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Passive RP
Mustang radio_button_checked
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#16
Apr 27, 2016, 06:31 PM
I think there needs to be a big push for passive RP from the Teaching/Staff side. A while back when I went on you'd see Obay with his massive amazingly built something or other and everyone would run in and take a look, as to work there and even go buy something or whatever from him. But now, well I rarely see this (Just using you as an example, Obay) , I think the staff need to come together on the server more often and make a nice big RP for most people to get involved with, then eventually people will see it's fun, maybe try to copy that RP, think of their own stuff and boom, we got some more passive RP, maybe not a lot but a little. On the aggressive side I think things need to be more expensive, make ammo more expensive and guns, heck if it's possible add in a system where the gun jams up and you need to fix it somehow, people will soon go 'Uh fuck I don't want my gun to jam with that noob is coming after me with a Five-Seven', maybe make it more expensive, and make passive RP more rewarding. There's no incentive, sure woodcutting and selling some shit gets you a bit of money, but where's the player interaction? All we see now days is '5 shotguns fast!!#11!!#111'. I think if people work together, create a more player interactive scenery, staff do more little passive events, it'll all be a better place. Possibly even an hour each weekend with the passive script active? This probably makes 0 sense but I just wrote what I was thinking
[Image: ebcc8da7ea71dd8082ca154a0278dea0.png]
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Overlewd radio_button_checked
Superlewd now
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#17
Apr 27, 2016, 06:52 PM
Possible remedies:
  • Make anything above an SMG impossible to conceal (have it show on your body)
  • Make weapons require a time (somewhere between 10 seconds and a minute sounds reasonable) to be equipped after you press "use".
  • Make holstering take MUCH longer. People might be smarter when they pull out their guns if that's the case.
  • Add more props for various kinds of passiverp. The office update was a great improvement. There are also a lot of banned props that really shouldn't be banned. It's a fact that people gather to check out well-built dupes with props that fit the roleplay.
Please don't increase weapon prices. It really won't help as much as you think.
<p><br></p>
(This post was last modified: Apr 27, 2016, 06:56 PM by Overlewd.)
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Toxic radio_button_checked
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#18
Apr 27, 2016, 06:52 PM
Since you gave me dyslexia from your post, I'm afraid I'm going to have to kill you now Soviet.
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bimkx radio_button_checked
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#19
Apr 27, 2016, 07:00 PM
Teachers used to try and promote passive RP.
When I used to play properly, I'd do passive all the time, nobody was interested.
Only passive RPs I did at LL where people cared were on the opening night of LL and Limefest.
Cooli radio_button_checked
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#20
Apr 27, 2016, 07:46 PM
(Apr 27, 2016, 07:00 PM)LivKX Wrote: Teachers used to try and promote passive RP.
When I used to play properly, I'd do passive all the time, nobody was interested.
Only passive RPs I did at LL where people cared were on the opening night of LL and Limefest.

Some teachers still promote passive RP. And yes, people are interested.
bimkx radio_button_checked
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#21
Apr 27, 2016, 08:17 PM
(Apr 27, 2016, 07:46 PM)Cooli Wrote:
(Apr 27, 2016, 07:00 PM)LivKX Wrote: Teachers used to try and promote passive RP.
When I used to play properly, I'd do passive all the time, nobody was interested.
Only passive RPs I did at LL where people cared were on the opening night of LL and Limefest.

Some teachers still promote passive RP. And yes, people are interested.
From the multiple threads that have popped up recently, sounds like only a rare few are interested.
Back in the day, you'd open a Passive and people would be visiting constantly.
I can't say from experience as I'm banned, but I'm just saying what I see from these threads and from when I last (or the time before that) played Limelight.
I never said that Teacher's don't promote it anymore too, I just said they used to. Not sure on if they still do - I no longer am one Smile
Nev radio_button_checked
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#22
Apr 27, 2016, 08:43 PM
PassiveRP is uninteresting, at the moment at least.

What incentive is there? People will do PassiveRP when it is enjoyable. You can argue in many different ways how it is already but you need to understand that not everyone wants to sit there and do /me and /it. I'm going to argue this idea that PassiveRP needs to be pushed but rather that role-play itself needs to be pushed. 

PassiveRP isn't for everybody. I am more interested with AggressiveRP or Pas/Agr role-plays and not necessarily interested (at all) with pretending to be a Doctor or running a coffee shop on a server. I've got better things to do that pretend like I'm enjoying myself when in reality we all know it is done just for REP, but that isn't necessarily a problem. However if you wish for more people to take part in PassiveRP then you need to make it more interesting, interactive and rewarding. 

Ultimately it comes down to the need to remove these cookie cutter jobs from CityRP and developing the game mode into something that prioritizes character development and making a game mode that gets people involved. Not being able to simply spawn things out of the F1 Marketplace enables people to do more PassiveRP, because it becomes PROFITABLE and FUN. What is the fun in running a weapon shop when all it requires you to do is become a Gun Dealer and wait for someone to pay you before spawning in a shipment of guns or ammo? What would get me much more interested is if we just had Citizens and the Government. We are, after all, citizens to begin with. Making everything player made would allow for a much more fluctuated player driven market. Make a job something that you simply can choose to be, becoming primarily based on our custom job title. Instead of spawning as a gun dealer you would instead simply be the same character who runs a gun store. You get your guns not by spawning them in but rather by a manufacturing process, both for the gun as well as the ammunition. This creates a WHOLE new category of clans who focus on many of the different industries within the game mode, which would include but would not be limited to:

  • Ammunition Manufacturing
  • Weapon Manufacturing
  • Metal Processing
  • Woodcutting
  • Fishing
  • Medical Manufacturing
  • Etcetera

This idea isn't as far fetched as you might think. After all, how many RP restaurants do you see are run by "Citizens" with custom job titles? If there were no F1 Select and Spawn jobs, imagine the demand people would have for these different things within the game mode. You don't see PassiveRP because it is too easy to get these products. After all, you just go to someone and pay them to spawn it or you yourself spawn yourself supplies if no one else is in the job at that time. We need to remove that feature and put more emphasis on a player driven system and game mode and actually creating this need for different PassiveRP's as well as ClanRP's. Instead of having a system where you get money and spawn items, you instead are responsible for acquiring product and then selling it. Things become investments. Stores are limited to their inventories and demand will fluctuate more than simply just looking for a person who is set as the needed job. For example, a gun shop might have limited stock, only sell pistols, etcetera and prices are something that aren't determined by the F1 Menu but rather by supply and demand. You want AggressiveRP to be more difficult? This is a way to do it. I am a huge AggressiveRP supporter but I think this would make it more fun, especially in the possible difficulty in acquiring firearms because it's no longer about finding a Gun Dealer but rather finding one that actually has what you are looking for.

Character development becomes a big thing. Who is your character? Are you going to be a Doctor? Are you going to be a Police Officer who runs an illegal weapon trade secretly? Are you a gun dealer who sells out of his garage? Are you going to be someone who runs a restaurant? I'm already much more interested in the ideas of having the process of starting a business and acquiring the inventory be more interactive than changing my job via F1.

I see these jobs that we have as an unnecessary thing. They remind me too much of DarkRP and I understand that you think it is needed in order for new players to understand how to play, but really we need to be catering towards role-play and not necessarily towards just getting people to be on the server and being able to understand the game mode as soon as they enter.
(This post was last modified: Apr 27, 2016, 08:44 PM by Nev.)
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Soviethooves radio_button_checked
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#23
Apr 27, 2016, 09:30 PM
(Apr 27, 2016, 08:43 PM)Nevy Wrote: PassiveRP is uninteresting, at the moment at least.

What incentive is there? People will do PassiveRP when it is enjoyable. You can argue in many different ways how it is already but you need to understand that not everyone wants to sit there and do /me and /it. I'm going to argue this idea that PassiveRP needs to be pushed but rather that role-play itself needs to be pushed. 

PassiveRP isn't for everybody. I am more interested with AggressiveRP or Pas/Agr role-plays and not necessarily interested (at all) with pretending to be a Doctor or running a coffee shop on a server. I've got better things to do that pretend like I'm enjoying myself when in reality we all know it is done just for REP, but that isn't necessarily a problem. However if you wish for more people to take part in PassiveRP then you need to make it more interesting, interactive and rewarding. 

Ultimately it comes down to the need to remove these cookie cutter jobs from CityRP and developing the game mode into something that prioritizes character development and making a game mode that gets people involved. Not being able to simply spawn things out of the F1 Marketplace enables people to do more PassiveRP, because it becomes PROFITABLE and FUN. What is the fun in running a weapon shop when all it requires you to do is become a Gun Dealer and wait for someone to pay you before spawning in a shipment of guns or ammo? What would get me much more interested is if we just had Citizens and the Government. We are, after all, citizens to begin with. Making everything player made would allow for a much more fluctuated player driven market. Make a job something that you simply can choose to be, becoming primarily based on our custom job title. Instead of spawning as a gun dealer you would instead simply be the same character who runs a gun store. You get your guns not by spawning them in but rather by a manufacturing process, both for the gun as well as the ammunition. This creates a WHOLE new category of clans who focus on many of the different industries within the game mode, which would include but would not be limited to:

  • Ammunition Manufacturing
  • Weapon Manufacturing
  • Metal Processing
  • Woodcutting
  • Fishing
  • Medical Manufacturing
  • Etcetera

This idea isn't as far fetched as you might think. After all, how many RP restaurants do you see are run by "Citizens" with custom job titles? If there were no F1 Select and Spawn jobs, imagine the demand people would have for these different things within the game mode. You don't see PassiveRP because it is too easy to get these products. After all, you just go to someone and pay them to spawn it or you yourself spawn yourself supplies if no one else is in the job at that time. We need to remove that feature and put more emphasis on a player driven system and game mode and actually creating this need for different PassiveRP's as well as ClanRP's. Instead of having a system where you get money and spawn items, you instead are responsible for acquiring product and then selling it. Things become investments. Stores are limited to their inventories and demand will fluctuate more than simply just looking for a person who is set as the needed job. For example, a gun shop might have limited stock, only sell pistols, etcetera and prices are something that aren't determined by the F1 Menu but rather by supply and demand. You want AggressiveRP to be more difficult? This is a way to do it. I am a huge AggressiveRP supporter but I think this would make it more fun, especially in the possible difficulty in acquiring firearms because it's no longer about finding a Gun Dealer but rather finding one that actually has what you are looking for.

Character development becomes a big thing. Who is your character? Are you going to be a Doctor? Are you going to be a Police Officer who runs an illegal weapon trade secretly? Are you a gun dealer who sells out of his garage? Are you going to be someone who runs a restaurant? I'm already much more interested in the ideas of having the process of starting a business and acquiring the inventory be more interactive than changing my job via F1.

I see these jobs that we have as an unnecessary thing. They remind me too much of DarkRP and I understand that you think it is needed in order for new players to understand how to play, but really we need to be catering towards role-play and not necessarily towards just getting people to be on the server and being able to understand the game mode as soon as they enter.
This





THIS
<span id="sceditor-end-marker" class="sceditor-selection sceditor-ignore" style="line-height: 0; display: none;"> </span><span id="sceditor-start-marker" class="sceditor-selection sceditor-ignore" style="line-height: 0; display: none;"> </span>
[Image: n0LLhCI.jpg]
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#24
Apr 27, 2016, 09:30 PM
I made a suggestion.

MAKE IT HAPPEN SOVIET else ur getting demoted
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#25
Apr 30, 2016, 06:58 AM
It was mentioned that money is a big factor in the game. Which I can certainly see. I wonder if there could be the occasional bonus in doing a passive RP position. In a way similar to fighting a fire as a Firefighter or reviving someone as a medic.

A cash injection for selling product within a shop inside the city, or transporting a citizen across town in a taxi or something along those lines. If money is truly the key here, having little bonuses like that could spark some interest in doing more of the non-shooty/illegal roles.

Just throwing a thought around.
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#26
Apr 30, 2016, 07:44 AM
     Me being an intellect, the unneeded usage of various mosaic colors and size discrepancies make this editorial rather difficult to mentally acquire and evaluate in order to form an opinion, as described in the First Amendment (I, in case you're Roman), of the United States of America's Constitution.
The Buildup
I heard starwars was a good movie and had an excellent trailer
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#27
Apr 30, 2016, 09:17 AM
People are just enjoying the aggressive RP because its more fun and profitable.
Of course Passive rp can be sometimes be really fun and exciting.
A lot of players really don't like or don't want to make Passive rp because it's not really profitable or just waste of time.

We should create a Weapon crafting system. Meaning that players need to craft the weapon with materials that can be purchased from [example] Metal seller or Gun Dealer
(This post was last modified: Jul 21, 2017, 03:34 PM by Yellow. Edit Reason: You know..... )
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#28
Apr 30, 2016, 10:47 PM
(Apr 30, 2016, 09:17 AM)Yellow Wrote: People are just enjoying the aggresive rp because its a fun if others would answer that. But of course passive rp is fun and funny to! :3...but  someone doesnt want to because there will waste just time or money. I Got 1 idea that we could get more passive roleplayer by Having crafting weapon system. That Gun Dealer wont sell any weapons he will sell like materials? or mixtures? or maybe others jobs to!

Although it may be fun (and I can agree), the server is turning into a cops vs robbers RP.  The weapon crafting is a good idea though.
<span id="sceditor-end-marker" class="sceditor-selection sceditor-ignore" style="line-height: 0; display: none;"> </span><span id="sceditor-start-marker" class="sceditor-selection sceditor-ignore" style="line-height: 0; display: none;"> </span>
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#29
May 1, 2016, 07:08 PM
I think the attitude towards roleplay needs to play.

For example, some staff have said about how jobs such as police should be open for all players.

I'm sorry, but the other night for example, I actually had to leave the server, because I was roleplaying a police officer, and the force was actually fucking terribad.

We need to sort the emergency services out for a start. They don't do NEARLY enough passive RP. As a cop, you basically drive around, get into a gunfight, drive around some more, get into another gunfight, drive around some more again, and get into another gunfight.
[Image: e2383c4b9c0b468c036343bcb016445a.gif]

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#30
May 1, 2016, 08:39 PM
Cars that require REP points. General REP points not criminal or police.
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