Faiz Posted August 20, 2019 Share Posted August 20, 2019 (edited) Short description: I dont think the admins recognize the extent of MG going with visible nametags above peoples head. It not only kills immersion, it turns roleplay into a game with perfect information. You are always 100% of the time know exactly who you are talking to. I had people drive to me only to get my player name and drive off when i wasnt the one they are looking for I think the system should be replaced by a Hash Based System Detailed description: Nametags solve a problem inherit in a multiplayer game like GTA 5 RP, they provide a way to identify players easily. I think a hierarchical hash system based on clothing and face solve the same problem. To keep this relatively short, i am not going to explain how a hash function works. I am just going to provide a way how i would implement the system if i were to make my own server. Basically it revolves around clothing and face. All clothes have a numeric ID and a variant ID, the things you adjust when you pick clothes. I propose instead of having a Name above players head, we should combine all those clothing ID's in a Hash. Lets say you have Shirt: 15 and Variant 3 15 + 3 = 18 if we turn these numbers into Letters with a modulo 24 operation we get a alphabetic character. The 18th letter in the alphabet is R, So the start of the hash displayed above the player is R If we repeat this process for the Pants and Shoes, I think we have a pretty good identifier lets say Pants is: 4 + Variant 2 = 6, The 6th letter in the alphabet is F Shoes is: 18 + Variant 2 = 20, The 20th letter in the alphabet is T So the start of the hash RFT We can continue this process for the two face blends and hairstyle Faceblend 1: 9 or I Facebled 2: 16 or P Hairstyle: 3 or C so in example and put those first, we could have something like "IPCRFT" Not only is this identifier pretty short. It actually means something, You could share this identifier OOC or IC and it would only identify a Appearance. For masks we could forego the three identifiers for a Mask ID and perhaps a Voice ID (One time generated for each player) At the end you could add the unique player id for each player (The ID you see on character select) for example 4366 So the Full ID would be IPCRFT4366 but i think it would be better to convert that ID to letters also. You will have hash collisions but i think it would not be the worst. There needs to be a element of suprise i think in the identification of people. I think to solve the powergame issue of using surgery after every robbery, We could have a 24h cooldown on each surgery slot. So tune a face, you have 10 chances to do so before all slots are on cooldown. If you want to apply a face to all the slots you can do that only once per 24h also If i would make my own server, i would make the hash only clothes based and the face hash displayed only via /examine within 1m of someone. In real life you cant perfectly describe a face from 10-30 meters away, but that might be a little extreme although more realistic Commands to add: None Items to add: None How would your suggestion improve the server? I think this would greatly cut down on the metagame on the server for both Police and Civilians Your appearance is your name, Kind of like real life, Additional information: Edited August 20, 2019 by Faiz 1 Link to comment
3Aces Posted August 20, 2019 Share Posted August 20, 2019 No for the same reason everyone’s been saying no to the other 2-3 threads the randomly popped up in the past week Link to comment
Blu Moonlight Posted August 20, 2019 Share Posted August 20, 2019 (edited) 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 Edited August 20, 2019 by Blu Moonlight Link to comment
Mitch Posted August 20, 2019 Share Posted August 20, 2019 no thanks, i feel bad for the developers trying to script this mess Link to comment
Faiz Posted August 20, 2019 Author Share Posted August 20, 2019 7 minutes ago, Mitch said: no thanks, i feel bad for the developers trying to script this mess this system literally takes maybe a hour to code, max Link to comment
Westen Posted August 20, 2019 Share Posted August 20, 2019 4 minutes ago, Faiz said: this system literally takes maybe a hour to code, max lol. I don't agree with getting rid of names. As I've said before, metagaming via nametags is practically non existent on this server. There's better things to be focusing on. Link to comment
rp_anon Posted August 21, 2019 Share Posted August 21, 2019 Text roleplaying games simplify this problem by having 'introduction' systems. If someone has /introduce(d) to you, you know them and see their name. If not, you see a short descriptive variable (short man with green eyes). Overcomplicating it doesn't seem necessary if the intent is to encourage or in this case, discourage metagame. Link to comment
Vash Baldeus Posted August 21, 2019 Share Posted August 21, 2019 Hard no, if a person is Metagaming and you have evidence (screenshots / video) you can report said player on the forums with provided evidence. Link to comment
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