Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 08/11/2023 in Posts

  1. SOLO SCHEME GUIDELINES With the introduction to the Solo Scheme, lone wolf roleplayers will be able to have access to EITHER drugs OR weapons. These players will be trusted in supplying roleplay for themselves and the community without having to be apart of a faction. By submitting an application, you agree to the rules surrounding the solo scheme, and accept potential removal from the scheme following any breach of the agreement: Name-changing in any form is not allowed and will result in removal. Administrative punishment (admin jail or ban), depending on severity and situation. Being a member of/joining a faction. Stockpiling firearms or drugs, unable to distribute them or keeping them for oneself. Distributing firearms or drugs OOCly. Poor roleplay regarding firearms/drug distribution. Lying in the selection application. Inactivity Prosecuted in-character by the DA/AG/Court for trafficking or racketeering activity. Other faction team decision. REQUIREMENTS Before applying for the scheme, please ensure you meet the below requirements. Have a clean administrative record for the past three months Not a current member of a faction with access to DarkNET on any character. Your applying character must have realistic reason(s) for said schemes. Not apart of a faction on the contributing character. Be able to showcase your roleplay around drugs/firearms on the character you're applying for the scheme on. Put a decent amount of effort into your application. You should have at least a character of level 5 on your account. APPLICATION Please private message your application to @Helius, @Spanion & @badhbh. Topic title: [SOLO] Character Name
    2 points
  2. Hello everyone, Clown_Taxi here! What I'll provide in detail under here have already been discussed to an extend in a couple of @SCANDALOUZ's topics and we've exchanged some opinions with @Tungsten within their comments. Thanks for their interest in trying to provide healthy solutions to the LSRP-V community! What I would like to explain & explore more under this topic is how a change in how we implement PKs could be a solution towards the ongoing PF license abuse and constant deathmatching problem. My hypothesis is that both of these problems continuously brew to be a constant problem, because PKs itself act as a clean slate against any of the risky/no-value-for-life/heavily-criminal-chargable actions. Currently, in an example case, when a character gets killed in a PD shootout: They're treated as a shot-and-dead body. All of the illegal items they were carrying gets erased from their inventory. Their memory is voided. These three outcomes have their respectable reasons to be as it is. However, crucial negatives they also provide is as follows: PDs RP is limited to "Damn, it is what it is." and acting out as the procedures of the corpse being taken out is proceeding. (basically /respawnme) Once a /respawnme is used, there isn't a single lead for the PD itself left to trace back the carried items to its illegal origins, whether it's a wrongly used licensed gun, a black market gun or drugs. Killed player itself has no memory of the event leading to his/her death, again, leaving with no lead to provide to PD as evidence. I know that how we currently implement PKs basically acts as a justification for the deadliness of a shootout, a loss-in-progression for player and a foundation for the Revenge Kill rule itself. PD treats the body as a corpse, because taking shotgun slugs to your brain is pretty deadly. Items are lost, because well, you lost in that scenario. Memory is erased, so your character and the killer won't be RP'ing a "I killed you, you killed me." till the end of the time. However, the underlying problem here is that PKs represent death with no consequences. Within the overabundance of black market guns in the game right now, I don't feel that losing a couple of illegals from your inventory is an actual, mattering consequence. And I tell you this, I think that highly-suggested forced-CK is a bad solution too. RP rules-wise, it might be the most plausible idea out there. You don't value your life as a character, well, the game won't value your character's life either. However, forced-CKs lead to a more OOC-kind problem, where you incentivize people more into leaving the server. People don't like losing their progression and potentially having to pay 5$ of fee to keep that progression. I know that a lot of you players are in the "quality over quantity" mindset here, where you directly support the server's cleaning of bad apples. But, please keep in mind that each and every player is an addition to that player count that people value in high regard. Even if server hits just 90 on a peak night, people already start complaining about the low count. You might think that a small community with quality people is always the best solution, but after you see 50 players max in peak hours for a week straight, struggling to find people to RP with in the game, you'll start thinking about leaving the server too. The recent price-upping for the guns in the game might seem as a temporary fix to this solution, where people would refrain from getting into risky situations, because they would lose more-in-value now. However, another probable effect is that, that would also push people into more play-2-win mentality, where they will more likely jump into GTA Online shootout tactics and push the limits of OOC refund request. I would like to put my basic suggestion here once more, this time, in a more condensed matter: PKs should be treated as a "brutally wounded" state, rather than "((THIS PLAYER IS DEAD))". When you use /respawnme, if you were carrying any illegal items, you would automatically spawn in prison with a sentence based on what you were carrying at that time. Before you use /respawnme, if any PD character was included within the RP of your shootout, they can come up to your "brutally wounded" character and use a command like /addsentence [ID] [CHARGE] to add additional minutes/hours of the prison sentence you will receive after spawning in prison. This time, I don't want to include a potential hospital RP accompanying this to keep things more direct to the point. In this version, it's already adequate in my opinion. In this scenario, IC-wise, this means that when you use /respawnme, it means that PD was called on your "brutally wounded" character, EMS personnel carried you out, you received your treatment and taken away by PD to your cell. We gotta assume that LS has the state of art health technology to get you back up on your feet and to be honest, I don't have any problems to put aside the realism a bit to provide a cure to the ongoing no-value-for-life shootings. Current PK implementation itself puts more weight on unrealistic acts and consequences already. Better than an admin jail, this would punish players in an IC way, also providing the prison RP itself with more players to attend to. Rather than OOCly punishing players for bad behaviour, in a sense, rehabilitate them into more RP. Also this way, PD would also have actual criminal record of this individual on what they were carrying at the time of their "brutally wounded" state, following the leads of found items and potentially running an IC-investigation on where the source of these illegals might be. Of course, assuming that what items were detained from them when they've spawned in prison can be logged script-wise. I'm open to any kind of criticism and suggestions you have on this. I don't see this solution super-heavy script-wise from my perspective but I might still be mistaken on this point and other stuff too. Hope you're having a blast RP'ing in LSRP-V and have a great day!
    1 point
  3. I could only get behind a system like this if it were coupled with the ability to Apply to CK someone if there is extremely good reasons. Otherwise, it goes back and forth forever with PKs, and the problem gets worse. If there is also a complementary application system to apply to CK someone and get admin/faction staff approval, then there is some means to "escape hatch" from a back and forth rivalry and for one party to ultimately "win" that fight.
    1 point
  4. I don't want to sound like a know-all but I have played for a long time, experienced different server states, and writing from personal observation. First and foremost, there's a difference between deathmatch and trigger happiness. Most commonly: Deathmatch is looking for or provoking action to kill with little to no reason. Trigger happiness is reacting with action (to kill) when provoked but not looking for or provoking action themselves. A misconception is that more guns results in more deathmatch and robberies. You couldn't be further from the truth. When dealing with said problems, we have to look at the core of the problem: player behavior. Guns are a means of carrying out said behavior, not the cause. Read that again. I was personally involved in official factions supplying the server guns from 2008 to 2011 and we largely only had 2 goals: Oversupply (flood) the market so everyone who wants a gun has access to guns. I'll later explain why it's important. Maintain supply chain stability and never inflate the price: the street price of a Desert Eagle was tied to the $3,000 mechanic paycheck. Our idea was that the average price of a Desert Eagle should never exceed $3,000 (it took 3 years to inflate to $3,500) but we maintained a highly controlled supply chain, and each step of the supply chain had a price range in a few hundred range (I think the range was originally $500, for margin). A player was able to get a gun after an hour of play (both in terms of affordability and finding a dealer). When either or neither of the goals is met the server faces the following key problems: 1) Subpar roleplay (and mass robberies) trying to find guns for their roleplay using non-roleplay means. Let's be completely honest with ourselves: in the U.S. guns aren't difficult to acquire by any stretch of the imagination, and LSRP is an amplified version of the U.S. since most players roleplay the criminal side of real-life society. The truth is, almost everyone should have guns. For a few reasons: They can roleplay what they want. If they want to roleplay drive-bys and shootouts. Let them. That's their idea of roleplay, and that's what they find fun. It shouldn't bother anyone else until they start bothering others, and that leads me to the next point. We need to cultivate a culture where we don't bother others for the sake of bothering others. First, deathmatch and subpar robberies are rulebreaking and should be treated as such with OOC punishments (and they should be dealt with promptly, and consistently, to prevent repeat offenders). Secondly, trigger happiness should be among those who are trigger-happy. Take it outside an open business. Take it into the hood. Don't shoot up someone in a place trigger happiness doesn't belong. That's what gang roleplayers and criminals can do themselves, and if it's reported by other players it should be treated similarly to deathmatch. What we did as official factions was we stopped supplying factions that engaged in deathmatch or trigger happiness, and it took away from those factions' ability to defend themselves against rival factions and earn money street dealing guns. If player 1 is trigger-happy and player 2 is trigger-happy it's fine when they shoot up each other (if that's what they find fun roleplay) as long as they don't bother players 3 and 4. When their trigger happiness carries over to ruining players 3 and 4 it becomes a server-wide problem. When guns are very easy to get then certain types of behavior are encouraged: 1) There's little to no play-to-win attitude because nobody cares about losing their gun. You want to rob my gun off me? Take it for all I care I'll have another one in 20 minutes. I feel like defending myself? I always have a gun on me. “Don't be stupid. This is the shootout.“ Everybody carries a gun? Oh shit, I better think twice before I rob someone because they might defend themselves. When you make guns scarce you are going to get the opposite effect: Players are going to play to win to keep their guns because it's difficult to get another one. Players are going to lack self-defense and become even easier targets for robberies. 2) There are 2 types of robberies: Robberies where thieves go out looking for victims. That's often the worst quality roleplay because realistically speaking, robberies wouldn't take place in broad daylight in affluent neighborhoods. Robbing someone in front of a West Los Santos clothes store goes against the common courtesy rule and should be treated as such. Robberies where the victims are in the wrong place at the right time. If you wander around gang-infested neighborhoods and aren't careful you deserve to be robbed. Let's be clear about that: that's your responsibility and fuck-up. Only the 2nd type of robberies should happen en masse because they're self-inflicted, and don't ruin anyone's roleplay because they brought it upon themselves. The exception to the rule is planned robberies which are usually well-executed. In conclusion, guns are the means, not the cause. guns should be abundant, not scarce. gun market should have a realistic supply chain and price ranges that don't inflate. PF licenses should be difficult to obtain and revoked immediately upon evidence of abuse. They should be means for legal characters acquiring and carrying guns for self-protection (for whom it wouldn't realistically make sense to buy one from a gun dealer), not for criminal characters. OOC punishments for deathmatch, trigger-happiness, and subpar robberies should be prompt and consistent, especially for repeat offenders. IC consequences should be implemented to invoke fear (because the average player behaves based on the IC consequences, or lack thereof). Limiting the supply of guns doesn't address the fundamental problem (and causes other problems). The fundamental problem is player behavior, not the number of guns.
    1 point
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.