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Full Version: Map Feedback & Addressing Concerns
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(Jul 9, 2019, 12:18 AM)Night Wrote: [ -> ]
(Jul 8, 2019, 09:01 PM)livkx Wrote: [ -> ]Nobody seems to want to contribute and those who already signed up are inactive except a couple - and the contribution application process for people like me is difficult.

It's not rocket science. Without people willing to dev you don't get content.

With respect Liv, it's only difficult because your case is very unique in nature.

I've seen many contrib apps get dealt with quite quickly, but due to the circumstances surrounding your application in particular, it may take a little while longer to process than normal.

I quite clearly said "for people like me" because my circumstances are different,  please don't make out as if I was saying all contrib apps are difficult.
Apologies then, I misunderstood.

I do agree that we need more contributors though. Content right now is lacking and as much as MEKSA is an awesome thing, it needs work and other updates need to be released to help breathe some fresh life into the server.

All the best in your application nonetheless, personally I feel it'd be a great benefit.
I think if the FPS were improved a lot more people would play

Guv

(Jul 9, 2019, 07:37 AM)Decay Wrote: [ -> ]I think if the FPS were improved a lot more people would play

indeed
(Jul 9, 2019, 07:37 AM)Decay Wrote: [ -> ]I think if the FPS were improved a lot more people would play

I get about 70-80 FPS on the server with an i5. But you have a point.
(Jul 8, 2019, 02:57 AM)Bambo Wrote: [ -> ]Map Feedback

-snip-
We rolled out a form in the in-game panel to gather feedback about the map to dig into and solve the issue...
-snip-

Any chance of seeing the link on the forums at the top like in the olden days?
I feel like the results would be gathered more proactively from the whole community if it wasn't just available in-game, as that causes a bias since the only people having input would be the players that are fine with the map and are playing on it.


Quote:Rules & Roleplay

Now the second topic, there have been concerns and discussions regarding the rules. Some say that roleplay is restricted by the rules, some say that there are too many grey areas. Let's use this thread; https://limelightgaming.net/forums/thread-25426.html to start solving the issue regarding the rules. 

I personally don't have too many problems with the rules as they are stated, other than "the usual", which is to say:

- Remake FearRP into something more constructive, not just a way to force a certain RP onto others and punishing those who want to strike back. I say let people shoot at an officer during a traffic stop, let police be corrupt and execute a gang because "they were hostile", etc. There is no reason to limit violence and interaction for the person who the RP is being forced upon, a vital rule of roleplay should always be that it is voluntary.

- Scrap most jobs (especially criminal one's) and replace them with custom objects instead. We don't need for example taxi driver jobs, make a phone addon and allow people to dynamically sign on as Uber drivers.
Criminality should not be a job, criminals are after all just like any other citizen. This would allow for a much more dynamic gameplay as well as you would actually have to prove that someone is a criminal rather than "mafia skin, git' him!" and would allow lots of RP's to be much more fluent.


(I don't really have a good replacement for this, but I had already written it when I realised I didn't have a better solution at hand so, don't really want to change this, but figured it was useful input none the less.)
- Remove 12.1. Why exactly shouldn't the president be raidable when he is the sole decision maker for whether someone goes to jail or not? Currently it's fine to kill the arresting officer (who RP wise is just doing his job, upholding the laws, set by the President) but you can't stage a coup against the President, the one actually responsible for your demise?
While I understand it's use to prevent people from finding a way to attack the President because they don't like the player playing him, why should the rules be special when there aren't any similar rules for any other job?



A simple rule, which may be a bit vague, would be that all actions need to have a good RP reason behind them. This would work as sort of a catch-all for most everything, for example "criminals" building a contra-whore base with no real RP behind it.

In general, rules should exist to prevent harassment, to prevent toxicity and generally govern OOC behaviour. RP doesn't really need rules other than to prevent unrealistic and FailRP, again to prevent abuse or power-gaming, making sure everyone is on even ground and that all behaviour is out of actual character RP reasons.

I do realise that this sentiment is rather anti-game-theory, but this is a sandbox RP game, there are no real restrictions or guides on what is "right" and what is "wrong", what's important is that it is fun for all those involved, and that is what the rules should try to uphold.

It's time we not only reward good RP, but punish bad and non-existent RP.

Quote:We care.

The third topic, there might be concerns that staff do not care anymore. We still do care, and we work constantly, discussing ideas, reading all the threads and posts you post regarding the issues. The feedback form and the rule thread will be a nice beginning, but it will not be enough, and we wish to work with you and your feedback.

Not much to say about this really, but another go at recruiting more man-power for "active duty" (see: being visible in-game and dealing with situations as they happen) might be an idea?

Something I've personally noticed quite a lot is that when new moderators/staff are chosen, their activity spikes for a few weeks and then drops like a ball. Perhaps creating some incentives for activity is an idea?
I'm just throwing thoughts out there, as I honestly have no idea what makes people stay active and not, but the hierarchy system is a bit... strict?
In my mind, you either trust someone to be a staff member and taking an active role in moderation, or you don't. I understand that having trial periods and such are a decent way to keep track of early behaviour, but do we really need: "non-staff staff", mods, senior mods, dev-mods, admins AND SAdmins?

If the staff team needs hierarchy to function, keep that internal and strengthen it, but to be honest players don't care if you're a "contributor-mod" or a "dev-admin", they want someone to help them dealing with their problem, whatever it may be.

It also seems as if admins have largely taken it upon themselves to recede into an "office setting", you yourself talking about "discussing ideas" and "reading threads and posts", but not a single mention of actively helping users as fast as possible. And yes, I know it's a daunting task and it is honestly not especially fun nor rewarding, which is why I believe so many burnout rather quickly.


Quite frankly, when people say that staff is being inactive, I don't think they mean in their specific roles, but rather that they never/rarely see them taking active part in day-to-day moderation.

My suggestion would be to start a new with ranking. Create groups in the staff team that deal with their separate issues (administration, creation, idea-generation, user feedback, etc.), but let people see that not all staff members are the people that they personally contact for in-game problems. I mean, I could probably count on one hand the number of staff members whom I've seen actively engage with the community in-game on a day-to-day basis. Perhaps it's time for some staff members to take on the role of teacher (not the non-staff staff position).

This is how I imagine most players see senior staff (in relation to more junior staff):

[Image: 9VGzvTr.jpg]


Quote:Lack of Content - Contributor Applications

We know there has been a lack of interesting content to keep you jumping on the server every day, and while our developers keep on working on updates if you have coding skills you can assist us in bringing new content. Contributor applications are always open! 

While LL's lack of openness in regards to it's developers has always been a problem, it seems to have somehow gotten worse recently.

While I'm aware that plenty of people are underage, having it's staff simply sign a non-disclosure is such common place practice at every company now a days that all this secrecy has essentially killed creativity.

Let developers talk to each other, you're working together for crying out loud, not against each other!


Quote:Events

There has been a drop in terms of events recently, mainly due to the limitations we have. We are working to provide you with more options and ability when it comes to hosting events. This is still a work in progress and some aspects are still being planned. We will let you know soon!

Thank you for reading, I'll try to answer any question or concerns you bring up in this thread <3
Care to elaborate on what those limitations are? Financial, technical, man-power, etc?
Finally I'd just like to add that this is in no way meant to attack anyone, least of all LL as a whole, but I believe that speaking one's mind truly is the only way to get past difficulties. I really hope that LL finds it's footing again and that it can at the very least find some of it's lost userbase again!
<3
This is what i think will happen (If the map changes)

Map changes-->People start playing-->More Returning threads than leaving threads

Problem solved!
(Jul 10, 2019, 10:46 AM)Zaidplays Wrote: [ -> ]This is what i think will happen (If the map changes)

Map changes-->People start playing-->More Returning threads than leaving threads

Problem solved!
evo
(Jul 10, 2019, 11:05 AM)Lord Octagon Wrote: [ -> ]
(Jul 10, 2019, 10:46 AM)Zaidplays Wrote: [ -> ]This is what i think will happen (If the map changes)

Map changes-->People start playing-->More Returning threads than leaving threads

Problem solved!
evo

Sure, why not! not like im gonna be on xD
(Jul 10, 2019, 11:05 AM)Lord Octagon Wrote: [ -> ]
(Jul 10, 2019, 10:46 AM)Zaidplays Wrote: [ -> ]This is what i think will happen (If the map changes)

Map changes-->People start playing-->More Returning threads than leaving threads

Problem solved!
evo

And then in a year, the server is dead again.
(Jul 10, 2019, 01:23 PM)Markus Wrote: [ -> ]
(Jul 10, 2019, 11:05 AM)Lord Octagon Wrote: [ -> ]
(Jul 10, 2019, 10:46 AM)Zaidplays Wrote: [ -> ]This is what i think will happen (If the map changes)

Map changes-->People start playing-->More Returning threads than leaving threads

Problem solved!
evo

And then in a year, the server is dead again.

so that's a year to put in new content that can actually be used on a decent map? cool +support

I would also like to direct your attention to fearless, they're still doing well.
(Jul 10, 2019, 01:23 PM)Markus Wrote: [ -> ]
(Jul 10, 2019, 11:05 AM)Lord Octagon Wrote: [ -> ]
(Jul 10, 2019, 10:46 AM)Zaidplays Wrote: [ -> ]This is what i think will happen (If the map changes)

Map changes-->People start playing-->More Returning threads than leaving threads

Problem solved!
evo

And then in a year, the server is dead again.

Better to have another year before it dying again, then it dying right now and ciao ciao to your fun little RP server.
V4b1 yes? Yes.
(Jul 10, 2019, 01:23 PM)Markus Wrote: [ -> ]
(Jul 10, 2019, 11:05 AM)Lord Octagon Wrote: [ -> ]
(Jul 10, 2019, 10:46 AM)Zaidplays Wrote: [ -> ]This is what i think will happen (If the map changes)

Map changes-->People start playing-->More Returning threads than leaving threads

Problem solved!
evo

And then in a year, the server is dead again.

and then if its dead again, why not change again? A map change every now and again definitely isn't a bad thing
(Jul 11, 2019, 01:49 PM)Welker Wrote: [ -> ]V4b1 yes? Yes.
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