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Blu Moonlight

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  1. I crated a thread a few days back talking about the same problem. Even though I agree with you on the problem, I think your way of solving it is a bit overly complicated. Hashing and checking stuff like this for every player on the server would become a big load at some point. I don't see the point in hashing names when we already have the ID given when joining, which can work as an identifier while decently protecting from metagaming with some minor changes. I personally would like a system like on Eclipse RP but I understand why you want a hashed system based on identifying aspects but I think identifying players should all be visual and in-game, the IDs don't need to be based on clothing. Regardless of the way on how it should be handled I agree with the problem. +1
  2. So far Rybyn is the only to at least give some arguments against this. Thank you. Can someone actually give me some reasonable issues caused by this suggestion. This thread is here for discussion too so I'd like to actually get some arguments against this.
  3. I understand but my philosophy is that if there is reasonable in-game way of fixing something, it should be done, after all that's why were roleplaying in a video game. You shouldn't be required to log and record everything in that way. If you do, you know there's something wrong about the system. And about things that need to be said OOC: there are plenty of bugs or gameplay aspects that you might have to explain in OOC. An example from my own experience: the server crashes, you quickly rejoin and put your mask on, now you have still have to use /b to talk with the others you were RP:ing with about continuing the RP from where it was left off. Maybe your game crashed and you have to tell that OOC so they don't think you avoided RP. In the end this is a game and sometimes you have to say things OOC and that shouldn't affect your IC experience. Right now it clearly does if criminals are scared of using /b and you have to record everything just in case. People will always consciously and sub-consciously metagame, this would be a simple in-game fix for both, no admins going through reports of supposed metagaming or abuse, if it can be fixed cleanly in game, it should. This is the amazing advantage of video games compared to other roleplay forms. That is always the better option compared to letting the admins handle all of this. There wouldn't be any metagaming with masks and /b, no reports, nothing, you wouldn't need admins nearly as much which would free them for other things.
  4. Sometimes you need to say things OOC and your name being visible deters masked people from saying anything OOC and promotes bad RP (using /do to speak OOC) because they know there's always that, hard to prove, chance of someone using that OOC information a few days later to bust you for something. If that happens, it's almost impossible to prove and your RP experience might be ruined. If people should focus on RP like you said, then that means we don't need the OOC names readily available on our screens because they pull you out of the roleplay and disturb that focus.
  5. I think instead of "gunshot detection sensors" we could just have a simple AI dispatch. Every time a bullet is shot near housing there is a chance for a delayed PD report. This doesn't need to be constact but even the slight possibility of police being alerted will deter people from sticking around. The AI dispatch could send, after a semi-random delay, an alert message to the patrols and tell the general location of the report.
  6. Finding out about this kind of metagaming is nearly impossible unless the other person does it blatantly, which isn't the case most of the time. Having the name blocked in OOC doesn't affect reporting or other kinds of OOC punishments. Admins will always have full access to the identity behind the mask and players can easily copy the mask ID from chat and report that. It has no downsides and would stop any forms of metagaming that happens through /b.
  7. I understand that you want to keep the old stuff as it is but this is a developing server and they should strive for long term success. I believe implementing features that remove passive metagaming will help the admins and players in the long run. The game will mostly stay the same in terms of gameplay but will allow for more immersion and better roleplay possibilities. This is a game and the developers should take full advantage of that to midigate, very hard to detect, problems like this kind of metagaming. This has worked wonderfully on other servers and doesn't require a huge adjustment from the playerbase.
  8. I understand it is more important on those servers but that doesn't mean it should just be disregarded on GTA World.
  9. The problem is, that this kind of metagaming is very hard to detect or prove. Only when it's blatantly obvious and that is very rare. 1) It does work. No idea why you think it wouldn't 2) Reporting would stay pretty much the same since the ID is linked to the player and the information is easily visible to admins 3) If the databases can't store arrays of strings I'm shocked. Doesn't require a huge database and the names could even be saved client side if possible. There is no need for syncing between players as the name is client side. The names can be sent from the database when joining. If the name is set with a command, it won't cause traffic problems since it's not a command that gets constantly used, it won't flood server traffic.
  10. I support this. We can't just pretend that people will separate all OOC information in their head and self regualate themselves. As long as the mask doesn't interfere with admins indentifying the person and there is a way to report masked people easily, this is a great idea. I made my own post about a different idea but this hits the same point as mine. Like it or not we are people after all and we can't fully separate OOC from IC with rules. We need gameplay features and mechanics to support the roleplay. Right now the masks along with the clearly displayed player names ruin every kind of double crossing or usage of aliases or anything. There is really no point in wearing a mask if the other person can still get your OOC name and start forming expectations and presuppositions of you. We don't live in an ideal world. People will always knowingly or unknowingly use OOC information in their roleplay if it's readily available. So many times I've accidentally recognized people just by getting a glimpse of their player name even though IC I would have no way of recognizing them (different clothes or etc). I try to ignore this but there is no way to stop my own brain from making these connections. My own suggestion post which I believe, along with this, would help with this subconscious metagaming.
  11. What issues do you think it would bring? It would require some minor readjusting of existing features like the player list but it has worked on other servers quite well without any long term problems. Everything will always cause short term issues from the adjustment but we can't let that stop us from improving the server. I believe this would decrease metagaming a lot and make the experience more immersive. I try to keep track of all the people I know and their names so I dont accidentally call them by their full name when they haven't told me that but all this becomes quite a mess. You don't have to do this in the real life and we should help our players immerse into the world. We have a game so let us use gameplay features and mechanics to enhance and support the roleplay experience. This would also reduce HUD clutter in busy areas. There have been too many times where I've accidentally recognized someone because of the name tag which I've seen somewhere else.
  12. Let me start with this: I really like GTA World but I've also tried the Eclipse RP server and one thing I really enjoyed there was how player's names weren't visible. All they had is an indentification number and you have to manually give them a name with a command (/alias). After that the identification number would get replaced by your own manually set nickname. I think this should be implemented on GTA World as well. It stops intentional and unintentional metagaming since you cannot know someone's full name unless someone told you or you've picked it up somewhere else IC (listening to another conversation). This would also stop people from recognizing you even though you are wearing different clothes and never disclosed your name to them. What if you don't want to give your real IC name to someone you don't trust? Right now the other party would find it out immediately. I know it's OOC information but I still believe many people might intentionally or unintentionally recognize or know people just based on the OOC name tags. You cannot trust everyone to self regulate themselves and it's very hard to regulate this as a 3rd party, that is why it should be helped and midigated with in game mechanics, that's what they're for. The IDs you get when joining could be used as indentifiers but having the player list with names kinda defeats the purpose. PS: Also make it so that name tags/other types of hud indicators are blocked by solid game objects or at least reduce the range. It's a bit silly how you can "see" people through walls.
  13. About the drugs and weapons, I understand that admins want to regulate the amount of drugs and illegal weapons to not flood the server with these items while keeping the prices quite high but it's very annoying how most, major, criminal actions are limited to factions only. There are no independent drug growsers or suppliers nor can there be. The factions rule the illegal RP and bottleneck everything for eveyrone else. There needs to be a way to both regulate the criminal RP but also allow people to do what they want but with proper risks and consequences.
  14. I'd say the system has the core idea down pretty good. Player driven trucking companies are a great way of doing it. The problem is that depending on the character you're roleplaying, you don't have a lot of job opportunities. In the end you need money and jobs are a way of getting it. Lets face it, a lot of the truckers do the job for the money and not for their immense love of roleplaying the same thing hundreds of times, over and over,to get a new delivery vehicle and to get some chump change. When trucking is their best way of making money, they lose their motivation quite quickly and their long and intricate /me:s become just one small line they use to cover their ass from the RP rule. The job is extremely repetetive and requires you to type the same commands over and over. In my opinion, the trucking needs to rely less on text commands and player typed /me commands. Make the loading and unloading part of the game and make it more slick. Make it so every time you pick up or put down a crate your character does a short animation. Make opening the back doors easier and make it a requirement before you start loading or unloading. The trucking job should be more visual and immersive gameplay wise. Maybe have simple /ame:s that are automatically shown when the player does simple actions. It needs to have the proper gameplay elements and mechanics to support the RP. I enjoy GTA World and think the trucking idea is superior to many other servers, but GTA World could take some inspiration and example from servers like Eclipse. I like World's trucking idea more but I think Eclipse does the actual gameplay part of their courier job better. I'd love to see a mix with the best of both worlds. I think this is a great idea. The fact is that the trucking job doesn't pay that well and requires serious grinding to get any major monetary value from it. Adding static points and encouraging competition would be great. Every time I see an extra pay delivery every trucker on the whole server flocks to it with their mouth's watering from the thought. They're so rare but give very good return to the truckers, if this would become the norm the trucking itself should take a bit longer or be more challenging in some way, otherwise the trucking job might become a bit too strong. I think the system has a lot of potential but it needs to be majorly polished. I'd like to remind that in the end this is a roleplay experience in a game and therefor the game should be fluent and support the roleplay. Not be a mess of using macros to type the same commands 12+ times to unload a bunch of crates. That dulls down and bores the players and in the end sucks out their motivation. Bad gameplay affects the roleplay too and lowers the overall quality of it.
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