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reko

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About reko

  • Birthday 02/08/1999

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  • Location
    Finland
  • Occupation
    Freelance Illustrator
  • Interests
    RP, art, storytelling

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  1. Looking for an affordable place to rent!!! Im a nice clean tennant -not over 8k/week plzz -housemates O.K. -no big dogs in there tho thx -location doent matter thx!! xoxo please call me: 7321440 or e-mail [email protected]
  2. Mirror Park Boutique & Gifts Starting Bid $400,000 Minimum Increase $10,000 Buyout $576,000 Pictures ((OOC information))
  3. is there a booed-off-the-suggestions-section support group

    1. Show previous comments  3 more
    2. reko
    3. Valkyria

      Valkyria

      haha reko deko nerd

    4. Frezemis

      Frezemis

      @Bombie please go back to minding your own business foo'

  4. reko

    RP chat changes

    Short description: - Let commands like /s and /l persist until switched. - Turn emote text in quotes (" ") white. - Turn text in asterisks (* *) italic. (OR BOLD) Detailed description: - When using /low or /shout (or /l or /s) without a message attached, it would set the character's speaking volume to that 'channel'. Doing "/l Hello." as before would work as is and only put that individual message in [low]. The /l and /s commands would also take over emotes: /s for everything spoken in [shout] and emotes in /melong, /mylong et cetera. - When using /me, /my or /do, people sometimes sprinkle in speech to save time and accompany their words with gesturing for a more natural roleplay encounter. With this change, the emote commands would work as they used to, but any text placed in quotes "like so" would make that text white instead of purple. - Let people put emphasis on their words in game without having to seem like they're YELLING or making the chat fugly and messy with an indecisive mix of -this-, *this*, "this", 'this' and /this/. This would fit both emotes and speech. Commands to add: Just add functions to existing commands. - Maybe /normal or something similar to switch back to regular speaking voice, and a command to check which 'channel' you're on instead of having the chat clutter with notifications from changes. If just using the old /low and /shout commands to set a 'channel' is too confusing, maybe add a set of commands specifically for that instead. Items to add: N/A How would your suggestion improve the server? - Convenience. - Body language is central to human interaction. Currently, there is a mix of people using quoted speech in emotes and people using asterisks, dashes or brackets to signal their character's mood or gestures. There is no format and people take turns using *giggles* and (She would scoff.), or /me shakes their head. "No chance," they grumble through a stern scowl. Since GTA:W is advertised as a heavy roleplay server and creative writing often uses quotes to easily mix in speech and actions, this change would fit as the best solution. Using speech and action in the same paragraph makes the text flow easier and makes interactions feel more natural. Having the text turn white when in quotes makes it easier to spot as something someone actually said, encourages variety in emotes and keeps the aesthetic together. - Consistency for a common phenomenon. Aesthetics. Additional information: These are all functions I've seen in use on other roleplay platforms, and the communities have been happy with them. The 'channel' thing has also been used for things like local OOC and faction chats, but that might be too much.
  5. would this work to differentiate between people who just can't log on for a while or quit and people whose characters actually die and/or go missing in character? brain slow sorry
  6. I get you. Just my personal view that I don't see it as mockery and it's helped me. I don't involve nonconsenting parties to my recovery roleplay and that's how it should be. If roleplay involves topics like that you should 100% have the option to remove yourself from it, and I hope that disgusting experience you had led to the players being punished. I'm not against the suggestion, but I see why people would want to keep it a thing. Repeating this: if this isn't completely disallowed, it should be mandatory FTB.
  7. Assuming this is a response to me because so far I'm the only person who mentioned recovery, but this reads so weird, almost as if you didn't read what I said. I'm not roleplaying trauma I haven't gone through, but even if I did, there's nothing wrong with that as long as you depict it respectfully. That's just bad roleplay and a whole other issue that can be handled through quality reports. Not to mention most people on the server are roleplaying cultures, disorders, issues, traumas, addictions they've never had contact with IRL. The point of roleplay is creating a character that isn't you; if you make it an offensive stereotype, that's on you, not the server rules.
  8. IF rape roleplay is allowed at all, it should be strictly fade-to-black. I'm a little biased on completely disallowing it since a large part of my character is exploring trauma and recovery roleplay; rediscovering your agency and rebuilding boundaries, stuff like that. I've got my own traumas and handling them through writing has made things easier even if it's heavy. The fact that you can't escape how fucked up the world is is difficult to deal with. Maybe taking out the weird freak-o sexual gratification possibility by only allowing FTB would be a cool middle ground to still allow people to live out their fantasies of mauling nonces and having epic recovery roleplay, but I also kind of don't trust people with respectful representation and it might still do more harm than good. I understand just being asked for perms can be triggering, but there are a lot of other triggering topics that need no perms at all so it's weird. Let me know what you think because I'm not 100% sure on this. P.S. I don't like ERP either but I feel like equating sex RP to rape RP is belittling the heinousness of sexual violence, by the way, so I really don't think this is the thread for that. 😞
  9. These all work: ☹️☝️✋✌️✊✍️ ♿️➿☑️#️⃣*️⃣0️⃣1️⃣2️⃣3️⃣4️⃣5️⃣6️⃣7️⃣8️⃣9️⃣⏏️▶️⏸⏯⏹⏺⏭⏮⏩⏪⏫⏬◀️➡️⬅️⬆️⬇️↗️↘️↙️↪️↩️⤴️⤵️㊗️⛔️❌⭕️❗️❓❕❔㊙✅❎️ ☮️✝️☪️☸️✡️☦️⛎♈️♉️♊️♋️♌️♍️♎️♏️♐️♑️♒️♓️⚛️ 〽️Ⓜ️➕➖➗✖️〰️➰✔️ ☕️⌛️⏳⚖️⚗️⚱️⚰️⚔️⚙️✉️✂️✏️✒️☎️⏰⌚️⌨️⏱⏲✈️⛵️⛲️⛺️⛪️⚓️⛽️ ⛹️‍♂️⚽️⚾️⛳️☔️☂️☃️⛄️ ⛅️☁️❄️⚡️✨⭐️☄️☀️☘️⚠️⚜️✴️❤️❣️☢️☣️⚫️⚪️◼️◻️⬛️⬜️♻️♨️❇️✳️☠️ These show up as unicode: ?⛏‼️⁉️ℹ️↕️↔️♾™️©️®️♠️♣️♥️♦️⛱⛴⛸?⛩▪️▫️
  10. I appreciate the feedback! The ambulance point was already brought up, and I agree. Regarding the rest of the fees, though: For how easy money is to build up, health insurance would be rather easy to acquire. The whole system is to bring an option for those who don't enjoy powergaming to bring some realism into their character story. People playing characters in poverty already have to ignore a large sum of money in their accounts, /charity it or not use it, purely by choice and for immersion - they usually want to acquire money by realistic roleplay means. Any character that truly wanted insurance would be able to get it, and keep paying it if they had any kind of a job. This is just discussing new script elements to add for the sake of consistency; medical fees exist. There's no debate about it, you can't go "but wait, healthcare is free" at someone who chose to roleplay the bills. The people who don't want to roleplay large injuries exist right now and they still will if a change was made to medical fees, but they likely wouldn't have an incentive to do it more because with insurance, fees would barely dent one's bank account. GTAW economy being fully realistic will never happen, but I don't like the attitude that nothing should be done to slightly improve it. Regarding your PS; I didn't say anything about the definition of PK or how it would work in roleplay, just described what happens from the perception of the PK'd player by default for the sake of discussing the medical fee system. Anyway, good points raised in this thread! A hospital faction sounds sexy.
  11. Hi! I just want to hear the player base's opinions on adding obligatory medical fees to healthcare. I saw some people mention the topic in other threads, but I've yet to find a recent one with a focus on medical fees specifically. It's not a suggestion yet since I've yet to hear sides to it I probably haven't thought of. (There's also some brainstorming about it already, I hear, but I received no response to my inquiries and still wanna' see what's up!) I feel like it would encourage being more careful of one's health, stimulate roleplay, make people's financial statuses more realistic, and in general, bring immersion. At the moment, healthcare is free unless a player roleplays having them and doing /charity to self-inflict a financial hit. This sometimes results in the person suing another for the fees, but that would border in powergaming since the player is the one coming up with the costs. Obviously, since Los Santos is based in the United States, this isn't exactly realistic. Imagine what an utopia it would be if professional healthcare was free and accessible! This is what I have had in mind: Fees for ambulances and medical care: > The ambulance could have a base cost* somewhere between $500 - $3,000. This would encourage those roleplaying poor to rely on other options to get the care they need, such as calling a cab or having a friend drive you instead. This actually happens IRL! // *EDIT: I realize the FD is in need of roleplay. The fee could either be low or 0 - I don't personally mind, as long as some other fee system regarding healthcare is implemented. I thought this would be fun and immersion-bringing, but may have less amicable OOC consequences. > The bills for healthcare would depend on what injuries are upon the character, roleplay- or scriptwise. This would require an on-duty FD, medic or other hospital staff member to assess it (according to a set procedure) in order for the cost to be realistic and non-PG, but a script 'base' price could be implemented for cases of emergency where this isn't possible. The passive roleplay would stay the same, but actually having money come in through the hospitals could invite people to roleplay staff. Someone detached from the situation counting the fees makes suing others for the costs more fair. > Private healthcare providers are given more range in the way they handle payments. Because non-roleplay hospitals are free and there are no 'waiting lines' or difference in quality of care, it doesn't make sense for roleplay-run healthcare providers to charge actual rates for their service. > Bills would have a time frame which they would have to be paid in, like citations. Insurance: > The fact that money actually has to go towards their well being would invite people to invest in health insurance. Wealthy or just comfortable characters could easily afford a monthly payment and dodge the worst of medical fees when it comes to it. The most basic form of health insurance could be a script implementation like car insurance, but because it's not obligatory, it could also encourage people to set up insurance companies with better benefits. Exceptions: > PKs; because a PK is always disorienting to go through and a character obviously cannot remember what led to them ending up at the hospital, they could not seek reimbursement for any medical fees. Still, some service fees could be applied so the point of looking after one's health is not completely lost, these still being lower than the 'base' fee for an injury one would survive. > 'Passive' healthcare like cancer treatments and other non-emergency, ongoing care taken to non-roleplay hospitals could also have set fees that one pays as they go, or could simply be roleplayed as this is a choice made by the player and not something that occurred through interactions with others. I'm not sure how this would apply into the system, if at all. I usually play somewhat poor characters as the struggle for money gives me incentive to act even in times where I don't feel particularly creative, and seeing money be so available and scarcely lost on things that would really damage your economic situation IRL is immersion-breaking, personally. I have no issue with people who roleplay being rich, but getting above the middle-class line is much, much more difficult than GTAW would make you believe, and I think some sort of medical bills system would bring at least some reality into the mix. Even the tips that show when loading up GTA tell you that having a dangerous lifestyle can get expensive because of the cost of healthcare... I want to hear suggestions, ideas and criticism from the other sides of the server, please! This is all based on my views of the situation.
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