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Posts
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Everything posted by padpilot
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Easy fix, minimum characters needed. Anything none English (random keyboard storkes) is flagged, gets flagged again of happens again and boom, no credits for you for 2 weeks.
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yeah Abusive was my only concern, maybe something to noodle around a bit more. Even if just a small amount fo credits like 100 or something. We could focus more on the "bragging rights" side of it. Would be great for factions trying to highlight their RP more maybe.
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- 1 Not needed, removes a lot of RP tbf. Right now me and my guys are naturally developing our own callouts, landmarks, safe areas etc This suggestion would reduce the need to do so.
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Surely they are going to have multiple copies of the database, roll it back if needed. I honestly cannot see how the devs would mess this up unless they have zero db copies and operate the same db table on test/dev/production branches. Have faith my friend, have faith ahha
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Not sure how often this system is used tbf. Suggestion is: Show the player they have received feedback if is "GoodRp". This gives those creating good rp scenes a little incentive to continue doing so. Always feels nice knowing your efforts are appreciated. Next we tie this to the credit system with a small amount of credits as a reward to the person with the most rated RP in a given day/week/month or whatever range is appropriate. Next we disaplay their name on discord somewhere, give them a super special role or whatever. No need to display when someone gets negative feedback as this is more likely to be abused by gangs and created OOC toxicity between groups. Whole suggestion is about using those little systems we already have to try help and generate and nudge the culture we want to foster.
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Amazes me this isnt already being done. +1
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(All visuals are placeholder) - Story is true to the RP
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(All visuals are placeholder) - Story is true to the RP
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Lol no way do they just leave suggestions floating about from 2021. Wild
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-1 I currently reduced a 2 hour prison sentence down to around 20 mins with only 15 minutes of farming in prison. The stamps are already wayyyy too generous and the fact I can come out of prison even richer is just ridiculous. Instead it would be better to reward DOC staff for being online when prisoners are online. Running rp sessions, rehabilitation, classroom stuff... Anything but more money in the hands of crims.
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Fair play makes sense... think you changed my position tbf. Appreciated.
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/me throws a black object off a cliff /me takes oht their gun and holds it to their own head /me ...... There are many many /me that could happen way outside the realm of simple /me resists.. the script allows for none of this. To note: I have applied to be an LEO simply to help me see that side if the game. I was denied (i think due to admin logs) Appreciate the input though mate.
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-1 The suggestions itself is decent but in a criminal rich climate im gonna have to give it a no. Crims have wayyyyyyyyyy too much cash as it is (its a serious issue) so anything that would result in them having even more cash is a negative from me im afraid. Possibly could be implement if the goldSink issue was ever rectified first. Sorry my guy
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Any reasons why or anything?
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Hey thanks for the reply, appreciated. Its not that i suggested to remove this so we have an increased chance to escape, its more to nudge the cops to actually roleplay and to engage with their suspect outside of the initial chase or whatever. A player can not resist 2 cops holding them down with a knee on their back. Ofc with the current script we never actually get to this stage cause as mentioned above the RP is cut off wayyyy before that point. I do agree though with you that whilst tazed or downed that the script should be used. However this highlights my point even more. If a player did successfully resist then as you mentioned the cops have a tazer... rp first, if they dice win and resist then taze their ass anyways haha Do you know if there is a written rule on the cop side that if a player is typing then the cuffing script is not yo be used? This could be a simple rule which allows us to keep the cuffing script whilst still allowing room for roleplay, best of both worlds kind of deal.
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+1 but with the stipulation that this impound is extremely expensive to use. As we know its crims thag need it the most. I'm all for letting them get back to generating content for others but seeing as though they probably came out of prison richer than when they went in (if they farmed) then they should be paying more. Better yet, simply add it to the prison for a fixed 10k price.
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EDIT: Input from comments have made me change my thoughts on this. Given the current roleplay state of the server I now believe its best to keep the current script. Cheers guys. --- Simple suggestion, remove the none rp Cuffing script that cops enact on crims. Its straight up none RP and is activky decreasing rp opportunities on the server. Back in the day /me attempts to cuff the person. /do able? Response /do no, man would struggle /me would attempt to resist the cuffs. /do would I be able to Then after some sort of RP dice would follow. If you compare this to what we have today. Cops walks up to crim, slaps on the cuffs. End rp. I understand when pop levels were high there may have been a need for this to helps cops out with the amount of crim traffic but overtime this is seriously hindering rp. Example. I was running along the road with cops chasing me, I stopped and started typing a /me, before I could even finish my /me the cops had already cuffed me and was reading me my charges. Following this my only option from the cops were to "Dice for it". Think about this, I was typing a /me and during that time I was scriptly cuffed. Can we blame the cops for this, the script or the training ooc they have had? Either way, a script or its use, should not interupt a /me, ever. Possible situations 1. The script is none rp 2. Who ever is running cops is not training the cops enough to rp. Either the script is faulty, its implementation is jank and not productive or cops are not being informed enough on "not relying on scripts" to arrest people. Either way its a poorly implemented feature and should have no place on a RP server. Thanks, and again, im open to any and all criticism. Cheers
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Hey guys thanks for checking out the suggestion. Centered around the Fishing job, what it should be used for, where and how the current system(locations) is wrong. Locations and how to properly utilise them will be the main focus of the suggestion, how they are currently being used wrong and a better way to implement fishing locations. Disclaimer I'm new back to the server and this info is pieced together from what I have seen both in-game and through discussion on the discord. I'm sure there are a bunch of things im not clued up on so im open to any/all feedback. Note for Devs First up the functionality is sound, no issues with bugs or anything and the devs did a great job. Its the game design side of it and the way its been introduced to the server that is really lacking. (Imo) 1. A Stationary Resource Ok so first we need to understand why players fish. Of course some do it for the RP, like they really want their character to be a fisherman. I'm sure these characters exist, somewhere, however most do fishing for its easy casual and semi-afk nature. Its an easy earner, always has been and always should be. The main takeaway from this is that players are willing to stand for hours at a time at a stationary location. This is an incredible resource we really ought to be harnessing. So then, why have we placed down various fishing locations splitting up the resource of players? Should we not want them together, to create a hotspot? New players arrive, where do they go to fish? The pier ofc... if other fisherman have levelled up and moved on to more prime spots however then New Players are left alone stood at the pier thinking "well this is dead", when in reality there may be plenty of people fishing around the map, hidden away not to be socialized or interacted with. 1. Stationary Resource - Solution To solve this simply remove all fishing locations but the pier and the newly created "off-pier" location (see below). This overtime will create a hot spot... the goal is to generate a place where we have that many consistent players that even none fishermen go there. This is something unique we can do with fishing as its a stationary activity, lets use it. Players log in, wonder where others are and instantly head to the pier.. right now the player base is that scattered that there seems to be not a single hotspot/hangout zone throughout the city. Benny's is the best example but its jank. Giving ALL players the chance to earn money whilst at a hotspot is what we aim to do here with fishing and its unique functionality. 2. Off-pier Fishing Place a colshape/collisionBox (whatever its called on RageMP) in the sea just off the pier. Allow this as a boat only fishing spot and increase the value of fishing caught here accordingly. The point of this is two fold: 1. It gives players another fishing experience other than pier. 2. It also gives those still stood on the pier something to aim for - they cam literally look into the water and see what they are aiming for, people can pull up on boats, chat away and invite others to join them DO NOT lock fishing from a boat to a level. Boat fishing should be something established players are able to invite newer players to participate in. Rather instead limit the fishing times/value accordingly but do not limit the invitaional possibilities. Stick down a collision box (the fishing zone) add some basic check to the player: distance from a boat < 3(metres) then allow boat fishing. No need to anything more. This ensures player is close to a boat, inside the zone and stops other players reaching the boat from the top of the pier (cheating it). Other things to consider - add fish only inventory to boat - boats can be rented for fishing --- TLDR: condensed fishing into 2 spots, add boat fishing and use fishing to create a server wide hot spot. Arguments against 1. "What if I dont want to fish at pier" - Tough, the server health and player retention rates are much higher prioritised than the solo and individual roleplay goals of a lone player. 2. Everyone fishing in one spot is not "roleplay" - see response to critique 1. Thanks and any feedback appreciated. (Written on phone in work will probably change format at a later date)
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Clean simple solution. +1
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Did this ever go anywhere? Seems like a solid idea, lots of input here but I dont see any movement on this.
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+1 It genuinely sounds like this mechanic is broken if it works how you describe. I was here in 2022 and many many gangs needed cash or engines or whatever.. ive spoke to 4 gangs since being back and offered my services and each have said "nah we good". Now i know why, because of the issues you mentioned.
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- 1 enough fast cars as it.
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Could only be a positive.... +1