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Full Version: [Discussion] Get more people to attend to RPs?
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Hello!

I don't know if I am the only one feeling this, but I a slight decrease in people attending to RPs. I often find myself almost alone in the city on a rather full server, feeling that everyone is grouping together with a base or something.

Shops/restaurants/casinos/whatever people set up on the server are usually empty, and I have can't count how many stores/RP's I've opened, both rather unique and "funny", but then end up standing there alone for two hours with maybe a guy just looking in my door and then run away.

Even when I attend to other players RP's/shops, especially top-street, we end up being alone untill we just close it, no interaction what-so-ever at a 68/70 playercount.

Has anyone else noticed this? Is there something that can be done?

We do already have the REP's for attending to events, creating shops and so on, but then again I get the feeling that if no one actually drops by, you'll never get the point anyhow. And the REPs shouldn't be a motivator alone to do RP's, it should be done because it creates variety and situations. Would maybe more content based on REPs and then again maybe admins could follow up/give more staff access to give out REPs? 

What do you guys think? Is there any feature or something that could improve this?
I feel the same , thats why it takes all the fun to even roleplay at all , most of people only want money or mug people or kill cops , i think admins should give REPS more frequently so makes players a reason to role play , REPS are so rare like Rps was , in the end i wounder why the hell theres content locked by reps if people cant even get them .....
Give Teachers permission to give REPS, if they dont already have that?
(Sep 15, 2016, 02:02 PM)The Rock Wrote: [ -> ]I feel the same , thats why it takes all the fun to even roleplay at all , most of people only want money or mug people or kill cops  , i think admins should give REPS more frequently so makes players a reason to role play , REPS are so rare like Rps was , in the end i wounder why the hell theres content locked by reps if people cant even get them .....

REP is a reward for good role-play and if there's little going on that could be deemed "REP worthy" then we can't reward people for it. Players are able to obtain REP if they are willing to work for it - best way to go about immersive role-play is simply to learn to love it even if it requires that extra effort.

While I don't personally have a solution to the problem, I don't believe issuing more REP points is the answer.
(Sep 15, 2016, 03:03 PM)Nacreas Wrote: [ -> ]
(Sep 15, 2016, 02:02 PM)The Rock Wrote: [ -> ]I feel the same , thats why it takes all the fun to even roleplay at all , most of people only want money or mug people or kill cops  , i think admins should give REPS more frequently so makes players a reason to role play , REPS are so rare like Rps was , in the end i wounder why the hell theres content locked by reps if people cant even get them .....

REP is a reward for good role-play and if there's little going on that could be deemed "REP worthy" then we can't reward people for it. Players are able to obtain REP if they are willing to work for it - best way to go about immersive role-play is simply to learn to love it even if it requires that extra effort.

While I don't personally have a solution to the problem, I don't believe issuing more REP points is the answer.

There is a problem with that way of thinking, there is a quite a few roleplays (government, underground) which when they are roleplayed, they are mostly not stationary meaning they can't get a consistent amount of attendees and many times other people can bring their roleplay to a halt for different reasons. I have seen officers doing actual roleplay (multiple detailed roleplayed traffic stops, correct use of the 10 code, realistic use of the radio) for a few hours and their amount of work is not acknowledged either because during 80% of their roleplay there was no mods/admins on to notice it or because a huge part of the roleplay can't get noticed with a single encounter.

My opinion on this is that REP worthy roleplays are there but they are being ignored, which after a while it starts to annoy people thus moving them away from roleplay and making them more aggressive roleplayers as that is more interesting at that point of time.
(Sep 15, 2016, 03:03 PM)Nacreas Wrote: [ -> ]
(Sep 15, 2016, 02:02 PM)The Rock Wrote: [ -> ]I feel the same , thats why it takes all the fun to even roleplay at all , most of people only want money or mug people or kill cops  , i think admins should give REPS more frequently so makes players a reason to role play , REPS are so rare like Rps was , in the end i wounder why the hell theres content locked by reps if people cant even get them .....

REP is a reward for good role-play and if there's little going on that could be deemed "REP worthy" then we can't reward people for it. Players are able to obtain REP if they are willing to work for it - best way to go about immersive role-play is simply to learn to love it even if it requires that extra effort.

While I don't personally have a solution to the problem, I don't believe issuing more REP points is the answer.

Maybe its the answer , they have become so rare that i dont see people earning them anymore , once a while someone earn 1 , but its rare , make the players want to roleplay otherwise its cops and robs
(Sep 15, 2016, 03:56 PM)Project Wrote: [ -> ]
(Sep 15, 2016, 03:03 PM)Nacreas Wrote: [ -> ]
(Sep 15, 2016, 02:02 PM)The Rock Wrote: [ -> ]I feel the same , thats why it takes all the fun to even roleplay at all , most of people only want money or mug people or kill cops  , i think admins should give REPS more frequently so makes players a reason to role play , REPS are so rare like Rps was , in the end i wounder why the hell theres content locked by reps if people cant even get them .....

REP is a reward for good role-play and if there's little going on that could be deemed "REP worthy" then we can't reward people for it. Players are able to obtain REP if they are willing to work for it - best way to go about immersive role-play is simply to learn to love it even if it requires that extra effort.

While I don't personally have a solution to the problem, I don't believe issuing more REP points is the answer.

There is a problem with that way of thinking, there is a quite a few roleplays (government, underground) which when they are roleplayed, they are mostly not stationary meaning they can't get a consistent amount of attendees and many times other people can bring their roleplay to a halt for different reasons. I have seen officers doing actual roleplay (multiple detailed roleplayed traffic stops, correct use of the 10 code, realistic use of the radio) for a few hours and their amount of work is not acknowledged either because during 80% of their roleplay there was no mods/admins on to notice it or because a huge part of the roleplay can't get noticed with a single encounter.

My opinion on this is that REP worthy roleplays are there but they are being ignored, which after a while it starts to annoy people thus moving them away from roleplay and making them more aggressive roleplayers as that is more interesting at that point of time.

Government role-play and criminal role-play can be immersive with, as I mentioned before, a little bit of extra effort - your example of 10-codes proves that point. I personally give REP when I see a consistent amount of effort being applied to what that player is doing and I assess and reassess whether or not they truly deserve to be rewarded.

in response to what you said: if players are just there to be cops 'n' robbers and take the shoot-em-up approach, that's probably why you're not seeing a lot of REP being issued. If they took on-board what their character's persona is and reflected it in their IC actions, I would be more inclined to reward them for that.
The player base clearly does not want to do passiveRP, generally speaking.

I suggest an approach to introduce ANY RP should be taking, atleast as the first step.

A way to implement this is to offer 'AgressiveRP points'. This will make those doing aggressiveRP more likely to actually make a decent backstory, and carry on roleplaying throughout the whole ordeal, and still allow them to do their raids and such.

A perfect example of where a AgressiveRP point would of come in handy, is a month ago or so, in which a group of people 'raided' a gundealer stash. They had planned a getaway, and roleplayed taking all of the items, and they even had a small firefight with police. This is the kind of roleplay that is both fun, and does contribute heavily to server atmosphere.

In regards to passiveRP however, it needs to be lead with example. As many people know, I'm not a huge fan of passiveRP, like many others on the server. Why you may ask? It's boring. Interacting with people in shops is generally a boring experience. Make it more dynamic, make it unique and people will be sure to attend.
Problem with our system is that, the only reward you get from Passive RP is a fun RP experience which let's be honest, very few do. More players are focused on shooting others and making fast cash.

Yes you can integrate Passive and Agressive, but it always ends in just mindless shooting. If we are going to expect players to RP without hurting eachother, we have to make Agressive RP at least a little bit challenging, whether we make weapons harder to obtain, more expensive, you have to manually load your magazines and buy them, realistic player damage, ornot allowing military grade weapons to be sold as a default law and a BMD can sell them. This will actually either make a firefight for intense or scarier than it is now.
When it comes to weapons I actually think that increasing the price would be a great step against this.  Weapons should be hard to get, and if you get it, you should use it with caution, as it would - hard to get.

A huge amount of people has a bunch of money, and with the woodchoppin' and all I don't even throw a thought on spending money, especially on buying stacks and stacks of weapons. (I rarely use them, so I don't buy nowadays tho).

Another thought I had earlier today was if you were a gundealer and you wanted to sell weapons, you would actually have to spawn a workbench to spawn weapons? It would decrease the gundealers running around town selling weapons to actually require a shop. I'm pretty sure that the rules say you _must_ have a shop when you are some kind of a vendor, and this would push that rule. Maybe you needed two registered doors and to be inside the building to be able to spawn?

This goes with chefs, they would have to spawn a stove to manufacture food?
BMD's would have to manufacture the stuff from a shipping-container/box?

As well with mechanics, what about adding hydraulic-lifts (a static prop) or a garage where the mechanic has to have the car ontop/inside or something to be able to do repair, repaint, change bumpers etc on the streets while running around with a wrench is unrealistic and not appealing in an RP-situation anyway.

This would really engage the point of having a shop, building or whatever. And manufacturing everything from F1 is compact and "easy", but it doesn't really give the sense of actually _doing_ the job.

You could also make this as tiers. Maybe the gundealers workbenches (5k$) could only manufacture certain low-cost weapons, and they would have to buy better "workbenches" or buy schematics to manufacture better weapons. Every gundealer can manufacture every weapon. What about a bullet-manufacturing-bench to make bullets?


But I don't think that either of these steps will do anything about attending to RPs. I have NEVER seen anyone use the nightclub, forexample. And the PLAYERS must decide for themselves that they want to enter that "laundromat", "designer-office", "tattoo-shop" and so on. That's where we need some kind of "drive" to it, people must want it. Maybe it's too easy to get everything, so you can actually just run around and do all the things you want and not even think about walking down mainstreet?
Making aggressive RP harder to do doesn't equate to those people partaking in passive RP. The same problem will still be present in which is boring. Change that rather than stop people doing what they enjoy.
The server always feels empty. The only good RP I ever see is the cop RP which there's no RP on the other end. For example I've been trying to get people to join my Public Transport bus, but nobody is ever interested, and the most I've got this week is around 10 people on.

Its really boring and our rival community has much more of it.

The thing I've noticed is people that are banned on our rival community coming over, which is where all the aggresiveRP comes from. Its nearly impossible to get banned from passiveRP.
passiverp not fun

there no point in doing it when nobody rly gives out REPs
its more fun to kill fuckers than to sit in a shop and w8 for an admin to notice u
if i wanted to rp workin in a shop id just do it irl. thats why i play this server to kill fuckers because i cant do that irl
(Sep 15, 2016, 08:37 PM)Jono Wrote: [ -> ]Making aggressive RP harder to do doesn't equate to those people partaking in passive RP. The same problem will still be present in which is boring. Change that rather than stop people doing what they enjoy.


We need balance. Currently it's easier to play as a run and gun criminal, right? 
1. Buy a gun
2. Set job
3. Mug someone (or other criminal activity)
4. Repeat and make a profit

It's way to easy, so most players will take that route. We need actual risks to Aggressive RP. At the moment a player sees 3 cops and says, "Hmm, they are coming to arrest me. A few shots from my Scar-20 should do the trick.Huh, even then I'm not gonna lose my gear if they arrest me. I might just go make a sandwich while I'm in jail for 5 minutes."

Instead we need them to start thinking, "Hmm, they are coming to arrest me. I do have my SCAR-20, but it took a good bit to get it from that BMD. And the ammo and magazines are a lot of money to resupply. Hell, their Glocks will probably down me before i can take it out. Maybe I should try to talk my way out."

Make Aggressive RP harder to balance it out. We need actual ROLEPLAY instead of firefights left and right. There needs to be challenges to make it interesting, and add a roleplay element to each Aggressive player. 

It can still be fun, and it will be, but there have to be risks to starting a massive firefight or mugging someone. Right now it's just.....5 minutes in your own personal AFK Room. That doesn't really sound too bad seeing as I can kill 5 players with a valid reason, and only stay AFK in a cell for 5 minutes while I go make a cup of coffee.

If you have a better idea to lower the amount of Aggressive RP to balance out Passive RP, I'm all ears, but as I see it we need to do something as the risk is less than the reward by a mile and a half.
I do agree on Aggressive RP being made harder, but not only by making the guns more expensive. I do also believe passive roleplay can be improved so people would choose to go that way more. My ideas and opinions are;

1- For now most people think they can get away with their crimes of killing someone. What I think could improve and change this is the investigation process. I think there should be a certain amount of time where the bodies and bloods remain in which a police officer can analyze this in a reasonable amount of time and get results. There should also be a way to clean these, like carrying the bodies away to a disposable area and also the most easy method for the server, using water jug on the blood. This would improve CSI for police, "cleaners" for crime committers. They could basically hire a guy whose job is a custom underground cleaner. The body could be identified, shown ways of getting killed and the blood could be identified also. The blood of a shot person could also remain so if the suspect runs he could be identified. Suggestions tied to this: 12

2- The current gun holster system is what makes the Aggressive RPers do what they do easiest. Get in a shootout, kill the people, holster gun. I think this should be changed. There could be a certain item like a weapon crate placed down in the house of the criminal before the shootout where the criminal has to go back and place the guns. This idea can be improved upon or even changed to something else but I do think holster system needs changing if you want to make aggressive roleplay harder.

Currently people don't like going to a place to be a part of someones roleplay when they can do their own roleplay and possibly get reps or money if aggressive. I see people getting involved only if there is a reward behind it. (Money, free cars etc.) There are small ways this can be changed perhaps,

1- Papa Grinki's Employee Salary System
If something like this was introduced to the gamemode, the salary system of people who owns shops, hotels, restaurants etc. could have a better grasp on their roleplay hiring employees  and managing their salary, when the computer system gets added this can be enhanced to a Business system where the owner of the business could have a page on the internet.

2- Nevy's Presidential Election System
In this suggestion it simply gives a chance for the presidents to campaign and also for people to decide who to chose. The criminals could bribe and try to make a deal with the candidate so he can get their votes improving the roleplay in that end also.

3- Bambo's Billboard Advertisements
The advertisements in the server are limited, putting a sign in front of the store, doing /advert. With this implemented people could advertise their stores better, government can put signs up with messages, organizations could put up recruiting posters.

4- GRiiM's Playermodel Suggestion
This approved suggestion, when implemented could give the players a more unique roleplay and a uniform better suiting it.

5- MrMeme's Confiscation Suggestion
Currently, when a criminal gets injured or arrested, he gets his weapons back to his inventory. I think this should be changed so the weapons would be confisgated. They now don't have much of a risk of losing the weapons but if they lost them I think that would deter them from going in a shootout.

6- More tools for SWAT.
Currently SWAT doesn't have the means to plan a raid. If they had tools like cameras, ladders, ballistic shields or RC Cameras, like drones or even cars that they could gather information with, they would plan better. Of course the camera can be destroyed by Criminals when seen. 12

7- Markus' Visible Equipment
Now, the criminals run around with guns already equiped which makes it harder for police and  civillians alike. I think when this is implemented it would deter them from doing so.

These are only the several suggestions that could improve passive roleplay and make aggressive roleplay harder.
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