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mj2002

Charity 2023 Tier 4 Donator
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Everything posted by mj2002

  1. mj2002

    /listendoor

    Totally agreed! I would envision that the proximity is based upon the teleport location, and basically dialing everything back one step: /low becomes "whispers can be heard". normal chat can be picked up from /low proximity /shout can be picked up from normal proximity An alternative suggestion is to have this simply be effective at all times, without the command, but I'm not sure what the implications of that might be. It would definitely have to be disabled for apartment complexes with menu doors in that case. It could be interesting though!
  2. For sale, a 2012 Ubermacht Oracle with automatic transmission and low mileage. ((Please state your offer and contact information in a reply to this post.))
  3. mj2002

    /listendoor

    Detailed Description /listendoor as an addition to /doorshout and /peephole. This command would allow a character to stand directly on top of a property door location, and use the /listendoor command to hear what is bring said on the other side. This can work like any other distance-based hearing restrictions. It would be nice to have an additional level though. When someone is speaking in /low near the entrance on the inside, it could be transmitted as hearing whispering, rather than the content of the conversation. Normal chat can be heard within what normally would be /low range, and shouting could be heard in what is normally 'normal' range. Optionally, this can work both ways. Being able to listen what's going on from inside a property-, but this may conflict with the proposed /peephole command. Optionally, voices can be made anonymous rather than with name tags, in order to create more interesting roleplay. Relevant Commands/Items /listendoor, perhaps with a forced animation? It may also need to work between indoor smart teleports, be disabled to outdoor to outdoor smart teleports, and be integrated into apartment menus. Being inside an apartment with a lobby could allow occupants of an apartment to listen into the relevant lobby. Our setup makes this part a bit sketchy, but better than nothing? How will it benefit the server? Be able to listen in on what's happening!
  4. Hey, thanks for your reply! A few answers: The hidden reliability percentage is only hidden because it requires a skilled mechanic to reveal. They can (sort of realistically, I'm taking a few liberties here) judge a car's condition after an inspection. Once a mechanic reveals this, they can just tell this to the owner of the vehicle. It doesn't need to be metagamed, because it can be considered IC. Because LEO/EMS and trucks gain considerably more mileage than other vehicles, I figured that would be logical to at least adjust the parameters for them. On the other hand, it could also provide roleplay to the motorpool. I'm not experienced enough to judge this, perhaps others have input here. I understand that people may not like the idea of reducing reliability on modded cars, but its not unrealistic. When you change something to the core mechanics of a vehicle, you're often introducing parts that are different than what the car came with from the factory. This can have effects on other components which weren't designed with these changes in mind. Is it always the case? Obviously not. However, I think you'll be hard-pressed to find evidence that modified cars are more reliable. In fact, the opposite is likely. In GTAW, modifications do not have any negative effects, other than the initial costs. This is demonstrated by the fact that an extremely unrealistic percentage of vehicles are performance modified, compared to real life. This little concept doesn't ruin anyone's fun, but provides ever so slightly more balance to this issue.
  5. Detailed Description Before you comment on this, please consider the system as a whole instead of only specific parts! Thanks! Vehicles are not endlessly reliable, and I suggest we introduce a system that simulates this, whilst at the same time putting some more focus on vehicle maintenance at mechanics garages, rather than just style modding and performance upgrades. The idea is not for players to be faced with broken down vehicles every other day that won't move, but introduce an interesting system that encourages players to seek out mechanics garages for maintenance and repairs more frequently that now. Basics - Keep the existing maintenance model, but cut the mileage conditions in half, or in three. So Every 750 or 500 miles, instead of 1500 miles. - Introduce a hidden reliability variable per vehicle, influenced primarily by mileage, but perhaps also by modifications to the vehicle's engine, transmission, and turbo. - Introduce a base reliability value per vehicle model (higher on newer vehicles, lower on older and high performance vehicles) - Introduce a low breakdown chance per mile driven based on a vehicle's current hidden reliability variable - Breakdowns can cause a few different effects, and sometimes can involve a complete engine disable - No possible breakdowns for the first 100 miles since purchase, or first 100 miles since repairs or maintenance These basics should create an environment where there's a small chance to have your vehicle break down after it has been driven for 100 miles, and until it receives regular maintenance, or is subject to repairs after a breakdown. If the vehicle model is newer, than the chance will be lower, if the vehicle is older, or has performance upgrades, the chance will be slightly higher. Breakdowns A breakdown will be indicated by an adjusted engine sound that starts to appear. The engine sounds should already be available in the game. If you crash a car hard enough, you will hear the engine rattle. A breakdown does not necessarily cut the engine out and leaves the character unable to continue. Instead, the nature of a breakdown will be a random selection of 1 or 2 effects: Fuel consumption tripled Reduced braking power Reduced engine power Reduced acceleration Reduced handling (driving as if the road was wet, perhaps?) Disabling of all performance improvements (except for suspension) if applicable One or more brake lights disabled One or more headlights and reverse lights disabled Engine completely disabled Top speed reduced by 30% Roughly speaking, you'd have a 20% chance of the engine being completely disabled in a breakdown that could occur once every 100 - 300 miles driven, depending on the reliability of the vehicle and last time since repairs/maintenance was done. All the other options allow the player to continue driving, albeit with some problems and a crappy engine sound. Values are all subject to change! Repairs A breakdown status can be removed by on-duty mechanics at the garage menu using the same way that 'repairs' (not maintenance) are currently done. This removes any breakdown condition applied to the vehicle, removes the damaged engine sound, and undoes any disabled engine or performance components. This repair action restores the reliability variable to its base value, as if the vehicle was new. Change the price of vehicle repairs from a flat fee of $500 to a value of 2-5% of a vehicle's retail value. Value subject to change! Each repair action reduces a vehicle's base reliability value by a small percentage. Meaning it becomes very slightly less effective if you repair a vehicle many times. The defects will still be removed, and the car will still be immune from breakdowns in the first 100 miles. Maintenance Vehicle maintenance right now is basically non-existent, because the interval between a vehicle needing maintenance is 1500 miles. Only a small percentage of normal vehicles reach the first 1500 miles marker, barely any reach 3000. Vehicles with high mileage are usually limited to EMS/LEO, trucks, etc. The maintenance intervals should be reduced from every 1500 miles to every 750 or 500 miles. The costs can remain unchanged. Performing maintenance restores a vehicle's reliability to its base value (minus any penalties from previous repairs). Restoration For car enthusiasts, a vehicle restoration can be considered on top of maintenance and repairs. This action can also be performed at a mechanics garage, but disabled the vehicle's engine for 24 or 48 hours. This action costs 10% of a vehicle's retail value, but improves the base reliability of a vehicle. This can make even an older car be more reliable compared to when it is bought new. Naturally, a restoration project removes any breakdown conditions. Values are obviously subject to change! Relevant Commands/Items - A menu option for on-duty mechanics to check a vehicle's hidden reliability variable (%). - A universal command to check the details of a vehicle's breakdown condition, revealing the two negative effects. A vehicle's /hood must be opened for this command to work, and the vehicle must be unlocked. Command available to any player, no ownership or keys required. How will it benefit the server? Create a roleplay opportunity for vehicle recovery Shift more focus to repair roleplay when it comes to mechanics, which is realistic. Introduce reliability problems for vehicles with high mileage, which is realistic. Reduce the value of vehicles more significantly as mileage increases, right now vehicles barely depreciate in value A small reward for players choosing reliable vehicles instead of choosing high performance vehicles, which is currently absent Some considerations - Do not enable this system for bicycles, aircraft, boats, and other miscellaneous vehicle types, or at least it'll have to be revised quite a bit. - Adjust the variables, or disable the system entirely, for EMS, LEO, trucking system vehicles, etc.
  6. I just went by what you came up with, I dont believe there was any confusion. There's plenty of ways around these things. You just have to not go around doing these things blindly without any forethought. Try it out and adapt. As for the suggestion itself, I firmly believe we shouldn't put even more pressure on the available administrators. If MG is suspected, then report just like any other rulebreach.
  7. Then be smart about it, right? Don't drive where you know CCTV will catch your character, definitely not in your registered expensive car, and don't get seen by eyewitnesses!
  8. What is this example supposed to represent? The player involved got told to be more considerate, and thats it. Not permanently banned. You don't get permanently banned for a single instance of insulting of toxicity. They give you the chances youre mentioning, so what needs to change? What I don't understand is why the community as a whole should give more leeway to players that are sometimes toxic or insulting. Why are you not asking people to be less toxic?
  9. I suggest to remove these two rows from the list of advertisements that are not allowed. This is not enforced anyway, and provides roleplay opportunities and connections for new characters/players. If players really wanted to use the forum for looking-for-work ads, then we would have a proper section for this, but there isn't. Lets simplify the rules where we can, and remove things like these that aren't enforced. The rulebook is growing ever larger, lets counter act this and remove some.
  10. This is great news. This helped a lot back in 2020, when you knew who to approach.
  11. Definitely, yes! We tried scripts before, but they didn't sync properly for people when a connected trailer loads in when you're approaching from a distance.
  12. Hey! I'm looking to buy (any?) a property in Sandy Shores or the surrounding area. A trailer, or a house, whatever works! If you have something available, please send me an email! Thanks! Marie
  13. This is fun as a thought experiment but it completely falls apart when you consider that the supply of non-apartment buildings is too low. Players have gathered millions of dollars, and it'll send prices completely through the roof on anything that's special. People will hoard them and it'll be terrible. We may need some changes, but not these.
  14. This please. We don't need to reshuffle the same players into different organizations that mostly do the same thing anyway, every few years.
  15. How about if you wear a mask, the distance from where you can see the character's name greatly reduced? Like, 1-2 meter or something? That's going to prevent a lot of metagaming.
  16. Take away the feature that hides character's name tags for a day and see how that works out. If people want to portray realistically, then they shouldnt have a problem with this. If they suspect metagaming, they can always report, right? Doesn't require any new rules either.
  17. Until something like this actually works, there is a workaround. XMR radio is a separate process in Windows and therefor you can adjust the volume independent of the RageMP process in the volume mixer application.
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