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Found 2 results

  1. Short description: Add a dynamic screen blur to the player upon taking damage past seventy percent of the player's total HP. Screen haze exists while dead already, so... Detailed description: Add in a dynamic screen haze effect that does NOT effect the chatbox that would worsen dependent on how much damage the player has taken total to encourage roleplay of injuries and dissuade run-and-gun, DOOM-Style combat roleplay. This would provide an effect that would likely nudge players further toward the prospect of roleplaying those injuries, as well as being more cautious in gunfights in general. At 70% a light haze would take effect, barely noticeable. At 50% the haze would be more pronounced, making seeing a bit more difficult. Past that into 25%-30% the effect would render firing back perfectly much harder, encouraging a flight response and a suppression effect that does not translate well into GTA. This effect would apply for both civilians and law enforcement equally, to keep the playing field fair for illegal RP. Using a bandage could reduce or negate this effect- using bandages requires roleplay, anyway, or at least stopping to /useitem. Certain drugs could also reduce but NOT negate this haze effect, such as PCP or Methamphetamines while active in the system. TL;DR: Simulate the 'Fuck I've Been Shot' factor that can't be replicated properly in games. This prevents players from treating S2K gunfights like GTA:O. I think I'm not speaking for myself when I say sometimes you don't even realize how BAD you're hit in a gunfight, because you're not looking at chat for that. For instance: Two gentlemen engage in a friendly exchange of lead on a Sunday morning. Gentleman One strikes gentleman Two four times in the chest from a respectable distance. Gentleman two then returns fire while gentleman one is sprinting to cover, killing him with pinpoint accuracy (since G2 can see clearly.) G2 then gets in his vehicle and drives off with a clear view of the road ahead of him. He gets away, leaving G1 dead on the ground. Had G2 been given fuzzy vision from being shot four times, he would not have been able to kill G1 as easily, and would have probably just ran away if he could or seeked cover like G1 was doing. Example two: A cop rolls up on a shootout between rival gangs and gets involved. He is shot several times, but continues firing at them instead of running to cover, because he can and doesn't see that he is injured nor the extent of it, instead of being encouraged to retreat. He wins the gunfight, due to initiating in it before the others, who were already in one, themselves. If he'd had his screen blurred when he got lit up, the LEO would have likely had more incentive to hide, allowing the others a chance to escape. Example three: Cops have an individual surrounded, who pulls a gun on them and begins shooting. He is struck several times, but is able to sprint off and jump several fences and traverse the game world with no repercussions to his gunshot wounds, as he can see clearly, so surely his character can still move correctly, right? With a haze on his screen, he would realize his character has incurred some serious injuries and be motivated to roleplay them- either slowing and giving up, or going out in his blaze of glory. Example of this "blur", though I know an exact suppression effect is unlikely to be feasible, making a health-related one the more likely option here: Commands to add: None. Items to add: None. How would your suggestion improve the server? Make it more obvious when you're shot/stabbed, and how bad varying on the degree of vignetting applied to your screen. Promote more roleplay of injuries by encouraging players through script means to seek cover or seek medical attention for such, as one likely would in a realistic sense. Prevent terminator hunter-killer combat roleplay of sprinting straight into battle, being shot multiple times but laying waste to everyone with deathly-accurate return fire despite being in a similar state to John Marston at the end of that one mission everyone got really upset about in RDR 1. Yeah basically it'd just be a script means to nudge people into pain/injury RP. Additional information: If possible this could just be tied into the bleed effect. The longer you're bleeding, the worse those screen effects become. Abuse would be obvious by people bandaging mid-combat.
  2. Preamble: This is being suggested because I believe there's a lack of availability of options for legal-siding players to defend themselves against would-be criminals. In the real world there exist a plethora of self-defense tools for a concerned person to select from that isn't packing around a whole gun. In American society not everyone pulls a strap around because those options exist as safer, less lethal alternatives, whereas CCW people are a nicher side of the population that typically excuse their fascination of guns with self-defense. The broad majority of the non-criminal population doesn't carry around guns. This has already been partially attempted to be solved by the fact that you need to have certain OOC requirements of your character to be able to acquire a PF and a CCW license, but I don't think that's enough. I believe if alternative, meaningful options like the two I'm suggesting below are presented, the oversaturation of guns will dwindle. Everyone having guns isn't conducive to roleplay, nor is it realistic. The Actual Suggestion: I'm proposing two new items. Both of these are weapons you equip on the weapon wheel, and can be bought somewhere. Specifically how or where I'm not sure of as of writing, but it seems like a trivial problem to figure out. Mace/Pepper Spray - An item with a light weight and a fuel deposit. When equipped, it operates similar to a gun. You have to right click to aim, and then left click to fire. Holding down mouse1 will release a stream of liquid with a short to moderate range. Anyone who hits contact with this stream above the chest will have several negative de-buffs applied to them, including the following: - The player's vision is blurred heavily, and the drunk woozy effect is applied. A red screen also tints the player's vision. - The player's punch melee attack damage is reduced by half. - The player's ability to aim weapons is severely hindered, either by an extreme sway effect or through just randomizing the bullet spread to be really really high. Along with these effects, when a person is sprayed with Mace an automatic injury ticks in their injury box, stating, ' This person has the signs of having been sprayed by mace. ' This is due to the fact that a large majority of Mace manufacturers will stain their products either with chemicals that stick to skin and clothes, or with glowing chemicals that are extremely visible in the dark. Stun Gun - The Stun Gun operates similar to the taser, but rather than being a ranged weapon it's a melee one. It has the animations for the flashlight attack (or something similar/better, I'm not a dev) and when it successfully strikes someone it applies the taser effect to them, which is already scripted in with the regular taser. The stun gun does no/very little damage. In conclusion, think about how many situations that turn physical can be easier defused with one of these two options rather than heading immediately to lethal, character-ending force. There's so many more options than using guns, and the current implementation of nearly every active character having a firearm of some kind is unrealistic and unfun. These alternative options are more useful, and less lethal than firearms. Please debate your opinions in the comments as is with suggestions, give a negative or a positive rating depending on your opinion, and thanks for your consideration.
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