Although a reset of Money and Inventory would spark the interest for people to re-grind and rebuild their inventories it could also have the flip side of damaging RP having players locked doing contra-farming/weed/meth/etc. and general playerbase interest when we have only been back up a matter of weeks.
When players first joined this community (Whether with the split or their after), They had considerably more free-time/in study etc. than they have now. I think having the exact feel as there was has sparked the interest of old staff and community members alike to rejoin Limelight on their journey once again with CityRP, not having to grind, its exactly how it was.
If that wasnt the case anymore having their previous achievements would that interest still be there? Would the majority of players (Exeption is D3ST as the man never leaves
) spend considerable more hours to regain their stuff/wealth?
I have played previous communities elsewhere on different games that have completed resets and my experience was that it just ultimately put me off ever wanting to re-grind back.
As mentioned above me there are a few pros and cons:
Pros:
- Allows a clean reset where all players at a point are equal once again
- Encourages the effort required to unlock items etc. once again
- "exception of legacy items" allows some sort of account worth to be kept
- Increase of playercount possible for re-grind needed
Cons:
- Solely keeping legacy items doesnt fix the wall that many players have, it will only delay the rebuild back to this point
- Possible drop in playercount due to the fact of alot of players cannot commit time to re-grind and will lose interest.
- There are alot of bugs/broken stuff that needs to be fixed first imo to encourage the interest of players to keep playing (This is by no means any fault of any of the Developers or Administration team, Stuff breaks, people forget how services were configured, time moves on, code stops working)
- Resetting one or the other will just encourage players to move their stuff one or the other way before reset, Selling items to get money etc. or the flip-side of buying up as much as possible.
I feel their needs to be a different approach to this which is introduction of new things to do/culling of old stuff that is no longer used. Encourage players to be on with events/tasks etc. If the intention is to spark interest to retain a community base of players on CityRP approach this in a different way rather than flicking a switch in the hope of instantly fixing things/ creating returning players on a regular basis.
I know development is single handedly the biggest cost with this gamemode but for me atleast the 2 things that made this community standout for me in comparison to others was the community it has surrounding of players and its active development that exceeded any other similar community.
Maybe taking a leaf out of other RP communities ideas to create RP and grind for items would be the better approach, thoughts from the top of my head that could be included:
- More passive jobs/tasks for income that do not require users to be based alone:
- Delivery System, Deliver packages to properties and be paid for each drop, Scrap either the Delivery Truck or the Sprinter LWB. Allows players to explore the map and visit people they otherwise wouldnt see
- Mining, We have tree chopping why not do the same
- Edit of meth and weed systems to integrate a delivery process to a location/locations
- Car Ringing, Take a car that spawns, paint and change plates and deliver for cash. Tier this system for better cars based on successful jobs completed, higher end cars require tracker jammers etc.
- Drug Dealing, Possibly incorporated to weed and meth to force players to get rid of their product by RP/Out in the open means, Not just an NPC
- Towing system improved, Create a wrap around system to encourage RP and funding alongside different cars needing different vehicles (Electric cars requiring flatbeds to move)
- Re-Introduction and improvement of the Stocks and Shares system we had, Returns have exclusive items to encourage use.
- Gangs system, Fight for turf. Highest % base gains rewards etc.
- Minigames/elements added for item crafts
Lets focus on changes to boost interactive RP going forwards whilst making unlockable/goals to work towards.