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Steve1098

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Everything posted by Steve1098

  1. In this post HaminLord points out that Civ RP is lacking, I'm basing my argument here on HaminLord's post in the linked thread. While you're right that paintball is arguably non-rp, it can encourage RP and would be beneficial to encouraging Civ RP. Most of what a player has to do is work which is boring. By adding paintball you're adding a social interaction in those friends can RP going after a hard day at work to relieve the stress and increase enjoyment. You could also make friends while in a paintballing arena which can increase in-game interpersonal relationships and later encourage those new friends to RP something else somewhere else in the world. These sorts of interactions can seem non-rp or dming on their own, sure, but if you look at the potential benefits in the big picture then you could have a server that people thoroughly enjoy and will want to return to time and again. It will also open up other potential "mini-games" if you will, or other interactions that can lead to RP outside of the feature itself. In summary, this sort of feature can enhance an otherwise boring RP if all you can RP is work and criminal activity. A lack of things to do in the real world often leads to crime (the most deprived areas tend to have a higher level of crime), therefore, if you apply that to an RP world then adding interactive social features could reduce criminal RP (which, I've read on other threads, people are getting bored of) and could then enhance Civ RP. This idea is something to consider rather than instantly dismiss as dm or PvP.
  2. I would say that the pre-requisite of having to work x amount of days for the next promotion would be more beneficial to the game, so I think that that is what should be added to the game.
  3. I have a couple of things to point out, bearing in mind I have not spent any time in jail and have little familiarity of the rules of being jailed. From what I gather you can't leave the game when in jail, if so, why not? Nearly 9 hours is a lot of time to stay online, can you not just respawn in jail at next sign on? Secondly, working in jail for a significant amount of time has an incredibly insignificant reward re: reduced jail time. You say that reduced time should be earned (which I'm sure nobody will disagree with) but surely 30 minutes of mining should earn more than 1 minute off of your sentence? Perhaps minute for minute? Or a minute for 30s reduced? Overall, I'm against a cap on jail time. You should respect life as though it was real according to the rules so killing 3 cops, yeah, that deserves a hefty sentence, but surely the prisoners should have sufficient material to RP in-game while in jail. Maybe be able to play basketball, work to reduce sentencing (fairly), and have further jail time added for dm'ing, etc. I know prisoner shouldn't offer rewards but there should at least be something to do besides sitting on your hands trying not to annoy a prison officer who will lock you in solitary for no good reason.
  4. Speed tickets tagged to the vehicle is not really a good idea. Largely on the logic that it's the driver that speeds and not the vehicle so it would be easy for people to get away with not paying the tickets. And as Wizzidy mentioned, cars are too easily stolen, not to mention destroyed. Once the car is lost by whatever means then the speeding ticket is essentially invalid and unenforceable. I think a rewards incentive is a good idea though because it will encourage people to keep playing for as long as those rewards help players advance their RP in some way, however small. Reward schemes often go to pot because the rewards are insignificant, often making little, if any, impact to the player's in-game experience.
  5. I would also add a "minimum time in job" pre-requisite to prevent unrealistic rapid promotions. So perhaps, in the OP's example of delivering parcels, you could deliver x parcels for the first promotion, but for the next promotion it would have to be x parcels delivered + n days in job. That way your character is showing dedication to the job ((and the server) loved by real employers) and the character won't earn ridiculous amounts of money from promotions if they're able to deliver enough parcels for several promotions in one day. Perhaps also include a kill feature for promotions in one job if you change jobs at any point. So for example, if you start life as a courier and you get promoted to level 4 after days/weeks of working and then quit to work as a bus driver then decide at some to go back to being a courier then you have to start at level 1 again. I think that this encourages realistic career progression.
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