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skeletee

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Everything posted by skeletee

  1. -
  2. Can you elaborate on what you mean here, specifically what complications you think this ruling would cause? Additionally, a PvP mentality is not welcomed on this server. Combat RP within reason and escalation, sure, but not to the point where PvP strategies trump RP, lore, and character immersion. Ref. my previous response on this thread.
  3. I was going to post a rule suggestion for this myself, as I had bought it up to other staff about 1-2 weeks ago, but you've beat me to it! Generally, I have always rallied against dressing as other gangs for reasons related to faction lore and so on so forth, but for the purpose of this thread, my response will focus on the act of dressing in rival colours in combat scenarios. Please note that I am not opposed to players dressing as other gang members for the purpose of gaining information, in fact, I encourage this, as it initiates for further RP and scenarios, as long as it makes contextual sense. I believe it should be ruled NRP to dress in rival colours solely for the purpose of fighting or gaining a tactical PVP advantage. These are the reasons below. 1. Unrealistic and deviates from faction lore. This point is first because it is quite self-explanatory. I don't believe in any realistic situation, gang members would carry a spare set of clothes to dress into prior to a fight. I understand that this server is we are simulating being criminals as much as we can and therefore not everything will be realistic by the book - such as using radiofrequencies to communicate - but this act of dressing as another gang for fights is not something that has been set as standard by the server, it is something that has been set as standard by the players. Therefore, it is something we, as a player base, have more agency in managing and controlling. 2. Poor demonstration of fear RP. Players should enter shoot-out with knowledge that they may die with one bullet, as opposed to 6 before their HP runs out. That being said, entering a shoot-out dressed in a rival colour places players at grave danger and should be considered detrimental to player's safety. If all it takes is one bullet to realistically (not by script) kill someone, players should be doing everything they can to minimise this danger. Dressing in a rival colour and simply calling it out to other players is not enough. When you're in a shoot-out, there is simply too much adrenaline and too much to acknowledge, that shooting anything remotely in a rival colour can become an easy mistake, regardless of if that attire has been called out. Yes, you use tactical advantages in shoot-outs to preserve your life, such as co-ordinating the way your cars will be set up, where people will be if something kicks off, high-grounds to low-grounds, who stands where if they have a close-range gun, who makes the calls, who will flank from behind.. Dressing as a different colour is not one of those tactical advantages that show appropriate preservation of life. 3. Promotes a poor RP mentality. As we're seeing in this thread alone, people are adopting the act of dressing in rival gang members for the purpose of fighting because others are doing it. This is simply not the direction that we should be going in in terms of RP standard. People should be leading their actions because that is what their character would do and because it makes sense to lore and to the faction, not because Jimmy from the other block did it and it was fine. Gangs and criminal organisations should be abiding to their faction lore, the way they present themselves to others, and carrying out RP that is specific to their faction lore. When people break this in order to gain a tactical advantage solely for the purpose of shoot-outs, this becomes an issue. As for changing clothes mid-fight to flank a rival gang after you've been shot, or while you're getting shot, this would likely be considered NRP in itself as your priority should be to (a) keep fighting for your life or (b) escaping and saving your life. This is obviously just my personal opinion. Perhaps I am missing something here, and that there is more RP opportunities to emerge out of this act of changing into rival clothes pre- and mid-fight. I'm happy and open to listening out to these! EDIT: Let’s make sure we are focusing on the suggestion at hand, not the player behind the suggestion that has been made.
  4. We’re getting off topic. $3.00 and I’ll throw a teaspoon in for you to sculpt your other collector snowballs.
  5. $1.75.
  6. $1.00 each, take it or leave it.
  7. wow! This is a great read. this character is really in-depth and THOUGHT OUT. I wish to be as immersed as this character. Everyone should thrive to be like Harley Pavlovian. Regards.
  8. I like this idea, but I think the only downfall is that people would not be able to override script with RP. For example with blood on bare hands, if a player RPd cleaning their hands in the river, this attribute would still show up when the command is used. Depending on how you see it, this can either limit RP or add to it (possibly encouraging player-to-player interaction as players are likely to comment on inspected attributes). Automatic attributes would have to either be very selective that can’t be removed easily with simple RP, or there would have to be a way for these automatic attributes to be removed, which I suppose would need staff intervention and support as you’d have to prove you performed the RP to have it removed. Besides that, I suppose it is up to the player’s discretion to add these attributes as RP happens in real-time.
  9. Character Descriptions This function allows characters to set descriptions for their characters and is used to describe the immediate physical appearance of a character. Definitions of commands can be read below. /setattributes [Description] This command is used to set the description of the character. This description should describe physical attributes. Set attributes should not describe features of a character that must be explored through interaction (e.g. voice, build for a specific type of sport, hidden tattoos). /inspect [ID] OR /inspect myself This command is used to inspect another character that is in proximity. It can also be used to inspect the description that has been set for a player’s own character. Appropriate uses of the /setattributes command These are all physical features that you would not have to explore further to find out about someone. Age (i.e. that can be guessed within a relative age range), details of clothing (that cannot be added on via. script), and healing injuries (that other players can examine and react to upon inspection / players can set after being taken to the hospital) are a non-exhaustive list of what this command can be used for. John Doe would be relatively short with dark under-eyes. Attached to his uniform are a catalogue of ribbons, and a badge reading Deputy Doe. He smells strongly of cigarettes and aftershave. Katie Jones would appear youthful, between the ages of 21-24. Her stance is quite relaxed, and she appears doe-eyed. Her clothes are baggy and appear very well-worn and un-ironed. Across her right eyebrow is a healing scar. Wrapped around her hand appears to be a dog’s leash. Upon immediate inspection, John Doe would be wearing a cast for his left arm. Both eyes are bruised and swollen red. He presents a large classic-style tattoo across the middle of his chest, with the name “Bianca” spelt in cursive. Inappropriate uses of the /setattributes command The features below are "giving away" things that could be figured out in-character. Describing a character as fit/strong/lean is OK, but do not give away that they kick-box. Voices are also something that can't be found out simply upon looking at someone, or physical quirks such as dimples. Katie Jones would appear quite strong and fit, like she practices kick-boxing regularly. John Doe’s voice is hoarse – as if he had been singing karaoke all evening. Katie Jones’ cheek would be dimpled when she smiles and laughs. How it would work 1. /setattribute [Description] to set the description that shows up for your characters upon inspection. 2. Once an attribute is set, you would be able to /inspect [ID]. This description will show up via. the textbox. Let me know your thoughts and what you think is good, or could be even better!
  10. I would prefer if this was implemented as /inspect ID, which would come up with a description that was set for that character in the text box. For example: /setattribute John Doe would be relatively short with dark under-eyes. Attached to his uniform are a catalogue of ribbons, and a badge reading Deputy Doe. He smells strongly of cigarettes and aftershave. Then, someone in proximity would /inspect John_Doe and that would appear in the chat. I will write up a suggestion and link it under my reply with an edit later today. I feel like this approach would be less cluttered, and any important attributes that need immediate attention can simply be put as a /do.
  11. It was mentioned in the #developments channel that there was a non-vehicle related update that was allegedly to be released within upcoming days from 29/07. This is now over a month ago. I will echo some statements under this thread. Transparency is absolutely key, and the more there is of it, the better, even if it means informing players that X update is at a standstill or discontinued for Y reason (e.g. priority to a new project), as stated by @Harley, or that a deadline has been moved for a new estimate for whatever reason as stated by @Cyrus Raven.
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