Oct 20, 2015, 01:51 AM
Hello everyone!
Thanks for being so patient with us in our weeks recovering from the downtime. While we have yet to see full player counts like before, we have been seeing noticeable improvements, especially in terms of unique players; our daily unique player count (by SteamID) has, on average, more than doubled in this short amount of time, and we're expecting to see further improvements in the near future.
Of course, what most of you are interested in is Operation Refresh. It was named such because it was the final few steps we needed to really brand ourselves as LimeLight.
Visual upgrades
The main component of the update is a new HUD and a new F1 menu, both made from scratch. Both have been designed to be much easier to navigate, with the new F1 menu borrowing elements from GTA's menus. There will still be some further updates to come to the F1 menu and HUD, but we want to see player opinion on them for a short while so that we can add any final updates and changes as the players want, not just as our designers want.
Combat changes and other optimization
There have also been numerous other changes and additions to our gamemode. Many of these are back-end updates we've slowly been pushing over the past week in order to improve optimization and to allow for future updates, but some are immediately apparent, the biggest of which is the most major change we've made to combat in a long time: the first change to our kevlar and armour system. We've released an enhanced version of the kevlar and have plans to add further improvements to our combat armour mechanisms based on how the players respond to this.
Real time
We've also been working implementing a new system which you should see the effects of very soon: 'real' time determined by atmos. By enabling this not only does it open new RP opportunities, but also allows us to script map and RP events dependant on in-game time. Expect to see more from this soon.
Other updates and fixes
We've also added a few other minor updates; you can now drag contraband, a few tools have been fixed and their compatibility with signs improved, and a few bugs fixed. You can expect to see some more updates soon, the first of which is likely to be another vehicle (or more!) and changes to the woodcutting system.
More support for our community
As part of Refresh we wanted to not only make some changes to the server, but also in the way we manage the smaller parts of our team and, by extension, the community. While the core structure remains the same, we've elected a few people to manage more dedicated roles in terms of managing suggestions and content updates alongside the players and developers so that suggestions might be better monitored and implemented, and also made some changes to how we allow players to host their own roleplay events: there should soon be much more freedom and support in hosting your own events, even if it requires some different maps or tools and admin support.
FREEDOM!
And, one of the biggest changes that we'll be making, something that's been hugely requested many times both on our forums and from many players in-game and over steam/teamspeak. We'll soon be opening our first American server to cater to our American players and to bring CityRP to the North American continent. We purchased the dedicated server a while ago and have been running a fairly complex set-up to ensure that everything runs smoothly in the future. More details on this will follow, and of course we're happy to take suggestions regarding this first over Steam and in-game, and then in a dedicated forum thread. We're coming to the USA!
Once again, thanks to everyone in our community for supporting us so much!
Thanks for being so patient with us in our weeks recovering from the downtime. While we have yet to see full player counts like before, we have been seeing noticeable improvements, especially in terms of unique players; our daily unique player count (by SteamID) has, on average, more than doubled in this short amount of time, and we're expecting to see further improvements in the near future.
Of course, what most of you are interested in is Operation Refresh. It was named such because it was the final few steps we needed to really brand ourselves as LimeLight.
Visual upgrades
The main component of the update is a new HUD and a new F1 menu, both made from scratch. Both have been designed to be much easier to navigate, with the new F1 menu borrowing elements from GTA's menus. There will still be some further updates to come to the F1 menu and HUD, but we want to see player opinion on them for a short while so that we can add any final updates and changes as the players want, not just as our designers want.
Combat changes and other optimization
There have also been numerous other changes and additions to our gamemode. Many of these are back-end updates we've slowly been pushing over the past week in order to improve optimization and to allow for future updates, but some are immediately apparent, the biggest of which is the most major change we've made to combat in a long time: the first change to our kevlar and armour system. We've released an enhanced version of the kevlar and have plans to add further improvements to our combat armour mechanisms based on how the players respond to this.
Real time
We've also been working implementing a new system which you should see the effects of very soon: 'real' time determined by atmos. By enabling this not only does it open new RP opportunities, but also allows us to script map and RP events dependant on in-game time. Expect to see more from this soon.
Other updates and fixes
We've also added a few other minor updates; you can now drag contraband, a few tools have been fixed and their compatibility with signs improved, and a few bugs fixed. You can expect to see some more updates soon, the first of which is likely to be another vehicle (or more!) and changes to the woodcutting system.
More support for our community
As part of Refresh we wanted to not only make some changes to the server, but also in the way we manage the smaller parts of our team and, by extension, the community. While the core structure remains the same, we've elected a few people to manage more dedicated roles in terms of managing suggestions and content updates alongside the players and developers so that suggestions might be better monitored and implemented, and also made some changes to how we allow players to host their own roleplay events: there should soon be much more freedom and support in hosting your own events, even if it requires some different maps or tools and admin support.
FREEDOM!
And, one of the biggest changes that we'll be making, something that's been hugely requested many times both on our forums and from many players in-game and over steam/teamspeak. We'll soon be opening our first American server to cater to our American players and to bring CityRP to the North American continent. We purchased the dedicated server a while ago and have been running a fairly complex set-up to ensure that everything runs smoothly in the future. More details on this will follow, and of course we're happy to take suggestions regarding this first over Steam and in-game, and then in a dedicated forum thread. We're coming to the USA!
Once again, thanks to everyone in our community for supporting us so much!