Limelight Forums

Full Version: What do you think will improve or motivate PassiveRP?
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2 3 4 5
Also i think changing back to an Evocity map or just any map that has more stores in a centralized area. Rockfords Main St has 1 damn shop, there's a towing yard and a factory. Evocity maps' main Sts have nothing but store fronts amoung other things. When a dupe is set down in downtown Evocity anyone walking down the street will catch a glimps, out of the enitire server thats witnessing your Rp a few are bound to atleast come take a look. With Rockford if you place a dupe in downtown Rockford maybe half the server will pass by, of that half majority will be driving and of that majority driving it will be either cops on duty who dont give a shit or people in police chases. This gives a small fraction of the server population to maybe come visit your shop if they happen to walk/drive past and see it. Ive just felt Rockford has never been a suitable Rp map.
(Aug 4, 2018, 11:54 PM)Blunt Grunt Wrote: [ -> ]    - Enforce rules regarding criminals: All to often are criminals (thugs now) doing things out side their range of rp. Will either that's stealing cars and never owning a chop shop or being a car thief (a daily thing) or just running around in a band of Militarized robbers. Things like this should not be an accepted norm.

Enforce the rules even harder? I got 1800 hours on this server and still get into problems for ultra stupid reasons. You cant enforce rules when there are tons of grey areas and every single staff members is enforcing the rules in a different way and understands them in a different way. There are many cases of where Admin 1 said it is fine to do this and 1 hour later Admin 2 comes and bans you for doing this even tho Admin 1 stated it is not against the rules. Stop trying to turn this into server-rule RP even more.

     - Enforce Rules with punishment: Kind of following the one above but just to be more general, enforce rules with punishments more often. All to often are players with high hours and reps breaking simple rules and are very obviously aware. These players often get no ban and maybe a short black list at best, whether an ig admin deals with it or not. This just reinforces the idea that its ok to do what their doing. If I go mass cdm with my 750hrs and 8 reps, i plan to be banned at least for a week or so but if i just get a 2hr vehicle blacklist what does that tell me? I feel like if players realized minging and nnot following the rules would get you removed then theyd be less likely to do it obviously.

Punishments are already harsh enough. FearRP gets you a day ban as a "average" player. Players with many hours get 7+ days. If you make a silly mistake as a experienced player you get your ass whipped only because you are "experienced".

     -*Only allow Steamnames/IDs and IC player descriptions visible to other ig players until they show that player /showID: While just an idea to forcefully help meta gaming and forcefully require rp to figure out who people are, its just an idea. This could insanely hard or next to impossible to implement or might not even work since you could still just look at the tab menu.

Suggestion was made about this. Failed to pass community vote (too many -supports)
(Aug 5, 2018, 12:20 AM)Nudelsalat im Panzer Wrote: [ -> ]
(Aug 4, 2018, 11:54 PM)Blunt Grunt Wrote: [ -> ]    - Enforce rules regarding criminals: All to often are criminals (thugs now) doing things out side their range of rp. Will either that's stealing cars and never owning a chop shop or being a car thief (a daily thing) or just running around in a band of Militarized robbers. Things like this should not be an accepted norm.

Enforce the rules even harder? I got 1800 hours on this server and still get into problems for ultra stupid reasons. You cant enforce rules when there are tons of grey areas and every single staff members is enforcing the rules in a different way and understands them in a different way. There are many cases of where Admin 1 said it is fine to do this and 1 hour later Admin 2 comes and bans you for doing this even tho Admin 1 stated it is not against the rules. Stop trying to turn this into server-rule RP even more.

     - Enforce Rules with punishment: Kind of following the one above but just to be more general, enforce rules with punishments more often. All to often are players with high hours and reps breaking simple rules and are very obviously aware. These players often get no ban and maybe a short black list at best, whether an ig admin deals with it or not. This just reinforces the idea that its ok to do what their doing. If I go mass cdm with my 750hrs and 8 reps, i plan to be banned at least for a week or so but if i just get a 2hr vehicle blacklist what does that tell me? I feel like if players realized minging and nnot following the rules would get you removed then theyd be less likely to do it obviously.

Punishments are already harsh enough. FearRP gets you a day ban as a "average" player. Players with many hours get 7+ days. If you make a silly mistake as a experienced player you get your ass whipped only because you are "experienced".

     -*Only allow Steamnames/IDs and IC player descriptions visible to other ig players until they show that player /showID: While just an idea to forcefully help meta gaming and forcefully require rp to figure out who people are, its just an idea. This could insanely hard or next to impossible to implement or might not even work since you could still just look at the tab menu.

Suggestion was made about this. Failed to pass community vote (too many -supports)

I agree with you that admins often perceive rules differently giving a bias to punishments but even in that case blatant rules are broken by players that have zero place breaking them. This is a common and massive problem and show new and low hour players that behavior that would go against roleplaying is accepted and not met with any time of force. Maybe a lot of these grey areas would need to be discussed and cleared up before any suggestion like mine could start to be implemented but even at that its a problem none the less and its furstrating because i know when LL started they didn't take shit like that. If you were blantantly breaking the rules you were gone for some time. Why would we want people who are diminishing the value of his server by halting the few role play scenarios that occur? My suggestion may be slightly over the top but some form of what i said is necessary.
p.s. for the record i have had many situations where different admins would say different things but since ive came back i have not had the problem once which is why i didn't think to take that into consideration
i dont really feel like reading the whole thread since i already left but one of the biggest issues is that nobody allows themselves to "lose" the rp. everyone has to be the best, make the best decisions, have the best aim, etc. in seriousrp servers youll see people screw themselves over in certain situations to improve the rp, even though it hurts them. another issue is the admins never enforce the rules anymore. i can minge all day and failrp and act like a complete retard and all i ever get is a verbal warning. admins arent "scary" like they used to be, everyone knows they can bs the nicer admins or lie in situations where other players cant prove it, you see it ingame and in PRs all the time. some teachers even do it. what happened to enforcing the rules?

obviously im guilty of this too before anyone says anything, i never said im a good rper. xd
Rewards
Rewards will always attract players as it gives them a goal. The problem we have right now is that they are shitty goals. They don't really do much. We need to give a REALLY good reward for playing Passive RP. This can come in the form of a manufacturing boost, being able to create better items or have access to say a POS (Point of Sale) system or an ATM.

Overhauled Crafting System
What is the most common form of Passive RP? Stores. What makes stores better? When they have what you need at a good price. The problem we have right now is that EVERYTHING is at a set price. Overhauling the crafting system means players can trade any goods they please at any price they wish. A player can sell raw materials for cheap or high. A player can buy those materials and create a crime syndicate that creates medical supplies with illegal machines that increase the quantity of product but limit their quality. These then can be traded to a player running a pharmacy that needs inventory and has more money than time to make his own product. That's just one example of how an overhauled crafting system can give players more reasons and ways to make money and involve Passive RP into even Criminal RP.

Player Ran Economy
This one is very simple. A player needs goods, player sells goods. If there is a shortage of AK's and everyone wants one, the price goes up and people start making more gun stores, which in turn means more business for gun crafters. Not enough food is being made so a player starts cooking enchiladas and he charges ridiculous prices. Another player sees this and offers a competitive price, creating a real capitalistic economy from players and their needs. 

The main thing I'm getting at here is that money runs the server. Players need it for everything. The best way to increase Passive RP is to offer different ways to make money. Make legal ways that are....well LEGAL, but also are slow and produce a low-quality item. Or they could pay big money for a more lucrative system that requires an upkeep on parts or ingredients. Make illegal ways to make items which are faster but give a low-quality item. This can also be built upon by making straight up illegal items and making faster machines.
I see what you mean but surely if the goal was to get money then it would be more grindy and less role-play? 

if you think about it, its the same with how wood chopping was a thing? ever one grinded for hours just for the money, not a lot of RP went around it, you could also say the same for contraband. 

don't get me wrong I do thing that your ideas will increase RP, but will it be real RP that people would enjoy doing or would it just be a grind for more money or for items? 

I think the way you put it kinda gears to forcing players to take part in something for a kind of reward like more money, instead of inspiring them in a sense to do more RP?
(Aug 5, 2018, 02:47 AM)Rocket Wrote: [ -> ]I see what you mean but surely if the goal was to get money then it would be more grindy and less role-play? 

Not everyone that comes on here is here to RP. If you want more Passive RP, give players a reason to do it. Such as make money and grind. Let the people here to RP RP and others grind.

if you think about it, its the same with how wood chopping was a thing? ever one grinded for hours just for the money, not a lot of RP went around it, you could also say the same for contraband. 

Because both those systems don’t require interaction or teamwork. Adding ways for players to do better by working together and making those systems part of a larger economy based on resource crafting and harvesting allows for more player interaction. That may be buying paper for your contraband from your local BMD or repairing axes by the trees for people.

don't get me wrong I do thing that your ideas will increase RP, but will it be real RP that people would enjoy doing or would it just be a grind for more money or for items? 

It would be a grind. If we wanted a full-fledged RP Server full of players who want to RP, we wouldn’t have half the players we allow here. Adjust to the playerbase you have, not the one you want.

I think the way you put it kinda gears to forcing players to take part in something for a kind of reward like more money, instead of inspiring them in a sense to do more RP?

What inspires someone to play a certain way other than incentive that allows for players to grow a diverse and always changing economy that adds challenge, grinding (which keeps people longer), and opens up the world to new RP’s where Passive RP’s are actually a necessity rather than just a few props and /me’s? You can’t force players to Passively RP more when a majority of them are here for progression.
As someone who exclusively plays passive and has run 2 large entirely passive clans in my time. The main reason I have left and shut down these clans is the purposeful destruction of everything I make - every roleplay I do ends with death or arrest for absolutely no reason whatsoever. 

Dupes are raided by police "Just because" and more often than not arrested just for good measure. 

I have brought this example up before however I believe it is an excellent one - That is my Russian Diplomatic group I started. I and the rest of my group (3-4 people) were detained and executed following a random raid from someone and the reason for our execution was "I don't like Russians". This person was by no means new and were highly reputable within the community. 

Some of the police officers involved even received REPs. It's honestly a fucking joke.

I rarely have problems with the players who have been labeled as toxic. Is their roleplay abysmal? Probably. However I have noticed they are targeted quite often by other players and baited into their actions. I myself can attest I have way more problems dealing with police than any other players and quite often it is very knowledgeable and reputable people within our community. But wait, all arrests are in character, okay?

Government are supposed to protect roleplays like mine. Not purposefully do everything in their power to find a reason to arrest anyone involved.
More REP rewards are not going to save us, we need to actively try to attract players who want to do passiveRP, we need to introduce mechanics that require people to interact with each other, work with more than just themselves, make passiveRP profitable if done right, make aggresiveRP have long term consequences. 

I kinda agree that we have fallen into the cops and robbers mindset in LL but that in my opinion is mainly due to how passiveRP requires too much work and you really get nothing out of it, should nobody else be interested in it.

We also need to get rid of minges, I don't get why people who repeat the same offence 5-6 times are still here, not even in a probationary period.

It needs to be more difficult for cops to search houses as much as it should be more difficult for people to go in mass cop killing sprees over a simple traffic stop.
Remove the disparity between Police, Passive and Criminal elements.
Governmential forces currently have (mostly) unchecked free reign over anything they do. Any punishments are (mostly) IC. However, there is little way to enforce this. A 5 minute /demote is nothing to a player. With the exception of the most egregious cases, any false arrest call is responded to with an !ic message. This leads to the situation where anything criminals do is hyper-analysed by staff, yet Police can do the same thing and get away with it.

In my opinion, this is one of the causes of such aggressive RP between Police and Criminals, as the only thing criminals can do, and not be in breach of rules, is sit in a house and print money, start shootouts with Police when they try to raid. If you try any other RP, mugging, robbing a store, 75% of the time you get cuff, warrant and boop'd. There's no RP in that.

Either we enforce equally, or we continue with this broken system.

Allow enforcement of the rules within context, and at the discretion of staff.
Whilst it would make our job harder, and means we couldn't just ban at first offence, instead having to converse with players and give warnings prior to punishments (though that's what we should be doing anyway), by changing the rules to a set of guidelines would allow us to allow such RPs.

This is such an important concept, that in /tg/station, it's rule #0. Source
Quote:Enforcement of these rules is at the discretion of admins.
Admins are fully accountable for any consequences should they invoke this rule. Admins are also allowed to intervene in rounds when it is in the best interest of the playerbase.

In that game, if a situation is found to be in the best interest of the playerbase, they can allow it to continue. If a situation is found to be causing major issues, they can step in and stop it. In contrast, we are very limited in what we can do in that regard. We are forced to intervene in situations, even when they're not causing harm to players, are minor infractions or happen on an empty server. To quote a colleague, "The rules are the law and you either follow them or face the consequences. That goes for both players and staff who has to enforce them." We are granted no leeway in this. If it is in breach of any rule, we cannot allow an RP, even if said RP would be to the benefit of the community or playerbase.

More long term progression goals
Currently, the majority of the playerbase is only here for progression, rather than RP. However, that progression doesn't involve the development of their character, rather their account and inventory. As we've seen through the leaderboards (most hours, most money, highest inventory value, most REP), and how some people act about that rank, we can see that people care about that, rather than the development of their character. There are some exceptions, myself, , and Trooper Steel, but in general, most people care about the account, more than the character.

By looking to the example of games with high player retention, MMOs, like Runescape and World of Warcraft, and Open-World Exploration games, like Skyrim and the Fallout series. All of these games, with high levels of player retention, all shame a common theme. They all have long-term perks for a player to work towards. For example, in MMOs, you have the Runescape skill capes, level 99 and 120 global broadcasts. In WoW, you have an entire set of end-game content upon reaching that top level. In both Skyrim and Fallout, the level progression awards actions ingame, unlocking more of the game world.

Reduce the avalibility of weapons
At the moment, weapons are based on money. The economy is slightly inflated, but there's been no change in the prices of weapons. If we reduced the avalibility of weaponry, by limiting it to time, rather than money, that could reduce the inflow of weaponry, increasing their value, and thus making them less likely to be used.
#EvoCity
(Aug 4, 2018, 11:47 PM)Vimpto Wrote: [ -> ]
(Aug 4, 2018, 11:28 PM)Rocket Wrote: [ -> ]
(Aug 4, 2018, 08:18 PM)Vimpto Wrote: [ -> ]It's partically due to the fact that if someone sets up a Roleplay that involves others to get involved like a Walmart or Resturant, most of the time no one turns up as everyone is to busy shooting each other and doing aggressiveRP, leading to the creator of the RP getting bored and shutting it down.
If your RP is not in 190 Main Street it will most likely not get attention as that is the only street that gets attention and the only building really fit for an RP in that zone.

So partically because of the map really, EvoCity had a main street full of shops and the city wasn't so spread out meaning most RPs would go noticed

Fair points but I personally see it in a different light (to some extent)

I believe that RP isn't the idea you create or the build you make, its the character you role-play as in those builds and ideas you have, for example I used to role-play as a gangster, (In the old community I have 6 RPP just from that RP alone) and normally what you'd expect from a gangster is to mug people and get involved in criminal activity, but my RP was to pretend as if I was a low life gangster and put on a very gangsterish accent to go with the RP and create funny moments and awkward interactions, I didn't role-play as a smart gangster, I role-played as a high school drop out who lacks education and intelligence, this way the idea of RP isn't with my build or anything its just with the character that I tend to play. 

Also another thing people always misunderstand is that, its not "My RP" or "his RP" its everyone's RP as it is a CityRP server which means the whole City Role Plays the current state it is in, what makes role-play actual role-play is when something happens that you or anyone else doesn't plan for, the act of YOU playing YOUR character the way he would in what ever situation he is put in is the definition of RP, to simplify it, think of RP as what your character would do, and not what your real life self would do (with following the rules of course)


 

I see what you mean but it’s hard to do a Roleplay like a shop when no one gets involved, I was doing an ASDA Roleplay yesterday and it wasn’t great for the first few minutes thanks to & as they got involved and pretended to be drunk angry shoppers. But for the rest of the rp the only visitor(s) I got where A37 who came to shoot it up once in a while for their own enjoyment. Then John Jong Molotoved the whole build cause he thought it would be funny to ruin the RP.

Think everyone can relate.
Give more people the tools for more immersive RPs, for example why should /announce be rank restricted if used appropriately by members?
(Aug 5, 2018, 07:12 PM)Mr.Ryan Wrote: [ -> ]Give more people the tools for more immersive RPs, for example why should /announce be rank restricted if used appropriately by members?

Unfortunately there is a certain group of people that will just use it to minge
(Aug 5, 2018, 07:43 PM)Vimpto Wrote: [ -> ]
(Aug 5, 2018, 07:12 PM)Mr.Ryan Wrote: [ -> ]Give more people the tools for more immersive RPs, for example why should /announce be rank restricted if used appropriately by members?

Unfortunately there is a certain group of people that will just use it to minge

REP restrict it, there is a strong correlation between mingery and number of REPs (generally)
Pages: 1 2 3 4 5