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Full Version: What do you think will improve or motivate PassiveRP?
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(Aug 8, 2018, 02:20 PM)Overlewd Wrote: [ -> ]
(Aug 8, 2018, 12:42 PM)Daley Wrote: [ -> ]
(Aug 8, 2018, 05:57 AM)Welker Wrote: [ -> ]Lack of character development is unfortunate. There is no continuity or consequences - According to Overlewd your character is not the same on a day to day basis.

If they happen to share the same name,written lore, age, description, mannerisms or even employment. If you happen to change your /job or your job in the F1 menu at one point it isn't the same character, apparently.

Fantastic example of this is I used to consistently post news articles to keep people up to date on the clan politics but even admins or ex admins now would do anything in their power to throw a hissy fit claiming a character was not the character. So essentially anyone in a clan or RP group can make the claim "This was not that character" and their actions are voided.

By the logic applied by the current HR team I can blow up an orphanage, raid the PD, kill the President, shoot up the ATF - with my clan characters name, age, description and everything that comes with it. Wait 10 minutes and type /job Lionscrest Incorportated - Director. 

BUT IF I DECIDE TO CHOOSE THIS IS NOT MY CLAN CHARACTER THIS ISNT THE SAME CHARACTER APPARENTLY 

Characters need to be more concrete. Add character slots, who knows.
Old ruling on clan charachters used to be that they are presistant. But if the charachters are not then it means we cannot have any charachter development in clans anymore. We cannkt forge relations between clans cause all contact would be limited by your charachter only exsisting then. 

If this is the final ruling theres no points in clans you cant really make alliances or do extend ro. Becayse nobody would be the sane charachter hence remember these agreements other clan members etc. Would like to get clarification of hr.

Clan characters ARE consistent, but only between clan roleplays and during clan roleplays. We do want development in clan characters over time. What we do not want is people losing control of their own character and getting screwed over just because they may have forgotten to change their character name between two completely different roleplays when it may have been obvious that it was not their intention for the character to be interpreted as the same one from before.

E.g ClanRP 1 -> Criminal RP -> President RP -> ClanRP 2, with different /job and everything between the clanRPs except the character name and description. There is persistence between ClanRP 1 and ClanRP 2, but that is no longer the same character for CriminalRP and PresidentRP. Because in 99% of the situations that would make 0 sense why someone would go from a clan job to a criminal to a president and then to a clan again.

That said, you CAN have persistence if it makes sense even in the above scenario, but it would require that persistence to make sense and have some sort of explained background or roleplay associated with it, and would likely need either you to witness said RP or have the person in question confirm to you that persistence is intentional.

(Also see the complicated NLR part in rule clarifications thread, similar concept)

tl;dr character persistence is an overly and unnecessarily complicated clusterfuck, shoddily put together that makes no sense and needs to be fixed in order to appropriately allowed for character consequences.

5 character slots with the ability to purchase more for a sum of in-game cash, with the fee increasing each time for a maximum of 10 characters. With the overly dark RP system now there is no ability to interact, form relationships with other characters in the city or have any continuity whatsoever because oh wait, John Smith who killed the entire PD yesterday has had their name changed and they are a different person now.


Allow reputation, notoriety or what have you. Make people BUILD characters and form relationships. Give some continuity for christ sake. If there is a limit to how many characters you can create, people will actually think about their actions for once.
(Aug 7, 2018, 12:19 AM)Quest Wrote: [ -> ]
(Aug 7, 2018, 12:05 AM)Mr.Ryan Wrote: [ -> ]
(Aug 6, 2018, 11:18 PM)Apex Wrote: [ -> ]More passive rp crime options, right now if you want to be a criminal and make money you either have to mug, sit in a room and farm contra or make meth.

It’s brcause people don’t develop characters, IMO if people wanna be low key criminals run like a laundromat and have some sort of weed operation on the sides 

/phone

Because interesting RP's like that get destroyed by police

Can I remind you that interesting PassiveRPs get destroyed for no reason by various criminal organisations that flourish WELL on the server? Ammo and weapons are so extremely goddamn cheap, and criminal money generation has HUGE payouts. 

Criminals don't even need to be careful. They can molotov a store and raid it, make up some bullshit reason, and get away with it.

Also, the people who do this kind of stuff are already insanely rich in the first place. There's literally no ingame discouragement for them not to do this.

The large majority of people worth more than 10 mill are mingey criminals. Either they drive around pointlessly the whole day, flashing their car, or do shitty undeveloped RP with no goal other than be the biggest nuisance for PassiveRPers possible. 

Reset the economy. Fix the marketplace system. Inflation is really high right now.
Implement PassiveRP goals. Police officers should start out as trainees, trained ingame by someone of a higher position and first then be granted a whitelist to the police officer role. Same with nearly every other job.

Now you can have actual fun. Criminals can get 1 hour prison sentences, which would allow for PrisonRP.

People want SeriousRP values, but they don't want SeriousRP. Make up your minds already.
(Aug 8, 2018, 02:20 PM)Overlewd Wrote: [ -> ]
(Aug 8, 2018, 12:42 PM)Daley Wrote: [ -> ]
(Aug 8, 2018, 05:57 AM)Welker Wrote: [ -> ]Lack of character development is unfortunate. There is no continuity or consequences - According to Overlewd your character is not the same on a day to day basis.

If they happen to share the same name,written lore, age, description, mannerisms or even employment. If you happen to change your /job or your job in the F1 menu at one point it isn't the same character, apparently.

Fantastic example of this is I used to consistently post news articles to keep people up to date on the clan politics but even admins or ex admins now would do anything in their power to throw a hissy fit claiming a character was not the character. So essentially anyone in a clan or RP group can make the claim "This was not that character" and their actions are voided.

By the logic applied by the current HR team I can blow up an orphanage, raid the PD, kill the President, shoot up the ATF - with my clan characters name, age, description and everything that comes with it. Wait 10 minutes and type /job Lionscrest Incorportated - Director. 

BUT IF I DECIDE TO CHOOSE THIS IS NOT MY CLAN CHARACTER THIS ISNT THE SAME CHARACTER APPARENTLY 

Characters need to be more concrete. Add character slots, who knows.
Old ruling on clan charachters used to be that they are presistant. But if the charachters are not then it means we cannot have any charachter development in clans anymore. We cannkt forge relations between clans cause all contact would be limited by your charachter only exsisting then. 

If this is the final ruling theres no points in clans you cant really make alliances or do extend ro. Becayse nobody would be the sane charachter hence remember these agreements other clan members etc. Would like to get clarification of hr.

Clan characters ARE consistent, but only between clan roleplays and during clan roleplays. We do want development in clan characters over time. What we do not want is people losing control of their own character and getting screwed over just because they may have forgotten to change their character name between two completely different roleplays when it may have been obvious that it was not their intention for the character to be interpreted as the same one from before.

E.g ClanRP 1 -> Criminal RP -> President RP -> ClanRP 2, with different /job and everything between the clanRPs except the character name and description. There is persistence between ClanRP 1 and ClanRP 2, but that is no longer the same character for CriminalRP and PresidentRP. Because in 99% of the situations that would make 0 sense why someone would go from a clan job to a criminal to a president and then to a clan again.

That said, you CAN have persistence if it makes sense even in the above scenario, but it would require that persistence to make sense and have some sort of explained background or roleplay associated with it, and would likely need either you to witness said RP or have the person in question confirm to you that persistence is intentional.

(Also see the complicated NLR part in rule clarifications thread, similar concept)

That’s stupid imo if it’s clearly the same guy with the same RP name etc it should be the same character.
(Aug 8, 2018, 06:18 PM)Mr.Ryan Wrote: [ -> ]
(Aug 8, 2018, 02:20 PM)Overlewd Wrote: [ -> ]
(Aug 8, 2018, 12:42 PM)Daley Wrote: [ -> ]Old ruling on clan charachters used to be that they are presistant. But if the charachters are not then it means we cannot have any charachter development in clans anymore. We cannkt forge relations between clans cause all contact would be limited by your charachter only exsisting then. 

If this is the final ruling theres no points in clans you cant really make alliances or do extend ro. Becayse nobody would be the sane charachter hence remember these agreements other clan members etc. Would like to get clarification of hr.

Clan characters ARE consistent, but only between clan roleplays and during clan roleplays. We do want development in clan characters over time. What we do not want is people losing control of their own character and getting screwed over just because they may have forgotten to change their character name between two completely different roleplays when it may have been obvious that it was not their intention for the character to be interpreted as the same one from before.

E.g ClanRP 1 -> Criminal RP -> President RP -> ClanRP 2, with different /job and everything between the clanRPs except the character name and description. There is persistence between ClanRP 1 and ClanRP 2, but that is no longer the same character for CriminalRP and PresidentRP. Because in 99% of the situations that would make 0 sense why someone would go from a clan job to a criminal to a president and then to a clan again.

That said, you CAN have persistence if it makes sense even in the above scenario, but it would require that persistence to make sense and have some sort of explained background or roleplay associated with it, and would likely need either you to witness said RP or have the person in question confirm to you that persistence is intentional.

(Also see the complicated NLR part in rule clarifications thread, similar concept)

That’s stupid imo if it’s clearly the same guy with the same RP name etc it should be the same character.

It's also odd to have Johnny Rambo, mass murderer, money printer, reckless driver, suddenly become President Rambo, leader of all that is fair.
(Aug 8, 2018, 12:54 PM)Nebula Wrote: [ -> ]
(Aug 8, 2018, 08:11 AM)Gungranny Wrote: [ -> ]
(Aug 7, 2018, 11:33 AM)Nebula Wrote: [ -> ]I remember that there was once a small event, with some crazy scientist and a Nuclear rocket base. End of story was that the SWAT and Police shot everyone (because they heared gunfire), the players that came to stop the rocket and the evil guys.

That honestly sounds like the one example when they should step in...

Well, they shot everyone,  wether armed or not, you were near the Base= kos 

They didnt even knew whats going on and just killed everyone

Ahhh ok. In that case it seems more like a ROE issue than a police ruining it issue. Wouldn’t put that soley on the government.
(Aug 8, 2018, 03:47 PM)Welker Wrote: [ -> ]
(Aug 8, 2018, 02:20 PM)Overlewd Wrote: [ -> ]
(Aug 8, 2018, 12:42 PM)Daley Wrote: [ -> ]Old ruling on clan charachters used to be that they are presistant. But if the charachters are not then it means we cannot have any charachter development in clans anymore. We cannkt forge relations between clans cause all contact would be limited by your charachter only exsisting then. 

If this is the final ruling theres no points in clans you cant really make alliances or do extend ro. Becayse nobody would be the sane charachter hence remember these agreements other clan members etc. Would like to get clarification of hr.

Clan characters ARE consistent, but only between clan roleplays and during clan roleplays. We do want development in clan characters over time. What we do not want is people losing control of their own character and getting screwed over just because they may have forgotten to change their character name between two completely different roleplays when it may have been obvious that it was not their intention for the character to be interpreted as the same one from before.

E.g ClanRP 1 -> Criminal RP -> President RP -> ClanRP 2, with different /job and everything between the clanRPs except the character name and description. There is persistence between ClanRP 1 and ClanRP 2, but that is no longer the same character for CriminalRP and PresidentRP. Because in 99% of the situations that would make 0 sense why someone would go from a clan job to a criminal to a president and then to a clan again.

That said, you CAN have persistence if it makes sense even in the above scenario, but it would require that persistence to make sense and have some sort of explained background or roleplay associated with it, and would likely need either you to witness said RP or have the person in question confirm to you that persistence is intentional.

(Also see the complicated NLR part in rule clarifications thread, similar concept)

tl;dr character persistence is an overly and unnecessarily complicated clusterfuck, shoddily put together that makes no sense and needs to be fixed in order to appropriately allowed for character consequences.

5 character slots with the ability to purchase more for a sum of in-game cash, with the fee increasing each time for a maximum of 10 characters. With the overly dark RP system now there is no ability to interact, form relationships with other characters in the city or have any continuity whatsoever because oh wait, John Smith who killed the entire PD yesterday has had their name changed and they are a different person now.


Allow reputation, notoriety or what have you. Make people BUILD characters and form relationships. Give some continuity for christ sake. If there is a limit to how many characters you can create, people will actually think about their actions for once.

This. Also add rewards for how long your character lasts and what he does. Your whole inventory will not be touched, but say if you were a mob boss and lasted 4 days IG alive you got a special skin. Once your character dies the only thing you lose is that special skin. I think that would be a step in the right direction to move towards giving individual inventories.
(Aug 8, 2018, 06:20 PM)Doctor Internet Wrote: [ -> ]
(Aug 8, 2018, 06:18 PM)Mr.Ryan Wrote: [ -> ]
(Aug 8, 2018, 02:20 PM)Overlewd Wrote: [ -> ]Clan characters ARE consistent, but only between clan roleplays and during clan roleplays. We do want development in clan characters over time. What we do not want is people losing control of their own character and getting screwed over just because they may have forgotten to change their character name between two completely different roleplays when it may have been obvious that it was not their intention for the character to be interpreted as the same one from before.

E.g ClanRP 1 -> Criminal RP -> President RP -> ClanRP 2, with different /job and everything between the clanRPs except the character name and description. There is persistence between ClanRP 1 and ClanRP 2, but that is no longer the same character for CriminalRP and PresidentRP. Because in 99% of the situations that would make 0 sense why someone would go from a clan job to a criminal to a president and then to a clan again.

That said, you CAN have persistence if it makes sense even in the above scenario, but it would require that persistence to make sense and have some sort of explained background or roleplay associated with it, and would likely need either you to witness said RP or have the person in question confirm to you that persistence is intentional.

(Also see the complicated NLR part in rule clarifications thread, similar concept)

That’s stupid imo if it’s clearly the same guy with the same RP name etc it should be the same character.

It's also odd to have Johnny Rambo, mass murderer, money printer, reckless driver, suddenly become President Rambo, leader of all that is fair.

This is why a system of separate, permenant characters needs to exist to avoid situations like this.
Needs more Clockwork
(Aug 8, 2018, 06:49 PM)Mr.Ryan Wrote: [ -> ]
(Aug 8, 2018, 06:20 PM)Doctor Internet Wrote: [ -> ]
(Aug 8, 2018, 06:18 PM)Mr.Ryan Wrote: [ -> ]That’s stupid imo if it’s clearly the same guy with the same RP name etc it should be the same character.

It's also odd to have Johnny Rambo, mass murderer, money printer, reckless driver, suddenly become President Rambo, leader of all that is fair.

This is why a system of separate, permenant characters needs to exist to avoid situations like this.

I could see why a cluster fuck of rules such as the ones in question are necessary right now. But they are only necessary because we have such an awful and flawed system for characters when most rp stem off of characters (at least ive always oriented rps around my characters). From the player point of view these rules shouldn't be necessary because a better system or more enforcement over our current should be implemented. Characters with same name/description should always be consistent. But with the character system right now its obviously very hard to maintain and next to impossible to have noticeable consistency but changing it like how welker and gungranny have described would easily start to show that consistency.
I would personally love to see a system with character slots and stuff to allow for proper and more meaningful persistence that would be enforced through the system and not really convoluted rules. But have to settle for fairly convoluted rules. Might discuss with enzyme to make it less convoluted but that may result in some BS happening.
(Aug 9, 2018, 03:17 AM)Overlewd Wrote: [ -> ]I would personally love to see a system with character slots and stuff to allow for proper and more meaningful persistence that would be enforced through the system and not really convoluted rules. But have to settle for fairly convoluted rules. Might discuss with enzyme to make it less convoluted but that may result in some BS happening.

Has there not been a suggestion on character slots and further implementation on a new system already? While simplify the rules would be great for right now, down the road the current system cant be the one were sticking with surely?
nothing.
The best way to improve passive:

1: Accept that you cannot push either passive or aggressive players into either direction.  They have the right to play the way they wish, just like everyone else.

2: Improve the overall GM by adding systems for the passive jobs and ensure that they are the best at what they do, but integrate methods that only allow them to achieve max potential through use of other players.  (I cannot explain this, not that I don't know how, but I'm not sure if allowed).  This is a code thing and quite possible.  We are working towards the goal of perfection every day.

3: Add unbiased incentives.  The REP system is nice, but subject to the court of opinion.  Perhaps an xp system of some for that isn't reliant on the normal (time ticks or book uses).

4: Add in a karma system that bases weather or not you are a good or bad person, that rewards good people and punishes bad, systematically.  Many ways to do this.  Killing people lowers karma, arresting raises, healing raises, ect ect.  "good" players might have random small windfalls like *you found a scratch off ticket worth $50* or other of the like, where as "bad" people might get system snitched to the police everyone once in a while.

The list goes on and on.  Many ways to promote passive RP, but the best way to do it is to make passive play more worth while.  Many an update went into aggressive rp.  Much of the passive updates are "fluff" ish, at times.  As per my usual, if we "fix" the core jobs for the game, the game will change for the better.
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