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Haitian

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Everything posted by Haitian

  1. On some roleplay servers you can apply to be able to speak a certain language and - once given permission to be able to speak it - can switch with a command, for example /language Cantonse. Once the command is on, anyone who also speaks Cantonese can read your text as 'Lau says (Cantonese): These pathetic cockroaches' - however anyone else who doesn't speak the language (who hasn't been given the ability) just reads; 'Lau says something...' and that's in. This way, there's no way for people to metagame/powergame a language being spoken by others (a common trope) and characters who wish to realistically be able to speak other languages have a good way of doing so. Like I said, I've seen this on other servers and it's a bit of a no-brainer when you think about it.
  2. if a small cef box popped up right after you created your character that said "Enter a description of your character!" then i'm sure people would fill it out. i think if the /examine command was shortened to /ex and you got forced to input attributes after creating a character it'd be used a lot more frequently.
  3. Short description: Force someone to write their attributes after creating a character. Teach them how the /attributes and /examine commands work via text or CEF. Detailed description: I've seen numerous PSA's in the guides section teaching people how to use both /attributes and /examine, as many don't seem to know they exist. I think a good way to fix this would be to force players to write their /attributes after they finish creating their character. Along with this, I think the commands should be displayed in the top left corner or via a CEF box after a player has inputted them for the first time, with text such as "If you'd like to change your attributes in future, type /attributes. To examine other people, use /examine." Commands to add: N/A Items to add: N/A How would your suggestion improve the server? It'd improve an already useful system and stop confusion amongst players. It would set a standard for character descriptions. Additional information: N/A
  4. i apologise for misunderstanding your high-horse comment, thank you for clarifying. those are good counter-points and honestly i agree with most of them. i can understand how car enthusiasts would love to roleplay their respective models of car as real-life models, and frankly - i have no problem with that. i also agree with the standardization in PD. the point i was making there was mostly satirical as i'm sure the PD would still refer to in-game models if any rules regarding real-life models were implemented. i don't really agree with the ooc text for advertisements, but that's just a personal niggle of mine and probably doesn't bother the vast majority. back to car enthusiasts for a moment - honestly - if they want to roleplay their cars to each other as very specific models with specific tuning parts and whatnot, by all means, i really don't mind. i'm fairly certain that's what some people in the server do at the moment anyway. i don't want to deter anybody from roleplaying what they're good at and knowledgeable about; it only bothers me when they assume that i have the same level of knowledge and get frustrated when i don't understand what they're talking about. hopefully ethanol and the rest of the staff team can draft a set of rules which cover the HD universe debacle, though, as it's interesting to hear everyones opinions.
  5. yeah see that sounds all well and good but what if somebody wants to roleplay selling a "1984 mercedes ck3910b" (doesn't exist) and i have absolutely no idea what it is? you want me to take the time to tab out, google the real-life car and then try to deduce what car they're talking about in-game? or would you rather me pm them? oh, except i can't, because i only know their phone number and not their name if it's a /ad. so then i have to call them in character and ask them "hey, by the way, what car are you actually selling because i don't know what you're talking about", at which point i might have thought that they meant they were selling a sultan but they were actually selling a feltzer. not only that, but what are PD supposed to roleplay? "hello, someone stole my 2006 ford something-or-other". "ok sir what car are you actually talking about because i don't know what you mean". or even worse: "steve duncan says: 2-lincoln-7, suspect is driving a 1989 chevrolet caprice" "ian gonzalez says: /f ((what car are they actually driving steve because idk what specific car you're referencing there.))" the problem with roleplaying gta vehicles as real life cars is that there is no standardization. 10 people can all own the same car and roleplay it being something completely different than the last person. but it's okay because 'technically' it's 'based' on that car so it's not against the rules. i don't mean to come across as harsh but i've experienced these problems on samp servers and they annoy me to no end. im not on a high horse i just dont like getting confused and having to jump through hoops all the time.
  6. i always thought that car brands should be stuck to as they're a very prominent part of roleplay. as for other stuff, beer, items - guns, in particular - honestly, i couldn't care less. if you want to call your combat pistol a glock (which i do), then go for it. it shouldn't matter to anyone what you call it. i'd argue that when trying to sell it or hand it over to people, though, whatever the case, it should be called a combat pistol to avoid confusion. at the end of the day calling guns and drinks and stuff by their real life counterparts has basically no impact on anyones 'immersion' anyway. having said that, i very much agree that stuff like cars and location should be lore-friendly. you drive a sentinel classic, not a bmw e30. you live in san andreas, not california. there is no los angeles, it has been replaced by los santos. miami doesn't exist, it's vice city. same goes for carcer city, las venturas, san fierro, blah blah.
  7. if the inventory keys were to only be used for roleplay purposes then yes, i agree with the suggestion. like you have already said, the ability to permanently share a set of vehicle keys with friends through restarts would be great, among other things. meanwhile /vduplicate can continue to be used by criminals.
  8. it sounds good on paper but it wouldnt work in reality. criminal characters must make at least fifty percent of the server population which would make key theft a constant, unnecessary and annoying threat. im happy to give crims a spin in my car if they want for however long until the next server crash/restart, but for them to basically have it indefinitely? no thanks. if the server had a playerbase of five thousand and only twenty five percent were criminals then yeh, maybe it'd work. but not now.
  9. Haitian

    PK and CK

    the way i see it for the most part is that people who really do have legal characters and try to stay on the straight and narrow shouldn't be affected by this. at least, not nearly as heavily as those who do part-take in the illegal side of things. if you screw someone over and get murdered, well, it's your own fault. if you're just someone who runs a lawyer office, though, i can't think of many (valid) reasons anyone would be able to come up with to murder you. anyway; people on roleplay servers always forget how serious death is. id wager that 60 - 70 percent of the reasons people get killed for on this server are reasons that would absolutely not carry over into the real world. people get killed for 'disrespect' (its not 1985 anymore), people get killed for 'posting on our block', people get killed for 'stealing my niggas whip', yada yada. these are all things that have consequences both in real life and on the server, however on the server it's pretty much always death. the other problem is that death can never be treated the same way on a roleplay server as it can in real life. i reckon that half - if not more - of all the deaths on the server go entirely under law enforcement's nose because of how bodies work. street gangs can hose somebody down on the street and they can be gone in as little as ten minutes. "i aint kill nobody dog, you cant search me. you see a body anywhere? i dont." fifteen minutes after they've splattered someone in broad daylight and done zero body disposal roleplay - but it's fine because their body vanished. idk its difficult. if we had dead body persistence i imagine it would be a lot easier for law enforcement to actually stop crimes being committed. but that of course would probably cause lag, etc and wouldn't last through server restarts, blah blah. if you're worried about calling the cops in fear of getting killed over 'snitching' then your character should know not to call the cops over every little niggle they have. adapt your characters personality to fit the fear of death rather than try and skirt around it then complain when you get murdered. i personally don't think people should be murdered for calling the cops anyway but hey ho it seems to be allowed.
  10. Haitian

    PK and CK

    so one minute people cry and complain that the entire server is filled with gangbangers and carjackers who shoot everyone over nothing and next it’s “well now people will be scared to do crime and that’s boring” as usual
  11. Haitian

    PK and CK

    i think the general idea is that the scenarios that you are mentioning wouldn't occur so frequently with such a ck system in place but regardless; "stranger lift trap" - theyre risking you being armed with either a PF weapon or an illegally acquired weapon and defending urself when they try to kidnap you. if you valued your characters life, you could take the kidnapping and roleplay it through. if your character is the type to try and defend himself, by all means, go for it. if it ends in a CK for either party it's fair game. "my car got smashed up" - the response from both parties shouldn't end in death, period. if someone kills you over your retaliation (which should not be to kill them) for them smashing up your car, it's absolutely unrealistic and should be reported. "my friend got kidnapped" - again, nobody in real life goes vigilante mode to try and save their friend from a random kidnapper. thats absurd and would never happen. youd just call the police and roleplay the scenario out properly. "i got hit by a car and died" - this is probably one of the only scenarios where i would argue a PK is better than a CK. losing development and whatnot to something as meaningless as what could be a desync, lag-filled car crash is definitely a negative side of the pro-CK argument - but regardless, it could always be appealed and looked into. maybe you could roleplay being in a coma or staying in the hospital for a few weeks instead of having to CK. "someone broke into my house and shot me" - you shouldn't get shot if someone breaks into your house and gets scared of you. it's not an entirely unrealistic scenario however given the server rules it'd most likely fall under being deathmatched. if you try and retaliate against someone who has broken into your house, however, then it's entirely on you and you - for lack of a better term - started it, as would be the case in real life. vote yes for all deaths being cks today
  12. why not make every would-be murderer have to face ck if they get killed whilst trying to kill someone. if little johnny makes me mad cuz he stole one of my shoes and i decide to go and kill him but he gets the jump on me and shoots me down i get cked. (although itd still only be a pk for him if i managed to kill him since he didnt initiate). adds a lot of risk to murder that isnt otherwise there without adding other limits like 900 hours jail time or whatever. i suppose one argument against this is that itd prob make attempting to murder people so not worth it that nobody would try. then again that pretty much parallels real life. or instead u could go the owlgaming route and make every roleplayed death a mandatory ck which makes people value their lives a whole lot more in general. ive always advocated for this rule but people seem to enjoy gun toting six shooting shotgun blasting everyone with no risk so nobody ever supports it.
  13. under the influence of a moustache

  14. I mean, to be honest, I've never found myself confused between the ambient gun sounds and real gun sounds. Real gun sounds almost sound like they ricochet, whereas the fake ones just 'pew'. As for increasing the sound radius, yes, it could still (potentially) be confused for an ambient noise. I don't have much of a solution to that. You'd have to be pretty perfectly placed for them to sound exactly like the ambient sounds, though.
  15. Whilst removing the ambient sounds might be harder, it certainly (as far as I'm aware) is possible to make the current guns much louder through mod compatibility on RageMP. Could be a potential solution, change the 'real' gun sounds or make them much louder.
  16. Unfortunately, due to a joint decision between myself and the other leaders of the faction, we have decided to close. This was mostly due to the lack of interest that people found in the faction. In our month of existence we found that the only people consistently roleplaying in the faction were the four leaders, which didn't bring very much interesting roleplay to the server as a whole. It was fun, however, especially in regards to our interaction with other factions on the server. and we (of course) have absolutely no intentions to leave the server. Given the amount of other very well thought out and interesting factions there are, we think we'll definitely find a place somewhere. @Ethanol
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