mags which do not work on the popper. The crafting recipies need fixing to allow us to craft mags for it without having to call staff to come replace it everytime.


I previously suggested removing the magazine requirement for revolvers, but the response was that ICly, we all use speed loaders due to the fast reload speed of revolvers. That makes sense, but it still doesn’t solve the problem of easily distinguishing them. The lack of a clear visual difference is causing unnecessary confusion in high-risk situations where every second counts.


Since I don’t want to just say, “Change this” and walk away without contributing, I took the time to look through the WN addon folder, Half-Life 2 models, and various props. I couldn’t find an existing speed loader model, but I did find several props that could work if resized. One model that could be used without any modifications is:
1746975945302.png

📌 models/weapons/arccw/atts/uc_muzzle5.mdl


Even if the model doesn’t perfectly match a speed loader, simply having a distinct visual would be enough to fix the confusion. In fact, even something like this would work:


📌 models/kali/weapons/mgsv/magazines/ammunition/40mm grenade.mdl


At the end of the day, any different model regardless of accuracy would be a huge improvement in usability.

Raise Revolver Damage – Bring Back the Stopping Power


Since we're already discussing revolvers, let's talk about damage or rather, the lack of it.


The revolver used to be a solid high-risk, high-reward weapon. It packed a punch with 43 damage, making up for its slow fire rate and limited 6-round capacity. But after the nerf? It’s barely worth using. The time-to-kill is too slow, and the trade-off for power just isn’t there anymore.


What Needs to Change


  • Increase base damage back to at least 33+ so it remains viable as a precision weapon.
  • Improve penetration—it’s a damn revolver, it should be better at punching through armor and cover.
  • Balance it around its drawbacks—low mag capacity, slow fire rate, and reload time should justify its stopping power.

Right now, it feels outclassed by faster, higher-capacity weapons, when it should instead be rewarding accuracy and smart shot placement. Giving it back its proper damage would make it a strong but balanced sidearm once again.

[Post-EDITED] A request for mags to remain in weapons

Make Magazines Stay in Weapons


It’s annoying to constantly reload weapons whenever you equip or unequip them. If you pass a weapon to someone else, they should receive it with the magazine still inside, not be forced to find a new mag just to use it.


This change wouldn’t give any gameplay advantage, but it would be a huge quality-of-life improvement. It makes sense both realistically and practically—a gun doesn’t just eject its mag when you put it away or hand it to someone. Specially on one thing, people like me who like to RP concealed small arms (Handguns) I wana have it equipped for easier to reach and pulling it out when the moment comes, but I don't wana have the gun on my left side of the hip showing to everyone that I got a gun forcefully. But I can't unequip it cause I have to reload everytime I pull it out and that can be a death sentence on the situation.


Proposed Fix:


Magazines stay inside the weapon when unequipping or trading.
No more forced reloads every time you equip a gun.
More realistic and convenient for everyone.


This would make the mag system (already hated by many) less frustrating and overall just way smoother.


Spore UI Effect – Visibility & Performance Issues


Ah, the spores, a mechanic as old as a Vortigaunt’s backside. No one likes it, but we all know it’s necessary.
Before you think I’m here to ask for its removal, I want you to take a look at the images I’ll provide. Now, tell me, what’s wrong with them?
1743519192248.jpeg20250330024620_1.jpg

See it? I don’t. I can’t see jack shit.


That’s the issue. In one of these images, my spore bar isn’t even past 50%, yet the effect is so thick and intense that it completely obstructs my view. Anything that isn’t directly in the center of my screen becomes nearly impossible to see.

f14ca188541587788a97ba3f50d93d5a.png


Beyond visibility, the effect also causes noticeable performance drops. Every time this effect triggers, I experience a 10-30 FPS drop. Now, for most games, that might not seem like much, but this is GMod, a game where a simple UI effect shouldn’t tank performance like this considering that a lot of players on this map are already running at a stable 30-40 FPS at best, losing more frames makes the game feel like a PowerPoint presentation. It's supposed to affect your character not your computer...


Suggested Fixes:


  • Reduce the intensity of the effect so it’s less obstructive.
  • Apply the effect only at higher spore percentages instead of having it kick in so strongly at less than 50%.
  • Optimize the mechanic to reduce its performance impact.
The spores mechanic is already punishing enough, players shouldn’t have to fight both the infection and their frame rate at the same time.


Frost Mechanic – A Great System, But Needs Tweaks


We love this mechanic. When it was first introduced in Terminal 7, it was an incredible addition, players were scouring for wood, working together to keep fires going, and naturally forming RP hubs around warmth. It worked beautifully, and props to @Mango for coding it.

However, this was a system built for Terminal 7, and someone decided to implement it in City 24, without considering that the climate here is nowhere near that extreme. It’s not sub-zero, making the mechanic feel more like an unrealistic annoyance rather than an immersive feature.
On top of that, I’ve noticed bizarre "freezing zones" in random patches of the map, areas where you’re freezing one step, then fine just a few feet forward. There’s no logical pattern to these zones, and they make the system frustrating to deal with ifyou happen to sit in one and start building up frost, there’s no way to get rid of it unless you find a fireplace.

Now, yes, this is how the mechanic was originally designed. But in its current state, it feels more frustrating than immersive. I personally had a full month of frost buildup on one of my characters, which meant dealing with the UI effect for an entire month, until I finally asked an admin to remove it. And guess what? I already have frost again. The problem is that even at 5-15 % you already get an annoying overlay on your edges which you cannot get rid of.

1743519788150.png

Suggested Changes


I don’t think this mechanic should be removed, it’s actually a cool (pun intended) system. Instead, I suggest reworking it to make it more adaptable based on player clothing.

Imagine there's 4 zones depending on temperature:

Four Temperature Zones:


  1. Warm
  2. Chilly
  3. Cold
  4. Freezing

How Frost Should Decay:


  • Clothing Matters: If a player is properly dressed for a cold area but enters a freezing one, they’ll slowly accumulate frost. However, if they move into a chilly or warm area, their body heat (plus their clothing) should gradually lower their frost level over time.
  • Severe Exposure (70%+ Frost): At this point, the frost level should lock in.. The player would require a fireplace, medical treatment (CMRU), or another significant heat source to recover.

This would keep the system immersive while making it more dynamic and rather than an arbitrary punishment that forces players to find a fireplace every time they get slightly cold.


Painkillers & Overdoses – A Necessary but Flawed System


I’m going to start with a more aggressive approach, who the hell made this, and why did you think it was a good idea like this? A genuine question. Not why you made it, I understand that part but why it was implemented so poorly.

For those unaware, there is an overdose mechanic tied to painkillers. Ever found yourself suddenly dropping dead out of nowhere? Perhaps mid-fight or not, no enemy in sight, just an instant death screen? You didn’t get crushed by a prop, shot by a Vort, or obliterated by an OTA no, you overdosed.

Because you took more than two painkillers.

No warning. No symptoms. No indication. You just die.


Why This Exists


The mechanic is meant to prevent players from spamming painkillers and healing items (like medkits, first aid kits, and surgical kits) during fights. Fair enough, we all understand why that needed to be addressed. But the problem is that no one actually knows about it until it happens to them. I’ve seen people react with “wait, what?” when I explain why they suddenly keeled over after using a first aid kit plus some painkillers after a fight. It’s frustrating, it’s punishing, and it doesn’t add to the RP, it just removes people from a scene in the most anti-climactic way possible being left speechless wondering why did they just get obliterated out of the blue.


What I’m Suggesting


Instead of instant, unexplained death, let’s make overdoses an actual RP-driven event while still preventing healing abuse.


1. Warnings & Awareness


  • When hovering over any item containing painkillers, a red text warning should be written:
    "Contains opioids—take care not to take too many."
  • This keeps the mechanic hidden enough to not ruin the fun but clear enough that people aren't aware there's something to it.

2. Overdose Build-Up (Stacking System & Self-Warnings)


  • When you take a painkiller, a hidden timer starts. If you take another one before this timer resets, your overdose counter increases.
  • At 2/3 stacks, you get a private /itd message warning you of early overdose symptoms:
    "Your heart thumps in your chest, and your extremities feel slightly numb. You might want to go easy on this stuff."
  • If you take a third dose, instead of instant death, you receive another message:
    "Your head goes cloudy, the world spins, and your limbs barely respond. Something is seriously wrong…"
  • At this point, you’re on a timer. You need to seek medical help (CMRU or an alternative) before the timer runs out.

3. Overdose Treatment & Consequences


  • If you reach CMRU in time, they can administer treatment. This could be:

    • Saline (existing item)
    • Activated charcoal (new craftable item given rebels(AC) can't exactly GO to the CMRU. They should have means to treat this too.)
  • Treatment resets you back to 2/3 stacks (so you still have to wait it out—no abusing it).
  • If the timer runs out, you collapse into bleedout with a visible /me for nearby players similar to the alcohol stumble:
    "[Character] seizes violently, foaming at the mouth as their body convulses on the ground."
  • This creates actual medical RP scenarios and makes overdoses something people have to react to, not just die from instantly.

4. Extending This to Boosters


This mechanic could also apply to boosters, adding even more risk to their use. Players could face stimulant overdoses if they abuse performance-enhancing substances—leading to medical RP rather than just an arbitrary system punishing them in silence.


Final Thoughts


This system would:
Keep healing abuse in check
Create more immersive RP moments
Inform players of the mechanic without spoon-feeding them
Add an actual gameplay consequence instead of sudden, frustrating deaths

Lower Scanner HP – It's Too Damn Tanky


Let’s talk about the scanner a little flying tin can that somehow has the durability of a damn CP.

I’ve noticed just how much of a bullet sponge this thing is. I’ve watched someone dump an entire MP7 mag into it, only for the last few bullets to finally take it down. I’ve personally put six revolver rounds into one, and it still had the audacity to fly away like nothing happened.


For a machine that’s small, hard to hit, and made of delicate internal components whom are showing! It shouldn’t be tanking half a mag of 9mm or multiple high-caliber rounds like it’s wearing power armor.


What Needs to Change


  • Reduce scanner HP to reflect its fragile nature—it’s a surveillance drone, not a combat drone.
  • Make it more vulnerable to surprise attacks—if you catch one off guard, it should go down quickly before it can turn around and take a photo of you.

This would make scanners more balanced while still keeping them a threat if players aren’t careful.

Increase Stack Sizes – Make Inventory Management Less of a Pain


Carrying materials shouldn’t feel like a second job, yet struggling to lug around basic supplies because of low stack limits.


Suggested Stack Size Increases:


  • Ingredients → 20 (Because cooking should be efficient, not inventory Tetris.)
  • Pills → 4 (They're tiny, and carrying a couple shouldn't take up half your bag.)
  • Resin → 10-20 (It’s already annoying to collect, don’t make it a nightmare to store.)

Increasing these would reduce inventory clutter and make crafting, medical work, and general supply runs a lot smoother.

Allow CMRU/CWU Cards to Be Unbound for Reuse


Currently, leads are forced to destroy ID cards and request new ones every time an ex-employee leaves. a simple unbinding system could solve the issue.


Proposed Fix:


  • Grant a flag to leads and the Dean allowing them to unbind cards from previous owners.
  • This would let them reassign existing cards instead of constantly issuing new ones.
  • Saves time, reduces clutter, and improves efficiency for both CMRU and CWU.

This small change would make managing personnel much smoother and prevent unnecessary card replacements.

Custom Keybind for Inventory – A Lifesaver for My Poor TAB Key


This is more of a personal request, but I think others might find it useful too.


My TAB key is busted, and opening my inventory has become an absolute nightmare. Worse yet, I’m terrified of getting into a fight because there’s a chance my inventory might randomly open mid-combat and screw me over.

I noticed we can bind third-person mode in settings now, could we get the same for inventory?

Gmod settings let us bind a key to open the inventory(scoreboard), but it doesn’t close it. This might be because the close function is forcefully set to TAB.

Add an option to change the inventory keybind within the settings and ensure the new bind can both open and close the inventory, just like TAB does.

This would make life way easier for those of us dealing with faulty keys (or just wanting a different setup). RIP my TAB key, but at least let me work around it

RIP My TAB KEY
1743521679602.png.


Character Descriptions - UI Improvement Suggestion


I love the character descriptions in Willard, but the way they’re displayed right now is more of a hassle than a help. While I appreciate that aiming at someone gives a quick preview, pressing E to read the full description completely disrupts my game. The full-screen blur, pop-up text box, and forced inability to move makes it a no to use at all, especially when descriptions are long and there’s no way to scroll properly.

That’s why I’d like to propose a more intuitive and seamless alternative, inspired by other games. I realize this might be difficult to implement due to Helix’s framework, which might need Atle to do it himself, but I think it’s worth suggesting.


Proposed Changes:


✅ Side-panel pop-up instead of full-screen overlay


  • When pressing E, a small UI box appears on the side of the screen rather than taking over everything.
  • Allows players to continue moving while reading.
  • Auto-closes after ~60 seconds or can be manually dismissed with E or another key.
  • 1743522355487.png
  • (Make fun of my description and Istg i'll end you. fr fr)pngimg.com - cat_PNG50498.png

✅ Two-Part Description System

When doing /chardescription to set your own description you're met with:
  • A short description appears when aiming at someone (as it does now).
  • A longer, more detailed description appears when pressing E, allowing for more character details.

This would make descriptions more immersive, easier to read, and less intrusive, all while keeping the option for more depth. I know Helix might make this tricky, but I think it's a change worth considering.
 

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Addition to the description part: can we have the ability to add reference images, PRETTY PLEASE!
Bad idea dude... I remember very well back in Neb when you'd go look at a minge's ref pic and it would be porn or some naked black dude with his ding dong out.
 
Bad idea dude... I remember very well back in Neb when you'd go look at a minge's ref pic and it would be porn or some naked black dude with his ding dong out.

Ah... Baké.
 
Addition to the description part: can we have the ability to add reference images, PRETTY PLEASE!
I do not want to see everyone's reference picture be a knockoff taylor swift or a dude with a chiseled jaw. No thx. There is also the risk of people just putting literal porn on it, hell no.
 
I do not want to see everyone's reference picture be a knockoff taylor swift or a dude with a chiseled jaw. No thx. There is also the risk of people just putting literal porn on it, hell no.
You can just choose to ignore them, also just put it behind the donator wall.
 
Revolver Magazines & Damage
We'll address this with the new weapon base.

Spores
I have mixed feelings on this. I would say you should invest in better filters or gear. If its a big problem, the configuration of the plugin can be modified at any time by those within the gameplay team. Or, certain areas can have their spore value reduced. However, this is a roleplay server. Spores inflames your eyes and makes it quite difficult for your character to see, so the same should apply to you as the player of said character.

As for performance, there is really nothing I can really do to help you there either. It's literally just a material overlay, and I believe that 10fps decrease you're reporting is completely incorrect. It's really no different than the bleedout screen, or the main menu background, or the civil protection overlay, or really any number of other graphical elements which render a material to screen. This process is incredibly efficient. Just to take a look though, I wrote a bit of code to profile the function which renders the overlay, and the function which renders the UI bar. Both of them render so quickly that I cannot benchmark them. This means it must be less than 0.00000001 seconds to render each frame, as below that it's impossible to quantify.

Menu Button Bind
This is just bound to the scoreboard button. You can change it in your garrysmod settings:
1745793178863.png

Scanner HP
I agree with you on this generally speaking. I believe they just get normal player HP (100) and no armor. That can be changed but it's not entirely up to me (ask robert or hayden). Though I agree, it's really funny to watch them explode.

Increase Stack Sizes
Also not up to me. If it were up to me, I'd say that you're a weak citizen and your inventory is not a magical bag of holding. It isn't though. It's easy to change though, once again ask robert or hayden.

Cold & Painkillers & Overdosing
We'll get to this in the medical update, which will introduce a number of complex mechanics to keep your character in good health, and dire consequences if you abuse them or don't use them correctly.

If there is some sort of issue with how the cold system is integrated into C24 then the admins or gt can mess with the configuration of it. However, large big changes to how body temperatures work and how it affects your character is just shelved for the big medical update to come in due time.

GTAW descriptions
Eh, yes and no. No, I will not be implementing a two part description system. Just clamping the text to a certain maximum and appending an ellipsis at the end is fine. People just need to be more succinct with the first couple sentences of their descriptions. Making the UI not a modal popup that focuses your input is totally fine and we can implement that.
 
Read the tab part again then answer
Revolver Magazines & Damage
We'll address this with the new weapon base.

Spores
I have mixed feelings on this. I would say you should invest in better filters or gear. If its a big problem, the configuration of the plugin can be modified at any time by those within the gameplay team. Or, certain areas can have their spore value reduced. However, this is a roleplay server. Spores inflames your eyes and makes it quite difficult for your character to see, so the same should apply to you as the player of said character.

As for performance, there is really nothing I can really do to help you there either. It's literally just a material overlay, and I believe that 10fps decrease you're reporting is completely incorrect. It's really no different than the bleedout screen, or the main menu background, or the civil protection overlay, or really any number of other graphical elements which render a material to screen. This process is incredibly efficient. Just to take a look though, I wrote a bit of code to profile the function which renders the overlay, and the function which renders the UI bar. Both of them render so quickly that I cannot benchmark them. This means it must be less than 0.00000001 seconds to render each frame, as below that it's impossible to quantify.

Menu Button Bind
This is just bound to the scoreboard button. You can change it in your garrysmod settings:
View attachment 43455

Scanner HP
I agree with you on this generally speaking. I believe they just get normal player HP (100) and no armor. That can be changed but it's not entirely up to me (ask robert or hayden). Though I agree, it's really funny to watch them explode.

Increase Stack Sizes
Also not up to me. If it were up to me, I'd say that you're a weak citizen and your inventory is not a magical bag of holding. It isn't though. It's easy to change though, once again ask robert or hayden.

Cold & Painkillers & Overdosing
We'll get to this in the medical update, which will introduce a number of complex mechanics to keep your character in good health, and dire consequences if you abuse them or don't use them correctly.

If there is some sort of issue with how the cold system is integrated into C24 then the admins or gt can mess with the configuration of it. However, large big changes to how body temperatures work and how it affects your character is just shelved for the big medical update to come in due time.

GTAW descriptions
Eh, yes and no. No, I will not be implementing a two part description system. Just clamping the text to a certain maximum and appending an ellipsis at the end is fine. People just need to be more succinct with the first couple sentences of their descriptions. Making the UI not a modal popup that focuses your input is totally fine and we can implement that.
Read the tab part again please. Thank you
And try it yourself too to change the keybind so yoh can see what I mean. I
 
Read the tab part again then answer

Read the tab part again please. Thank you
And try it yourself too to change the keybind so yoh can see what I mean. I
You're right. I've pushed a fix so that it will work properly with they key bind instead of it being hardcoded to the tab key for certain things but not others.
 

Revolver Magazines – Model Confusion And craft the mag

Currently, revolver magazines and ammo share the exact same model/icon, making it nearly impossible to differentiate them in the middle of combat. This creates a major issue when trying to reload quickly under pressure.
Another thing is, we can't craft it, we can only craft revolver mags which do not work on the popper. The crafting recipies need fixing to allow us to craft mags for it without having to call staff to come replace it everytime.
rvrP7TU.png

Popper now works with the craftable 6rnd Revolver Magazine, rather than with the unobtainable Popper Magazine. The mag has undergone a model change to be better recognizable in the heat of battle.
 
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