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Anselmi

Retired Administrator
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Everything posted by Anselmi

  1. This happens when you hit 'accept' and, without letting it process (there's a bit of a delay), you hit accept again - it causes the person to be friended and unfriended - but at the same time they still remain on your friends list. To avoid it, just accept the friend request once and give it a second - if you mash the button it'll result in this bug.
  2. Anselmi

    AFK System

    I'd like to see some sort of system to check whether a player is AFK, but not in the fashion that's shown - having text floating above people's heads would be an eyesore. Not to mention the ability to misuse the command for comedic value, i.e. dropping a silly message and having it floating in your character's torso while you're AFK. Sometimes it's unavoidable that you need to go AFK and it doesn't warrant logging off - it would be handy to be able to determine whether a player you're interacting with is there or not.
  3. Like the above, I tend to leave my car spawned when I'm in game and around - sometimes I leave it spawned when I'm logging off too. I do this purely to add a bit of life to the area and allow people opportunities. As far as I know, you can't despawn your car if it has drugs inside of it - but you can still park it after storing a firearm inside of it; I believe that it should be the same for both of them - where you can't despawn the vehicle with weapons / drugs stored inside of it. It makes cars feasible to be used as stash cars, which are obviously very well protected (unlike a property which can be broken into) considering they can be completely erased from the map until the owner decides they need it.
  4. There's plenty of resources for a new player to get help, as shown above. An in game channel for it would just be overkill, as well as an eye sore on what's supposed to be a heavy role play server - it'd effectively be a global OOC channel that could be abused as such. There are times when there aren't administrators in game, which means players could go wild on it.
  5. It is quite a gray area, considering the script doesn't take into account combat experience, height and weight of the people involved. I'm of the opinion that once a fight is initiated through role play, it should be agreed upon by those involved on whether or not they want to role play it out or script fight it out - rather than just bum rushing the other person after writing a sloppy /me; this gives the person who swings first the advantage even though it might not realistically reflect what would happen in that scenario. That's completely different. If someone walks up to you with their fists balled up, you could anticipate an attack and react accordingly; you should be giving them ample time to react in a /me - because they'd realistically be able to do so - UNLESS you sucker punched them, but even then - it's common courtesy to let them role play the implications of that attack themself rather than start wailing on them. In the scenario you gave above, the person about to get shot isn't going to be able to anticipate being shot unless he coincidentally turns around and spots you on the roof - therefore it wouldn't be necessary to give them an opportunity to write a /me out for it.
  6. I don't mind if people don't want to role play it out to such an extent where it's taking a week to repair or upgrade a car. That's totally down to preference and applies to many other situations where certain themes of role play are simply not everybody's cup of tea. An hour, a day, a week - totally down to the people who are involved in the role play as far as I'm concerned. What bothers me is when people try to role play it and show absolutely no interest in the playing role itself; usually those who are motivated by money. Some people haven't got a single clue and don't make an effort to research the role, which ultimately results in poor role play. Topinambour touched on this and it applies to nearly everything you role play on the server - you're obviously not expected to go out and study how to be a medic, mechanic or whatever you're role playing - but you should at least show some sort of interest in whatever it is you're role playing and put in some effort into the role play you're providing.
  7. The lore is quite generous when it comes to vehicles and there's no reason not to stick to them. Compared to earlier GTA games, you actually get a manufacturer and model on GTA 5 - which is a lot more immersive. There's no need to be rolling around saying that you're driving a Ford when you have an in game equivalent. Somebody mentioned that we treat gangs the opposite way, whereby you aren't allowed to use them IC. The gangs created by GTA are very limited and do not come with an expansive history and lore behind them - that being said, they also aren't very realistic. It might be "GTA World", but as far as I'm aware - it's a serious role play server based on real life - not the GTA universe; while some things are to be taken with a pinch of salt (e.g. in game brands) - there are some things that should be struck off to achieve the former; such as the gangs created by Rockstar.
  8. Anselmi

    Server Time

    Huh, so it does. I never noticed that. I'd presume it's set up this way to discourage you from taking the hourly payments IC - but maybe some clarification is needed. The server time is definitely 1:1 with real life, though - it's not as if every minute is equal to an hour in game.
  9. Anselmi

    Server Time

    Can you refer me to where it says that? In game time is equal to out of character time as far as I'm concerned. The fact that we receive a paycheck every hour from the server isn't something I choose to take in character - I'd say that my character is paid on a weekly / monthly / annual basis.
  10. Wouldn't it essentially be the same as /banktransfer. Can you not just role play transferring the money through an app and then use /banktransfer? Or am I missing something?
  11. 2% is ridiculous. Might as well not even bother having insurance as a feature if it's that cheap. Same as cutting prices in half, it doesn't fix the issues that some have highlighted where cars that are 80K are more to insure than a car that's 100K. The system is good because it adds implications to owning 5 sports cars and owning such vehicles when your character can't realistically sustain them. I think the best solution would be to base the insurance prices as a fraction of the market price for all vehicles, rather than base it on the type (sports, luxury, etc) and introduce three tiers of insurance which offer different benefits based on the price. Tier 3: 10% of market value. Tier 2: 5% of market value. Tier 1: 2.5% of market value. Again, I'm not particularly sure how the insurance works presently - but ideally the most expensive form of insurance should offer a substantial benefit in comparison to the cheapest insurance; which would be the bare minimum legal standard to drive on the road, but offer the least coverage in the event that the vehicle is destroyed.
  12. Perhaps introducing different levels of insurance? Bog standard insurance with no real benefits other than legally being allowed to drive that's considerably cheaper could be an option, where as top tier insurance comes with coverage if your car is stolen, chopped - etc. I'm not too sure how the system works with cars that are destroyed with regards to their modifications and upgrades, so I may be wrong in presuming that those are at risk when your car is ruined? But if that is how it works, different tiers of insurance could definitely be something to look into.
  13. Naturally, people with high end cars pay more than people with affordable and economic cars. This shouldn't be a surprise to anybody - that is very much how it is in real life as well. If you're struggling to pay for insurance on your high end vehicle, then maybe your character shouldn't own that vehicle - perhaps they should opt for something affordable? I like it the way it is, primarily because it makes every Tom, Dick and Harry think twice about blowing their first 200K on a sports car without having to put in the work to maintain it and keep it on the road. With that in mind, it adds a bit of prestige to owning such a car - considering how expensive they are. EDIT: I don't think that changing it from monthly to every 2 or 3 months is such a bad idea, taking into consideration that some people might not play as often as others and therefore have as much opportunity to generate the money needed through IC work.
  14. I'd be leaning more towards it being powergaming solely because if you knocked someone off their bike while they're travelling at a high speed, be it with a beanbag or 'tactical contact' with a vehicle, they are very likely to be killed or seriously injured at the least. Put that into a city based setting, it's a highly unrealistic thing to do.
  15. My first character on here was a young character, purely because it's convenient. It's arguably much easier to create a story for a character that's in their late teens / early twenties when their life is essentially just starting at that age, rather than have to sit and think about what your forty year old character has been doing with their life and concoct a story for it. It gives a lot of leeway with the direction you want to take on that character, especially when you haven't got anything in mind and you're just going with the flow. A lot of people make characters specifically for factions and the same applies. It's sometimes asked / required of them to role play a younger character and then develop and grow over a period of time relative to events that happen to your character in game. If I was making a character with an intended purpose and some sort of idea in mind as to what I'm going to be doing with that character (such as joining a faction with it), I'd find it a lot easier to create a character story to suit and thus role play being older.
  16. It goes without saying that making your character a carbon copy of yourself is objectively bad. People who model their characters to be a 1:1 of themselves are not very good role players - arguably, it's not even role play at that point - it's just avatarism. The whole point of role play is to create a character, a fictional entity, with their own background, traits and personality - and tell a story with it - not just make it an avatar of yourself. I'd be lying if I said I haven't done this before, I did it when I first started playing on another server because of my limited understanding. I think everyone has done it at some point, even if it were unintentional. That being said, taking some qualities, traits or aspects from your life and showing them in your character doesn't make you an outright terrible role player - if you're able to create a reasonable explanation and story as to why your character is like that. It's really easy to spot poor character development and / or stories that simply don't make sense or add up. Thankfully, PLM exists to help players with these kind of problems and guide players. A good example of it are the people who splash out their first 200K on a fancy car when their character hasn't even got a place to live yet - they aren't thinking about what their character would do, they're thinking as themselves.
  17. While I'm thoroughly enjoying my time here so far, I do have to say that the above two points have been a couple observations that I've also made. Not so much can be done about 260 players (which is a decent player base, all considered) being spread out - I was highly impressed to see that the likes of gas stations and convenience stores light up green when there's a player present - which offsets this issue; meaning you can easily find a way to have some player-to-player interaction. There's also the frequent bar and club openings - it might be nice to see cafés, restaurants and other businesses opening too. The sports car thing is another one that I've observed, though it doesn't bother me so much. You can't blame people for wanting to have nice things - but sometimes you need to pump the brakes and ask yourself whether it'd be realistic for your character to afford and sustain it; I've encountered a lot of people who role play unemployed - but can still kick around in a high-end convertible sports car. In fact, I'm sure there's a couple scenario questions which touch upon this - I believe I had one (that's another thing I forgot to mention; the server application was very much relevant and not so much a "copy and paste Rule A, B and C and put it in your own words"). Not so much a server criticism, and I can't reiterate enough how disappointed with myself for putting off checking out this server based on the stigma, but those are two points that I've noticed too.
  18. I've only been here a few days, but I absolutely love the fact that you get $5,000 per hour for the first 40 hours. It provides you with just enough money to afford a car and home for your character, without having to sacrifice diving straight into role play to grind out some job (not to say that the jobs aren't interesting, they're certainly something new and I haven't had the chance to look into them - but they just simply aren't applicable to me and what I'm role playing). This is by far one of the most considerate features that I've seen and I was actually relieved to discover I could just jump into role playing without worrying about constraints involving money right off the bat.
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