Toxine Posted September 1, 2024 Report Posted September 1, 2024 1) Vehicle Sharing I'm aware of the permanent keys feature, and that's cool and all, but if the actual owner of the vehicle logs out, the car will eventually despawn, not giving much value to the keys afterwards. It would be a nice addition to have the option to share ownership of a vehicle with other players / entire faction, so whenever one of those owner logs in, the vehicle will spawn. And as long as one of the owners of it are in town, the vehicle won't spawn. To make it balanced it could maybe only be vehicles under a certain value, so people don't end up sharing super cars and expensive motorcycle with each other. This feature would benefit a lot of people that need trucks, utility vehicles, vans, RV's and vehicles of this kind. It kinda doesn't make sense for each player in an illegal faction to own their own truck, since each gang would ideally want just 1/2 utility trucks to use them for shipment and such, and having to wait for the owner every time you want to do so, it's a little annoying. Additionally, it could be made so a shared vehicle cannot be sold until all additional owners give up the ownership. So only vehicles with 1 owner can be sold. 2) Hiding ID's for X amount of time I've personally seen it myself, where in police chases there are cops that take advantage of the ID's above players head. (Can't really back up this claim with explicit proof, but I'm pretty sure that some scenes would've went differently if it wasn't for ID's.) What if we have an option to deactivate the ID's above the head for a limited amount of time (ex: 5 mins or 10 mins, or anything the developer feels balanced). There's no real disadvantage for anyone if those ID's are not shown during criminal activities. If you catch someone, the timer expires and the ID shows again to allow RP commands to be executed. 3) Removing the feature where the radio cancels actions In real life you can have your earpiece continuously stream your voice via radio, having to click your earpiece every time is kind of unrealistic since it's a dead giveaway in some specific scenes. I've had countless chops, picklocking, hotwiring, ATM's interrupted by trying to talk on radio. I'm aware of the cancelled action, but there's some information that are vital to communicate via radio in that specific moment. Also, some scenes require stealth and camouflage to pull off, trying to click your earpiece defies the purpose and effort of all of that. And if I'm whispering, that means I'm trying to not be seen or heard, why would I give myself away by trying to click my earpiece to talk on the radio in front of people? 4) Toggling Default Markers First of all, thank you for considering and approving the suggestion I made the other day, a lot of people seem to enjoy the new POI system. Adding to that, I think it would be nice if we were allowed to toggle off some blips from our map, or at least remove the long range option for the blips we don't need. I myself have created around 10 new blips, and with the default ones included, the minimap has become over crowded with blips 5) Increased Immersion and Realism This is probably going to be one of the most controversial ideas on this thread, and I don't blame you guys. If it ever gets implemented, there would need to be a lot of balancing done to it. And I wanna start by saying that I'm really enjoying playing on the server, and the players and staff have been very positive and pleasant to interact with, for the most part. But I believe that the rules are currently a little too forgiving on player deaths. At the moment, the only downside of dying is losing your inventory and your pocket money, with the addition of not being able to interact with the RP scene where you died for at least 30 minutes. And that's good. But I personally think that a lot of people don't deem this penalty heavy enough to prevent them from doing certain actions, for example people that run labs and/or try to rob other players while doing criminal activities, don't really mind dying per-se, since you would've cleared your whole inventory and pocket money before going in action. Same thing works for cops, cops on duty don't lose virtually anything at all, since their equipment and all is pretty much free and unlimited. In my opinion there should be a system in place to balance out deaths of a player, increasing penalties after each death, or after a specific number of deaths. For example, to be forgiving, it could be set so the first 5 deaths you don't really receive any penalties besides the default ones, but starting from 5 deaths, you will receive penalty accounts, not allowing you to play for X amount of time, locking you out of your character for lets say 20 minutes, 30, 1 hour, 2 hours and so on based on the amount of times you've died. Or it could be that after X amount of times you've died, the fines that you pay at the hospital are proportional to your net worth, increasing relative to the amount of times you've died. 6th death = 1% of your networth + base fee 7th death = 2% of your networth + base fee 10th death = 5% of your networth + base fee 15th death = 10% of your networth + base fee and so on.. Personally, I think that after a certain number of deaths, it would be rational and balanced for a character to be killed permanently. Probably after 20-25 IC deaths, or something similar. But I'm pretty sure a lot of players will be against this idea, and I honestly understand their point of view, not wanting to lose assets or such. But yeah, just my opinion on this. I understand that after all it is a game, and personally I don't think this would ruin the fun for anyone, it would actually increase the adrenaline and fun during RP scenes that involve shootouts or potential of someone dying. Then people will actually enforce the FearRP rule themselves, trying to avoid death at any cost, including cops. These are merely just ideas, whoever is in charge of revising and developing such ideas would probably be better than me at balancing and refining these raw thoughts. Quote
inorigj Posted September 1, 2024 Report Posted September 1, 2024 1 minute ago, Toxine said: 2) Hiding ID's for X amount of time I've personally seen it myself, where in police chases there are cops that take advantage of the ID's above players head. (Can't really back up this claim with explicit proof, but I'm pretty sure that some scenes would've went differently if it wasn't for ID's.) What if we have an option to deactivate the ID's above the head for a limited amount of time (ex: 5 mins or 10 mins, or anything the developer feels balanced). There's no real disadvantage for anyone if those ID's are not shown during criminal activities. If you catch someone, the timer expires and the ID shows again to allow RP commands to be executed. You can already hide your ID. it goes away for other players if you hold C, and is hidden while C is being held down Quote
Toxine Posted September 1, 2024 Author Report Posted September 1, 2024 1 minute ago, inorigj said: You can already hide your ID. it goes away for other players if you hold C, and is hidden while C is being held down Probably an option to hide it using the U menu, so it can be hidden in cars and such.. Quote
jason Posted September 1, 2024 Report Posted September 1, 2024 ID being toggled off is not a good idea. This very easily allows players to avoid identification for the purpose of reports and was abused as such in the past. Quote
Eliza Posted September 1, 2024 Report Posted September 1, 2024 IDs should stay always, however I wouldn’t be opposed to removing the alias system in its entirety. If you roleplay with a player enough you’ll learn how to identify them without just seeing their names. Quote
Demonmit1 Posted September 1, 2024 Report Posted September 1, 2024 Just now, DontSniffSugar said: IDs should stay always, however I wouldn’t be opposed to removing the alias system in its entirety. If you roleplay with a player enough you’ll learn how to identify them without just seeing their names. I like the concept of a permanent alias system that both parties have to agree to, while having alias's deteriorate over time if you havent been in proximity to someone. Thats one ive heard recommended that makes the most sense. People are able to drastically change their appearance or copy the looks of others, theres only so many combinations of ways you can look. I've also heard and liked the idea that getting plastic surgery should force reset your alias, which is an interesting idea. could be metagamed, but if someone wants to drop 30k+ every time to lose alias, go for it? Quote
Toxine Posted September 1, 2024 Author Report Posted September 1, 2024 10 minutes ago, DontSniffSugar said: IDs should stay always, however I wouldn’t be opposed to removing the alias system in its entirety. If you roleplay with a player enough you’ll learn how to identify them without just seeing their names. No, I personally think the alias thing is pretty neat. In real life you recognize people by their face, not their clothes. If someone doesn't want to get recognized, they can go ahead and put a mask on, which is what the mask is for IC. And regarding the issue @jason brought up, I believe that's what the UNIX time on the HUD is for, to report a specific instance in the server, so admins can take a closer look at it through the logs and whatnot. ID's serve almost no RP purpose, so I personally think in some situations it would be beneficial to have it removed. Again, maybe it could be so people within whispering distance are going to see your ID regardless. Chats should be including the ID regardless if you have toggled it on or off. Quote
jason Posted September 1, 2024 Report Posted September 1, 2024 IDs are used to identify players by staff and help immensely in doing so. They are not useless. If this were the case, they would not exist in their current state. Quote
Toxine Posted September 1, 2024 Author Report Posted September 1, 2024 33 minutes ago, jason said: IDs are used to identify players by staff and help immensely in doing so. They are not useless. If this were the case, they would not exist in their current state. Oh yeah, absolutely, I don't doubt the ID's value. I was just trying to say that during actual RP scenes, they do more harm than good. So maybe if someone /report, then ID's can become visible for everyone, or as I said, only if you are within whispering distance your ID is visible. Which I think is a great thing. Quote
Quietthecutie Posted September 2, 2024 Report Posted September 2, 2024 2 hours ago, Toxine said: Oh yeah, absolutely, I don't doubt the ID's value. I was just trying to say that during actual RP scenes, they do more harm than good. So maybe if someone /report, then ID's can become visible for everyone, or as I said, only if you are within whispering distance your ID is visible. Which I think is a great thing. Still leaves you wide open to multiple scenarios. IDs are used in reports mostly when the scenes are fast, fluid, and you dont know who the reported party is. Example: Im walking down the street and outa nowhere someone rams me for no reason, and runs over me again, VDM rulebreak right? but he floors it before i can hit /report and now i have no way to identify him even if i saved my POV. The current ID system is not great for immersion, but it is vital for the reports system that keeps people accountable and on balance i believe thats more important. Quote
jason Posted September 2, 2024 Report Posted September 2, 2024 6 hours ago, Quietthecutie said: Example: Im walking down the street and outa nowhere someone rams me for no reason, and runs over me again, VDM rulebreak right? but he floors it before i can hit /report and now i have no way to identify him even if i saved my POV. This example is an exact scenario of an issue that happened when we had IDs hidden unless willfully toggled on by the player. The compromise was putting them in their current state with the low opacity. Quote
Quietthecutie Posted September 2, 2024 Report Posted September 2, 2024 18 hours ago, Demonmit1 said: I've also heard and liked the idea that getting plastic surgery should force reset your alias, which is an interesting idea. could be metagamed, but if someone wants to drop 30k+ every time to lose alias, go for it? This is a very interesting idea and could use some exploration, but I agree it would be metagamed like heck. Quote