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		<title><![CDATA[Jacob's CTF Server - Suggestions]]></title>
		<link>https://jacobsc.tf/</link>
		<description><![CDATA[Jacob's CTF Server - https://jacobsc.tf]]></description>
		<pubDate>Tue, 19 May 2026 21:23:16 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Weekly "Competitive" games]]></title>
			<link>https://jacobsc.tf/showthread.php?tid=1413</link>
			<pubDate>Mon, 31 Jan 2022 23:01:26 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://jacobsc.tf/member.php?action=profile&uid=32">eo2</a>]]></dc:creator>
			<guid isPermaLink="false">https://jacobsc.tf/showthread.php?tid=1413</guid>
			<description><![CDATA[Hello everyone,<br />
<br />
Several of us had a ton of  fun playing "competitive" games in which we would draft teams at the start of each match and then play on voice comms. This has the benefit of not requiring a lot of people, but  allowing as many people who wanted to participate participate. I think it would be fun to do this somewhat frequently. I don't really care about statistics, but I imagine if other people did we could something about that as well. <br />
<br />
<br />
What are people's thoughts? Please answer the poll.]]></description>
			<content:encoded><![CDATA[Hello everyone,<br />
<br />
Several of us had a ton of  fun playing "competitive" games in which we would draft teams at the start of each match and then play on voice comms. This has the benefit of not requiring a lot of people, but  allowing as many people who wanted to participate participate. I think it would be fun to do this somewhat frequently. I don't really care about statistics, but I imagine if other people did we could something about that as well. <br />
<br />
<br />
What are people's thoughts? Please answer the poll.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[A List of Suggestions]]></title>
			<link>https://jacobsc.tf/showthread.php?tid=1329</link>
			<pubDate>Wed, 17 Mar 2021 21:31:08 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://jacobsc.tf/member.php?action=profile&uid=698">Subelectronite</a>]]></dc:creator>
			<guid isPermaLink="false">https://jacobsc.tf/showthread.php?tid=1329</guid>
			<description><![CDATA[I have a few suggestions that I posted in the Discord but I think they would be better organised here. Some of these will hopefully help to increase activity and encourage new players to play CTF.<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">1) Spec.</span> Force players to join a team when they first login. Then you can choose to /spec if you don't want to play. This will put new players right in the middle of the action and encourage them to play. I recognise that this may be unpopular but I do think it will help new players stay.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">2) Staff.</span> Encourage Ops and VIPs to act more respectfully, and to introduce new players to the game. VIPs may appear to be higher in rank than Ops (who have a bold name) because of their tag, so it might be worth giving Ops a tag too, like [Op]. If new players see that Ops and VIPs aren't being respectful or helpful, they won't be encouraged to return to the server. Rules don't need to be as strict as they are on other servers e.g. NB, but a certain amount of respect needs to be conveyed by those with responsibilities. I do honestly think that staff player a larger role in maintaining a community than people think.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">3) Maps.</span> There are some maps that the majority of the community aren't a fan of, it could be worth holding a map poll and replacing those with some maps in <span style="font-weight: bold;" class="mycode_b">more/</span>. A map request system may also be beneficial, so players can request specific maps to be removed or old maps to be re-added.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">4) IRC.</span> I believe that this is currently being worked on, but enable players on Discord to talk to players on the server using #ctf-chat, it'll bring together the community more.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">5) Tutorial level.</span> I believe that this is also currently being worked, but a tutorial level that new players must complete before joining a proper game would be beneficial. This tutorial could include a few bots that you have to explode with TNT, followed by a few bots that you have to cook, followed by a mine that you need to defuse without dying. If a player leaves before completing the tutorial, they would start it from scratch upon their next login.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">6) Tutorial video.</span> I saw that <span style="font-weight: bold;" class="mycode_b">DramaticLove</span> is making a tutorial video, once that's made the link could be posted as a periodic announcement on the server, as that's what we do with BkayB's tutorial video for ZS.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">7) Help.</span> <span style="font-weight: bold;" class="mycode_b">/help</span> could be made more concise: info about flags and how to explode can be shown in <span style="font-weight: bold;" class="mycode_b">/help</span>, and info about other weapons (mines, flamethrowers, etc.) can be shown in <span style="font-weight: bold;" class="mycode_b">/help more</span>. A server message should be shown upon login, at least to new players: <span style="font-style: italic;" class="mycode_i">Type /help to learn how to play!</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">/help</span>:<br />
+ Capture the other team's flag and bring it back to your own.<br />
+ Explode enemies by placing TNT and then purple wool.<br />
+ Type <span style="font-weight: bold;" class="mycode_b">/help more</span> to find out more.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">/help more</span>:<br />
+ Click the enemy flag to take it, then click your own flag to capture it.<br />
+ Tag enemies by running into them whilst on your side of the map.<br />
+ You can place mines (dark grey blocks). Enemies are killed when they walk near a mine. Defuse enemy mines by exploding them with TNT.<br />
+ Type /f to use the flamethrower. The amount of time you can use it for is shown in the bar on the top right.<br />
+ You gain points for killing enemies or capturing flags. Type /store to see how you can use those points.<br />
+ Watch this video to find out more: (insert tutorial video)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">8) Points.</span> Make <span style="font-weight: bold;" class="mycode_b">/points</span> show how many points you have, since tab only show the total number of points you've earned, but not your remaining number of points. Adding it to the top right below the flamethrower bar would also be helpful.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">9) Newgame.</span> Make <span style="font-weight: bold;" class="mycode_b">/newgame</span> cancel a vote.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">10) Vote.</span> Shorten voting time. Even better, add a countdown for when the vote will end on the bottom right.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">11) Commands.</span> Remove <span style="font-weight: bold;" class="mycode_b">/t</span>, <span style="font-weight: bold;" class="mycode_b">/dtnt</span>, <span style="font-weight: bold;" class="mycode_b">/cc</span> from <span style="font-weight: bold;" class="mycode_b">/commands</span>. Remove <span style="font-weight: bold;" class="mycode_b">/stats</span>, and rename the current <span style="font-weight: bold;" class="mycode_b">/pstats</span> to <span style="font-weight: bold;" class="mycode_b">/stats</span>.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">12) Leaderboards.</span> Add cooks to leaderboards.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">13) Bugs.</span> To quote <span style="font-weight: bold;" class="mycode_b">DramaticLove</span>:<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>Bugs most definitely also some maps that OPs can't change on /mapset won't keep the new changes it's kind of annoying. Also instead of bugging Jacob or Jack about adding or updating maps /mapimport should be fixed with the CTF Mapbuild server. (server needs more new maps- ppl need to be stop being lame and only wanting flat and open maps, while we can use custom blocks and textures!!)</blockquote>
<br />
<hr class="mycode_hr" />
I hope the admins and devs will take into consideration these suggestions, and in the future we can <span style="font-weight: bold;" class="mycode_b">#make-ctf-great-again</span>!]]></description>
			<content:encoded><![CDATA[I have a few suggestions that I posted in the Discord but I think they would be better organised here. Some of these will hopefully help to increase activity and encourage new players to play CTF.<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">1) Spec.</span> Force players to join a team when they first login. Then you can choose to /spec if you don't want to play. This will put new players right in the middle of the action and encourage them to play. I recognise that this may be unpopular but I do think it will help new players stay.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">2) Staff.</span> Encourage Ops and VIPs to act more respectfully, and to introduce new players to the game. VIPs may appear to be higher in rank than Ops (who have a bold name) because of their tag, so it might be worth giving Ops a tag too, like [Op]. If new players see that Ops and VIPs aren't being respectful or helpful, they won't be encouraged to return to the server. Rules don't need to be as strict as they are on other servers e.g. NB, but a certain amount of respect needs to be conveyed by those with responsibilities. I do honestly think that staff player a larger role in maintaining a community than people think.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">3) Maps.</span> There are some maps that the majority of the community aren't a fan of, it could be worth holding a map poll and replacing those with some maps in <span style="font-weight: bold;" class="mycode_b">more/</span>. A map request system may also be beneficial, so players can request specific maps to be removed or old maps to be re-added.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">4) IRC.</span> I believe that this is currently being worked on, but enable players on Discord to talk to players on the server using #ctf-chat, it'll bring together the community more.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">5) Tutorial level.</span> I believe that this is also currently being worked, but a tutorial level that new players must complete before joining a proper game would be beneficial. This tutorial could include a few bots that you have to explode with TNT, followed by a few bots that you have to cook, followed by a mine that you need to defuse without dying. If a player leaves before completing the tutorial, they would start it from scratch upon their next login.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">6) Tutorial video.</span> I saw that <span style="font-weight: bold;" class="mycode_b">DramaticLove</span> is making a tutorial video, once that's made the link could be posted as a periodic announcement on the server, as that's what we do with BkayB's tutorial video for ZS.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">7) Help.</span> <span style="font-weight: bold;" class="mycode_b">/help</span> could be made more concise: info about flags and how to explode can be shown in <span style="font-weight: bold;" class="mycode_b">/help</span>, and info about other weapons (mines, flamethrowers, etc.) can be shown in <span style="font-weight: bold;" class="mycode_b">/help more</span>. A server message should be shown upon login, at least to new players: <span style="font-style: italic;" class="mycode_i">Type /help to learn how to play!</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">/help</span>:<br />
+ Capture the other team's flag and bring it back to your own.<br />
+ Explode enemies by placing TNT and then purple wool.<br />
+ Type <span style="font-weight: bold;" class="mycode_b">/help more</span> to find out more.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">/help more</span>:<br />
+ Click the enemy flag to take it, then click your own flag to capture it.<br />
+ Tag enemies by running into them whilst on your side of the map.<br />
+ You can place mines (dark grey blocks). Enemies are killed when they walk near a mine. Defuse enemy mines by exploding them with TNT.<br />
+ Type /f to use the flamethrower. The amount of time you can use it for is shown in the bar on the top right.<br />
+ You gain points for killing enemies or capturing flags. Type /store to see how you can use those points.<br />
+ Watch this video to find out more: (insert tutorial video)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">8) Points.</span> Make <span style="font-weight: bold;" class="mycode_b">/points</span> show how many points you have, since tab only show the total number of points you've earned, but not your remaining number of points. Adding it to the top right below the flamethrower bar would also be helpful.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">9) Newgame.</span> Make <span style="font-weight: bold;" class="mycode_b">/newgame</span> cancel a vote.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">10) Vote.</span> Shorten voting time. Even better, add a countdown for when the vote will end on the bottom right.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">11) Commands.</span> Remove <span style="font-weight: bold;" class="mycode_b">/t</span>, <span style="font-weight: bold;" class="mycode_b">/dtnt</span>, <span style="font-weight: bold;" class="mycode_b">/cc</span> from <span style="font-weight: bold;" class="mycode_b">/commands</span>. Remove <span style="font-weight: bold;" class="mycode_b">/stats</span>, and rename the current <span style="font-weight: bold;" class="mycode_b">/pstats</span> to <span style="font-weight: bold;" class="mycode_b">/stats</span>.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">12) Leaderboards.</span> Add cooks to leaderboards.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">13) Bugs.</span> To quote <span style="font-weight: bold;" class="mycode_b">DramaticLove</span>:<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>Bugs most definitely also some maps that OPs can't change on /mapset won't keep the new changes it's kind of annoying. Also instead of bugging Jacob or Jack about adding or updating maps /mapimport should be fixed with the CTF Mapbuild server. (server needs more new maps- ppl need to be stop being lame and only wanting flat and open maps, while we can use custom blocks and textures!!)</blockquote>
<br />
<hr class="mycode_hr" />
I hope the admins and devs will take into consideration these suggestions, and in the future we can <span style="font-weight: bold;" class="mycode_b">#make-ctf-great-again</span>!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[My Proposals to Current Issues]]></title>
			<link>https://jacobsc.tf/showthread.php?tid=1325</link>
			<pubDate>Thu, 11 Feb 2021 22:03:02 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://jacobsc.tf/member.php?action=profile&uid=65">pen23</a>]]></dc:creator>
			<guid isPermaLink="false">https://jacobsc.tf/showthread.php?tid=1325</guid>
			<description><![CDATA[So, Jacob has brought it to our attention that the obsidian property was a bug. Yes, the stalemate thing has gotten boring with people sitting on obsidian pillars. However, I'm not sure if there is an ideal solution to that problem because people will adapt to it and take as much advantage as they can. <br />
<br />
Regarding the store, since everyone is against having the initial points at 0, why can't we just make the store cheaper overall? It's weird to start with insufficient points to use anything from the store at the start of the round, and I don't like the idea of starting the round with enough points for anything. Put it on 0. With that being said, some people want to add some exceptions to the 5 points for a kill, such as more points for killing a flag carrier, or a tag, etc. I think that would be cool, but that will take some extra thinking into how I think this new store should be. We can debate that. For right now, this is my view for the store: <br />
<br />
Line - 15 points<br />
Creeper - 25 points<br />
Grenade - 15 points<br />
Rocket - 30 points<br />
BigTNT - 30 points<br />
<br />
Now, I personally think the points should used wisely and not just willy-nilly on the spur of the moment like how many players do. Since hotkeys have been recently allowed, I think fixing the obsidian bug will make rockets even stronger, and due to their speed, avoiding them in duels is nearly impossible besides a bit of a luck, which is not fun. For that reason, I think only allowing the rocket to detonate when it travels 10+ blocks would not only make duels more interesting and encourage more awareness in how rockets are used, such as in a stalemate. Or provide a viable counter to them that is NOT based on luck. Also, grenades could use a 5-10 second cooldown.<br />
<br />
About the first blood advantage:<br />
As of right now, first blood gives you 55 points. Yes, 55. Not 50. That is not an error. I do not like the idea of starting with points before first blood, especially with enough for a grenade or a line, considering how cheap they are. The grenade negates the hard-earned first blood. I believe that store should be earned, and having store items before the first blood is lame. Grenades travel pretty far if used properly, so I think that having access to them is an easy way to first blood and the advantage is too easy to get; you don't really have to work for it. And plus, it's just more honorable not to do that. For this new thing, I don't want the first blood to reward too many points, so I'm not exactly sure what would be a good number, but I'm gonna put it on 30. Furthermore, lines ruin a fair amount of maps, in my opinion. Some people have become way too dependent on them. Starting with lines on maps such as any of the arenas, factory, vantage (we need to fix the solidblock line issue on maps like that) sucks the fun out of the maps themselves. They make it too easy to get around on those maps, which adds to the "advantage" that is obtained too easily. Dueling near the lava stream on arena_new was half the fun of the map! Using them on small maps like vantage is also kinda cheap (haha pun)... I mean, come on! You could walk to the enemy flag in 6 seconds. And why do they extend close to 130 blocks? That is way too much, and most of the maps aren't even that big. They should be shortened since they're so cheap anyway. Yes, if you're on the receiving end of one, you can vine up and break it, but once it's past the early game, you probably have enough for a good bunch of them anyway.]]></description>
			<content:encoded><![CDATA[So, Jacob has brought it to our attention that the obsidian property was a bug. Yes, the stalemate thing has gotten boring with people sitting on obsidian pillars. However, I'm not sure if there is an ideal solution to that problem because people will adapt to it and take as much advantage as they can. <br />
<br />
Regarding the store, since everyone is against having the initial points at 0, why can't we just make the store cheaper overall? It's weird to start with insufficient points to use anything from the store at the start of the round, and I don't like the idea of starting the round with enough points for anything. Put it on 0. With that being said, some people want to add some exceptions to the 5 points for a kill, such as more points for killing a flag carrier, or a tag, etc. I think that would be cool, but that will take some extra thinking into how I think this new store should be. We can debate that. For right now, this is my view for the store: <br />
<br />
Line - 15 points<br />
Creeper - 25 points<br />
Grenade - 15 points<br />
Rocket - 30 points<br />
BigTNT - 30 points<br />
<br />
Now, I personally think the points should used wisely and not just willy-nilly on the spur of the moment like how many players do. Since hotkeys have been recently allowed, I think fixing the obsidian bug will make rockets even stronger, and due to their speed, avoiding them in duels is nearly impossible besides a bit of a luck, which is not fun. For that reason, I think only allowing the rocket to detonate when it travels 10+ blocks would not only make duels more interesting and encourage more awareness in how rockets are used, such as in a stalemate. Or provide a viable counter to them that is NOT based on luck. Also, grenades could use a 5-10 second cooldown.<br />
<br />
About the first blood advantage:<br />
As of right now, first blood gives you 55 points. Yes, 55. Not 50. That is not an error. I do not like the idea of starting with points before first blood, especially with enough for a grenade or a line, considering how cheap they are. The grenade negates the hard-earned first blood. I believe that store should be earned, and having store items before the first blood is lame. Grenades travel pretty far if used properly, so I think that having access to them is an easy way to first blood and the advantage is too easy to get; you don't really have to work for it. And plus, it's just more honorable not to do that. For this new thing, I don't want the first blood to reward too many points, so I'm not exactly sure what would be a good number, but I'm gonna put it on 30. Furthermore, lines ruin a fair amount of maps, in my opinion. Some people have become way too dependent on them. Starting with lines on maps such as any of the arenas, factory, vantage (we need to fix the solidblock line issue on maps like that) sucks the fun out of the maps themselves. They make it too easy to get around on those maps, which adds to the "advantage" that is obtained too easily. Dueling near the lava stream on arena_new was half the fun of the map! Using them on small maps like vantage is also kinda cheap (haha pun)... I mean, come on! You could walk to the enemy flag in 6 seconds. And why do they extend close to 130 blocks? That is way too much, and most of the maps aren't even that big. They should be shortened since they're so cheap anyway. Yes, if you're on the receiving end of one, you can vine up and break it, but once it's past the early game, you probably have enough for a good bunch of them anyway.]]></content:encoded>
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		<item>
			<title><![CDATA[Solving Stalemates]]></title>
			<link>https://jacobsc.tf/showthread.php?tid=1324</link>
			<pubDate>Thu, 11 Feb 2021 19:57:36 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://jacobsc.tf/member.php?action=profile&uid=21">Cheesse</a>]]></dc:creator>
			<guid isPermaLink="false">https://jacobsc.tf/showthread.php?tid=1324</guid>
			<description><![CDATA[I think there are a few options we can consider to make stalemates less frustrating and more exciting:<br />
<ul class="mycode_list"><li>Prevent stalemates. If one team takes the flag while the other team has their flag, the other team loses the flag. It either returns immediately to the flag post, or it kills the flag holder and drops where the flag holder died.<br />
</li>
<li>Encourage the flag holder to stay away from their side. If they die while on their team's side, the flag is dropped and immediately returned. If they die on the enemy's side, the flag is only dropped.<br />
</li>
<li>Incentivize the flag holder to participate. Points gained from all sources are tripled, so if the flag holder kills someone or opens a crate, they gain triple the points.<br />
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[I think there are a few options we can consider to make stalemates less frustrating and more exciting:<br />
<ul class="mycode_list"><li>Prevent stalemates. If one team takes the flag while the other team has their flag, the other team loses the flag. It either returns immediately to the flag post, or it kills the flag holder and drops where the flag holder died.<br />
</li>
<li>Encourage the flag holder to stay away from their side. If they die while on their team's side, the flag is dropped and immediately returned. If they die on the enemy's side, the flag is only dropped.<br />
</li>
<li>Incentivize the flag holder to participate. Points gained from all sources are tripled, so if the flag holder kills someone or opens a crate, they gain triple the points.<br />
</li>
</ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Remove Obsidian property in obsidian? POLL]]></title>
			<link>https://jacobsc.tf/showthread.php?tid=1323</link>
			<pubDate>Thu, 11 Feb 2021 00:01:20 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://jacobsc.tf/member.php?action=profile&uid=32">eo2</a>]]></dc:creator>
			<guid isPermaLink="false">https://jacobsc.tf/showthread.php?tid=1323</guid>
			<description><![CDATA[<span style="font-family: Comic Sans MS;" class="mycode_font">Hello I figured we should bring back the forums a bit. Lets take each change one at a time so they don't get lost. This is my idea - if people have other ideas (like classic's 10 block rocket thing) make a new topic and we can discuss it.<br />
<br />
I am arguing for.<br />
<span style="color: #000000;" class="mycode_color"><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-size: small;" class="mycode_size">As for the 'obsidian property', the change has one main reason - antistalemate mode. Its pretty well established that antistalemate mode has been a problem for years now (we used to have tagging break it, if you remember)</span><br />
<br />
<br />
</span></span></span><br />
<div style="text-align: right;" class="mycode_align"><span style="color: #000000;" class="mycode_color"><span style="font-family: Comic Sans MS;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: xx-small;" class="mycode_size"><span style="font-size: x-small;" class="mycode_size"><span style="font-style: italic;" class="mycode_i">[</span>6:18 PM<span style="font-style: italic;" class="mycode_i">]</span></span></span></span></span></span></div>
<span style="color: #000000;" class="mycode_color"><span style="font-family: Comic Sans MS;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: small;" class="mycode_size">While I was casting the tournament, I realized that at the highest level, it is extraordinarily difficult to break antistalemate mode against good players, largely because people can pillar on obsidian pillars (think of your game on outpost, Okasian). If you have good teams, this can last for nearly an entire match. This makes the game pretty boring to watch and fairly boring to play, without much room for counterplay, if teams are playing optimally. The change would not fundamentally change how people avoid with the flag (its a rather minor change imo, look at anchorage Left Ballas vs. Team OP, which still lasted awhile) it would just make it more difficult for them to do so, which in turn speed up antistalemate modes. Some other people have proposed things like a cap on how long you can hold the flag (too much I think), a ban on holding the flag in spawns (really difficult to implement), among other things. I think this is a small step towards correcting that problem, and if you disagree, please tell me why having obsidian makes the game more active/interesting or more accesible. If you give me the "its in the game so it should stay in the game" argument I will unleash the arguments I brought up for banning ice (which I hope I don't have to but if you genuinely think that you should give it some more thought)</span></span></span></span>]]></description>
			<content:encoded><![CDATA[<span style="font-family: Comic Sans MS;" class="mycode_font">Hello I figured we should bring back the forums a bit. Lets take each change one at a time so they don't get lost. This is my idea - if people have other ideas (like classic's 10 block rocket thing) make a new topic and we can discuss it.<br />
<br />
I am arguing for.<br />
<span style="color: #000000;" class="mycode_color"><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-size: small;" class="mycode_size">As for the 'obsidian property', the change has one main reason - antistalemate mode. Its pretty well established that antistalemate mode has been a problem for years now (we used to have tagging break it, if you remember)</span><br />
<br />
<br />
</span></span></span><br />
<div style="text-align: right;" class="mycode_align"><span style="color: #000000;" class="mycode_color"><span style="font-family: Comic Sans MS;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: xx-small;" class="mycode_size"><span style="font-size: x-small;" class="mycode_size"><span style="font-style: italic;" class="mycode_i">[</span>6:18 PM<span style="font-style: italic;" class="mycode_i">]</span></span></span></span></span></span></div>
<span style="color: #000000;" class="mycode_color"><span style="font-family: Comic Sans MS;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: small;" class="mycode_size">While I was casting the tournament, I realized that at the highest level, it is extraordinarily difficult to break antistalemate mode against good players, largely because people can pillar on obsidian pillars (think of your game on outpost, Okasian). If you have good teams, this can last for nearly an entire match. This makes the game pretty boring to watch and fairly boring to play, without much room for counterplay, if teams are playing optimally. The change would not fundamentally change how people avoid with the flag (its a rather minor change imo, look at anchorage Left Ballas vs. Team OP, which still lasted awhile) it would just make it more difficult for them to do so, which in turn speed up antistalemate modes. Some other people have proposed things like a cap on how long you can hold the flag (too much I think), a ban on holding the flag in spawns (really difficult to implement), among other things. I think this is a small step towards correcting that problem, and if you disagree, please tell me why having obsidian makes the game more active/interesting or more accesible. If you give me the "its in the game so it should stay in the game" argument I will unleash the arguments I brought up for banning ice (which I hope I don't have to but if you genuinely think that you should give it some more thought)</span></span></span></span>]]></content:encoded>
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			<title><![CDATA[What if CTF used different software]]></title>
			<link>https://jacobsc.tf/showthread.php?tid=909</link>
			<pubDate>Fri, 17 Feb 2017 00:42:19 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://jacobsc.tf/member.php?action=profile&uid=21">Cheesse</a>]]></dc:creator>
			<guid isPermaLink="false">https://jacobsc.tf/showthread.php?tid=909</guid>
			<description><![CDATA[Like MCGalaxy or D3 for example.<br />
<br />
Other softwares have more much capability.<br />
<br />
Just imagine...]]></description>
			<content:encoded><![CDATA[Like MCGalaxy or D3 for example.<br />
<br />
Other softwares have more much capability.<br />
<br />
Just imagine...]]></content:encoded>
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			<title><![CDATA[CTF teams/clans]]></title>
			<link>https://jacobsc.tf/showthread.php?tid=907</link>
			<pubDate>Mon, 23 Jan 2017 04:04:11 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://jacobsc.tf/member.php?action=profile&uid=26">jack</a>]]></dc:creator>
			<guid isPermaLink="false">https://jacobsc.tf/showthread.php?tid=907</guid>
			<description><![CDATA[So, I was thinking, it wouldn't be very hard to implement in game teams. The feature would probably track all it's members' kills and captures and rank them accordingly. This would also make it so people wouldn't have to scramble to find a team when a tournament is around the corner, because everybody would already have a team. What do you all think?]]></description>
			<content:encoded><![CDATA[So, I was thinking, it wouldn't be very hard to implement in game teams. The feature would probably track all it's members' kills and captures and rank them accordingly. This would also make it so people wouldn't have to scramble to find a team when a tournament is around the corner, because everybody would already have a team. What do you all think?]]></content:encoded>
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			<title><![CDATA[Discord Server]]></title>
			<link>https://jacobsc.tf/showthread.php?tid=902</link>
			<pubDate>Wed, 30 Nov 2016 04:02:28 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://jacobsc.tf/member.php?action=profile&uid=402">30Dual</a>]]></dc:creator>
			<guid isPermaLink="false">https://jacobsc.tf/showthread.php?tid=902</guid>
			<description><![CDATA[you guys should make a discord server, its pretty cool. discordapp.com add me: jimmy#2555]]></description>
			<content:encoded><![CDATA[you guys should make a discord server, its pretty cool. discordapp.com add me: jimmy#2555]]></content:encoded>
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			<title><![CDATA[CTF Dueling League]]></title>
			<link>https://jacobsc.tf/showthread.php?tid=901</link>
			<pubDate>Sat, 26 Nov 2016 23:20:17 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://jacobsc.tf/member.php?action=profile&uid=19">Creatoss</a>]]></dc:creator>
			<guid isPermaLink="false">https://jacobsc.tf/showthread.php?tid=901</guid>
			<description><![CDATA[Most of us have at least seen one CTF Tournament in the past. Often, these events place greater emphasis on team battles than on individual fights. Additionally, tournaments often last only a few days or weeks during the summer. In the coming years, large team-based tournaments may be harder for this community to host. That is why I propose that this community develops a one-on-one dueling league that has both a winter and summer season. <br />
<br />
The league would begin with all participating players beginning in the qualifying stage, where players must win at least three out of six of their duels in order to move on to the official elimination rounds. If a player does not win at least three of his or her duels, then the player is eliminated from the league for the rest of the season and can not advance to the eliminations rounds. During the elimination round, the best of four players will be selected to move on to the semi-finals. This means that the four players with the most wins will move on to the semi-finals. Before the semi-finals, all four of the remaining players will be placed into a free-for-all duel. The single winner of this free-for-all will determine the match order of the semi-final rounds. During the semi-finals, each player must win the best of seven duels against another opponent, in order to advance to the finals. Once two finalists remain, the two remaining players must win the best of fifteen duels in order to win the seasonal league. The finals will last three days--each day consisting of five duels. <br />
<br />
To ensure fairness, a referee will observe each and every duel. Each duel will have a time limit of thirty minutes and will consist of five rounds. A duel is won when a player wins the best of the five rounds. If neither player conclusively wins a duel within the allotted thirty minutes, the duel will go to sudden death, in which the player who gets the first kill automatically wins the entire duel.]]></description>
			<content:encoded><![CDATA[Most of us have at least seen one CTF Tournament in the past. Often, these events place greater emphasis on team battles than on individual fights. Additionally, tournaments often last only a few days or weeks during the summer. In the coming years, large team-based tournaments may be harder for this community to host. That is why I propose that this community develops a one-on-one dueling league that has both a winter and summer season. <br />
<br />
The league would begin with all participating players beginning in the qualifying stage, where players must win at least three out of six of their duels in order to move on to the official elimination rounds. If a player does not win at least three of his or her duels, then the player is eliminated from the league for the rest of the season and can not advance to the eliminations rounds. During the elimination round, the best of four players will be selected to move on to the semi-finals. This means that the four players with the most wins will move on to the semi-finals. Before the semi-finals, all four of the remaining players will be placed into a free-for-all duel. The single winner of this free-for-all will determine the match order of the semi-final rounds. During the semi-finals, each player must win the best of seven duels against another opponent, in order to advance to the finals. Once two finalists remain, the two remaining players must win the best of fifteen duels in order to win the seasonal league. The finals will last three days--each day consisting of five duels. <br />
<br />
To ensure fairness, a referee will observe each and every duel. Each duel will have a time limit of thirty minutes and will consist of five rounds. A duel is won when a player wins the best of the five rounds. If neither player conclusively wins a duel within the allotted thirty minutes, the duel will go to sudden death, in which the player who gets the first kill automatically wins the entire duel.]]></content:encoded>
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			<title><![CDATA[Remove and Reintroduce Ice]]></title>
			<link>https://jacobsc.tf/showthread.php?tid=894</link>
			<pubDate>Sun, 25 Sep 2016 14:00:00 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://jacobsc.tf/member.php?action=profile&uid=21">Cheesse</a>]]></dc:creator>
			<guid isPermaLink="false">https://jacobsc.tf/showthread.php?tid=894</guid>
			<description><![CDATA[It is spammed very often on maps and alters the structure of each map. It can make movement rather difficult sometimes. It should be removed and reintroduced with melting physics. Like this, players will be able to place ice, and it will be removed automatically, freeing space on each map and making it look prettier.]]></description>
			<content:encoded><![CDATA[It is spammed very often on maps and alters the structure of each map. It can make movement rather difficult sometimes. It should be removed and reintroduced with melting physics. Like this, players will be able to place ice, and it will be removed automatically, freeing space on each map and making it look prettier.]]></content:encoded>
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			<title><![CDATA[Make Team Chat Toggleable]]></title>
			<link>https://jacobsc.tf/showthread.php?tid=883</link>
			<pubDate>Sat, 27 Aug 2016 20:43:44 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://jacobsc.tf/member.php?action=profile&uid=21">Cheesse</a>]]></dc:creator>
			<guid isPermaLink="false">https://jacobsc.tf/showthread.php?tid=883</guid>
			<description><![CDATA[Makes communication with the team faster.]]></description>
			<content:encoded><![CDATA[Makes communication with the team faster.]]></content:encoded>
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			<title><![CDATA[Several Minor Suggestions]]></title>
			<link>https://jacobsc.tf/showthread.php?tid=857</link>
			<pubDate>Thu, 18 Aug 2016 21:51:38 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://jacobsc.tf/member.php?action=profile&uid=21">Cheesse</a>]]></dc:creator>
			<guid isPermaLink="false">https://jacobsc.tf/showthread.php?tid=857</guid>
			<description><![CDATA[<ul class="mycode_list"><li>Add a map variable called trueSolidity that signals for blocks listed in solidBlocks to be truly solid and unbreakable, like bedrock (this prevents players from block-glitching through walls). This uses the BlockPermissions extension which can prevent players from placing and deleting certain blocks. Players should not be able to place or remove truly solid blocks.<br />
</li>
<li>Using the BlockDefinitions extension, make a new block for mines, rockets, grenades, purple, and anything else that has custom physics. If not possible, then make mines use a different block that is not bright and does not emit light (it currently uses magma, which is always bright and emits light) (optionally, any of those blocks can have custom textures).<br />
</li>
<li>Make the map divider perfect (red team has a slightly bigger tag territory than blue team).<br />
</li>
<li>Using the BlockDefinitions extension, make a new block called solidAir that behaves just like regular air, however it is not placeable or destroyable (this uses the BlockPermissions extension). This block can then be placed above the build ceiling and truly prevents anyone from building above the build ceiling (prevents lag-pillaring).<br />
</li>
<li>Make specs invisible and invincible. They should be visible only to other specs. Make hidden players invincible. They should be visible to other hidden players.<br />
</li>
<li>Make the water height, water block, side block, clouds height, and weather changeable.<br />
</li>
<li>Maybe have the ability for each map to have custom textures?<br />
</li>
<li>Prevent ops from placing unplaceable blocks when they join a team.<br />
</li>
<li>Instead of using regular blocks for things like grenade and rocket, use entities with block models, preferably the models of custom blocks (requires the ChangeModel extension).<br />
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[<ul class="mycode_list"><li>Add a map variable called trueSolidity that signals for blocks listed in solidBlocks to be truly solid and unbreakable, like bedrock (this prevents players from block-glitching through walls). This uses the BlockPermissions extension which can prevent players from placing and deleting certain blocks. Players should not be able to place or remove truly solid blocks.<br />
</li>
<li>Using the BlockDefinitions extension, make a new block for mines, rockets, grenades, purple, and anything else that has custom physics. If not possible, then make mines use a different block that is not bright and does not emit light (it currently uses magma, which is always bright and emits light) (optionally, any of those blocks can have custom textures).<br />
</li>
<li>Make the map divider perfect (red team has a slightly bigger tag territory than blue team).<br />
</li>
<li>Using the BlockDefinitions extension, make a new block called solidAir that behaves just like regular air, however it is not placeable or destroyable (this uses the BlockPermissions extension). This block can then be placed above the build ceiling and truly prevents anyone from building above the build ceiling (prevents lag-pillaring).<br />
</li>
<li>Make specs invisible and invincible. They should be visible only to other specs. Make hidden players invincible. They should be visible to other hidden players.<br />
</li>
<li>Make the water height, water block, side block, clouds height, and weather changeable.<br />
</li>
<li>Maybe have the ability for each map to have custom textures?<br />
</li>
<li>Prevent ops from placing unplaceable blocks when they join a team.<br />
</li>
<li>Instead of using regular blocks for things like grenade and rocket, use entities with block models, preferably the models of custom blocks (requires the ChangeModel extension).<br />
</li>
</ul>
]]></content:encoded>
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			<title><![CDATA[FFA (Free For All)]]></title>
			<link>https://jacobsc.tf/showthread.php?tid=842</link>
			<pubDate>Tue, 16 Aug 2016 20:23:03 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://jacobsc.tf/member.php?action=profile&uid=366">Random Guy</a>]]></dc:creator>
			<guid isPermaLink="false">https://jacobsc.tf/showthread.php?tid=842</guid>
			<description><![CDATA[Suggesting a new gamemode for CTF, FFA (Free For All)<br />
This gamemode would be similar to TDM (Team Deathmatch) where the objective is to achieve the highest number of kills for the red and blue team.<br />
In FFA, there can be a way to somehow split the players up into 1 team by itself? Maybe this gamemode can be put into the /set settings but I don't know how this works.<br />
Players individually play, and can simply start by killing each other.<br />
5-10 minutes can be recommended for this gamemode. Time limit is arguable. <br />
All comments and criticism are open on this thread, if you feel like this isn't the type of gamemode to be put in the CTF game then that's your own opinion.]]></description>
			<content:encoded><![CDATA[Suggesting a new gamemode for CTF, FFA (Free For All)<br />
This gamemode would be similar to TDM (Team Deathmatch) where the objective is to achieve the highest number of kills for the red and blue team.<br />
In FFA, there can be a way to somehow split the players up into 1 team by itself? Maybe this gamemode can be put into the /set settings but I don't know how this works.<br />
Players individually play, and can simply start by killing each other.<br />
5-10 minutes can be recommended for this gamemode. Time limit is arguable. <br />
All comments and criticism are open on this thread, if you feel like this isn't the type of gamemode to be put in the CTF game then that's your own opinion.]]></content:encoded>
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			<title><![CDATA[[BUG] Being invincible after getting killed with /f]]></title>
			<link>https://jacobsc.tf/showthread.php?tid=841</link>
			<pubDate>Sat, 13 Aug 2016 21:02:40 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://jacobsc.tf/member.php?action=profile&uid=357">Drama</a>]]></dc:creator>
			<guid isPermaLink="false">https://jacobsc.tf/showthread.php?tid=841</guid>
			<description><![CDATA[What the title says...<br />
When you're killed by somebody using /f on you, you go invincible.]]></description>
			<content:encoded><![CDATA[What the title says...<br />
When you're killed by somebody using /f on you, you go invincible.]]></content:encoded>
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			<title><![CDATA[In-game Map Ratings]]></title>
			<link>https://jacobsc.tf/showthread.php?tid=837</link>
			<pubDate>Mon, 08 Aug 2016 02:03:26 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://jacobsc.tf/member.php?action=profile&uid=21">Cheesse</a>]]></dc:creator>
			<guid isPermaLink="false">https://jacobsc.tf/showthread.php?tid=837</guid>
			<description><![CDATA[I suggest the ability to rate maps in the game, including more/ maps. This allows us to see which maps are popular and which are disliked without asking every person to say their opinion or reply to a thread. Asking people for their opinion through the forums seems to receive almost no feedback, as it can be seen on MarsKid's post about the new map rotation.<br />
Adding this feature and reminding players in game with a server message will allow us to gain at least a basic level of feedback for each map.<br />
<br />
With this ability, it is also possible to automatically add or remove maps to or from the official map rotation depending on their ratings. For example, a rating of more than 67% on a more/ map will add it to the rotation while a rating of less than 33% on an official map will remove it from the map rotation.<br />
<br />
I highly recommend the first idea as it allows us to make better map rotations and better CTF maps based on each map's rating.]]></description>
			<content:encoded><![CDATA[I suggest the ability to rate maps in the game, including more/ maps. This allows us to see which maps are popular and which are disliked without asking every person to say their opinion or reply to a thread. Asking people for their opinion through the forums seems to receive almost no feedback, as it can be seen on MarsKid's post about the new map rotation.<br />
Adding this feature and reminding players in game with a server message will allow us to gain at least a basic level of feedback for each map.<br />
<br />
With this ability, it is also possible to automatically add or remove maps to or from the official map rotation depending on their ratings. For example, a rating of more than 67% on a more/ map will add it to the rotation while a rating of less than 33% on an official map will remove it from the map rotation.<br />
<br />
I highly recommend the first idea as it allows us to make better map rotations and better CTF maps based on each map's rating.]]></content:encoded>
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