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Tungsten

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Everything posted by Tungsten

  1. fuck natasha valentine, marry userone, kill tony bilmain
  2. I don't think you quite understand how long it takes to create features in RageMP. Server-side needs to be done, there's also a client-side for many features that have UI components beyond chat output. Then there's the matter of unit tests, and integration tests for features that call out to external RPC or REST services. The development team has shown promise in their ability to deliver features relatively quick, and I can tell you as an engineer that they deliver features much quicker than most companies do for professional apps. Cut everyone some slack, stop having such absurdly high standards. If you're unhappy with what you see right now, close your browser and come back in a few months to check in. If you're not willing to give it time to build momentum, I really don't know what to tell you. Be the change you want to see in the community.
  3. LSRP has enough to keep many of us interested. If you hate it so much, why do you keep posting? It seems like you're just trolling tbh. As the OP said, be the change you want to see. Create awesome roleplay that goes beyond the boundaries of two-bit gangster or stereotypical mobster you saw in a movie. Try new things. Create a character with flaws, depth, and real-world problems. Create a character with color. That's what LSRP is really about - the story you tell with a character, not some script features, how much money you have, what turf you own, or who you bested in a gunfight.
  4. there are currently 80 players online, I am in game browsing my 20 unique outfits for various types of situations: business, casual, swim, hanging around, and the obligatory tactical turtleneck. there’s enough features to lay the groundwork, and there’s more than enough variety in roleplay to permit the development of any sufficiently flexible character. this seems more like a you problem, so as the OP said: be the change you want to see.
  5. You're right, it is a game. It's a game where the players all choose to contribute to a roleplaying environment. When we sign up and create an account, most of us understand that role play is indeed a bit nerdy but we don't care because it's an immersive and realistic experience we prefer. Yet, a distinct and easily-identifiable population treats roleplaying like a glorified DM with extra steps and seek only to ruin it for those of us who do want an immersive, realistic experience. Is it reasonable to walk into a Dungeons and Dragons group and demand to play Apples to Apples? No, because when you walk into the group you're accepting that people want to play Dungeons and Dragons.
  6. The claim that this script is "barebones" does not align with my experience. Perhaps I use such a small portion of the scripted features that it's a non-issue to me, but from my perspective: all the basic roleplay commands are there, vehicles are there, money is there, weapons are there, phones are working (albeit a more basic form than we're used to from SAMP), ... so I second your sentiment in saying WHAT THE HELL DO YA'LL WANT? I think a big problem is that so many people have over-specialized their roleplaying to depend on certain areas of the script that (1) don't exist, (2) will never exist again, or (3) don't/won't exist in the same form as on SAMP. And honestly it shows. Too many people in the community seem to be viewing LSRP:V as a continuation from the most evolved form of LSRP on SAMP. But everyone seems to forget that it took 12 years for LSRP's SAMP script to get to that point... and only in years 8 and further (after Mmartin joined the dev team) was it really beginning to take an ideal form. For the years 2007 through 2012 the script was very barebones - dialogs were not added to SAMP until like 2011 and textdraws were even more modern additions. On LSRP:V we have a lot more possibilities, but it's going to take a lot longer to reach that feature parity we've all gotten used to. But perhaps we've all got extremely high standards that were created by years of being spoiled by having SAMP's most evolved roleplay script. There's also this sentiment that World has a more developed script - and that sentiment is correct - but it's worth noting that they've had literal years to get there. Give LSRP 4 years of further development and we'll reach that level. There's only so many things that you can add to a RP server before it becomes RPG. There's only so many improvements you can make before the maintenance of those features outweighs the value driven by the improvements - that is to say: the more features you add, the harder it is to maintain everything, and the higher chance there is that different segments of code will have negative interactions (this is true of every code base ever). So, here's what Doctor Tungsten prescribes to everyone: 1. Be patient, and give the community time to grow and develop... Stop being spastic and give it time. 2. Stop holding the Dev team to an impossible standard - solid engineering is hard to do. 3. Stop comparing LSRP to World, at least until LSRP has had somewhere near the amount of development time those folks have had. 4. Stop expecting perfect feature parity to the script we had in LSRP:SA circa 2020.
  7. @Clown_Taxi had a decent idea of Player Kills being replaced with critical injury and hospitalization. I can't find the thread or post, but the gist is that if a person were to die in a police situation they could be sent to a prison hospital automatically instead of just respawning. That way either way - death by cop or otherwise - the result is imprisonment unless the person chooses to make that death a Character Kill. Since deaths outside of police situations would also be treated as critical injury instead of an actual death, this kind of system would need to be paired with a CK system so the cycle of revenge shootings can be broken by a character kill. I would like if we could get some management opinions on that idea, because I think it would have the knock-on effect of solving a lot of the problems that plague the server.
  8. As multiple players have suggested, though, the notion of "inciting MG" is fallacious. By adding extra details that a person might not know, additional hard-to-describe detail can be added to the painting. For example with /me feels confident in his new jacket -- clearly the character is not just standing there with the emotion of confidence, but rather some physical action is associated with that confidence. Perhaps the character is walking with some bravado, or rolling back his shoulders, or some other gesture that exudes confidence. Rather than describe each individual action, the more succinct form of feeling confident portrays the correct amount of detail. Just because this is how LS-RP has used roleplay emoting for years doesn't make it the most correct manner to do it. The same logic i'm sure was applied by NGG servers that often used the S/F style of roleplay that we all agree was incorrect. Similarly, some may come onto LS-RP and find the way we use /me to be insufficient and incorrect... that doesn't make them wrong. And to the issue of inciting MG - this is a completely nonsensical concept, regardless of it being in the rules. If you include some information that I wouldn't know in a /me, you have not "incited" me to MG -- rather, you have created a mere opportunity where I might MG. If someone metagames, the violation of the rules should not be on the person who performed the /me but the person who used information they wouldn't know in-character. In short, unless you are hovering over my keyboard and typing for me there is no way for you to induce me to metagame... that action can come from another player alone.
  9. there’s no such thing as “inciting mg”, there is only actual metagame which can only be done by the person reading the /me
  10. Sorry, but this kind of thinking leads to even poorer quality roleplay. The lines you draw here are not at all accurate to the boundaries of /me and /do, allow me to explain why... Roleplaying is about telling a story, and /me and /do are the "stage actions" of that story. While you're correct that thoughts themselves probably are not appropriate, it is perfectly valid to fill in additional stage details like: "/me does not realize his mistake" or "/do John smells like cheese." As this all contributes toward painting a more accurate picture. In fact, roleplaying a thought may take on a slightly different form and be valid: that of physical reaction to the thought: "/me cringes at the thought of himself and John kissing" is far more descriptive to the scene than that of a simple "/me cringes".
  11. From the replies, it seems we got into this issue as several members brought up a concern that it’s difficult to do criminal roleplay when a patrol car is circling the block every 5 minutes. As for this, I wonder if it would be more “fair” to have a proportion that makes sense. For example, for every 10 players, 2 may be on-duty law enforcement. At 50 players, that would mean a ratio of 40 non-LEO to 10 LEO. At 100 players, that would be 80:20. It would probably make the most sense to do it as a script addition restricting the /duty command if the proportion is exceeded. Thats just my two cents. - - - As for the other problems, the decreasing player base from my view is due to an insufficient value proposition. Players are currently faced with a dilemma of whether to choose a higher population with more script features and more roleplay opportunities, or to choose the server they’ve played for years and hope its offering gets better in time. This is nothing more than an issue of incentive and economics — people will go where their time is best invested, and right now that isn’t here (which isn’t a bad thing, it’s an opportunity to face facts and improve). Personally, I think the other server is garbage because of how factions are run, the way laws are created, and the emphasis on RPG-style gameplay over truly-realistic roleplay. There are many examples throughout business in which the underdog has, through persistence and continuous improvement, overcome an industry leader— LSRP is no different, other than it was once the industry leader and now must claw its way back to the top. It’ll happen, we just need to throw our support behind those who are working to give us what we desire in a roleplay server.
  12. There should be a limit on how many on duty for the player count. It would add an element of fairness and encourage off duty roleplay by officers and deputies.
  13. this is a huge reason why I like the model of days vs hours! it poses more IC consequences. Consider what happens if half of a gang gets pinched on a murder rap— that would be a prime opportunity for the rival gang to move in on some turf, and potentially weakens the gang significantly. same if one by one members start getting life sentences on three-strikes felony convictions, that can seriously weaken the number of that gang’s “hitters”. it would be equally as crippling if the leader gets a life sentence, and the gang might have a sudden change of leadership. The biggest motivator here however is to give people a reason to go to court. Why contest charges in court when it’s just 60 minutes of AFK in prison you have to endure? if sentences are longer and folks don’t want to fight it, they can go to court or potentially even bail out until the court end of a case.
  14. The better move isn't for the community to move backward to SAMP but for the development team to create a modular gamemode that will easily port into the new framework. This can be done relatively easily by creating an abstraction layer that will keep the logic the same regardless of which underlying framework (such as RageMP or FiveM) is being used.
  15. It takes integrity to admit one’s mistakes along the way. My hope is that LS-RP:V will serve as an adequate development climate for a move to GTA VI in 2025 or whenever it releases. If the script is gradually perfected and sufficiently modular, the community will easily be able to jump into the Vice City era!
  16. So, here we are again... The topic of Consequences has been approached from nearly every angle. It's time we discuss it from the perspective of realistic solutions. I ask that participants in this thread remain civil, because the staff has locked many such threads after only one vitriolic reply. I'd like to begin with a series of assumptions I am making about the state of how Criminal Justice works with Los Santos Roleplay. LSRP used to have a system of "days in prison" for offenses, circa 2011 and earlier. We changed to a system of "minutes in prison" around 2011 or 2012 because many players were spending their time primarily offline. This coincided with the creation of the DOC faction around 2011 or 2012, since Corrections was now a viable means of roleplay. Currently, we have a system whereby a person can go to prison on charges and sit there AFK or semi-AFK or use a laying animation in their jail cell bed until they're out. Seldom do people roleplay in Prison, and when they do they do so with no fear of consequences. Going to solitary is no true punishment, because it's just a place where they can AFK with no chance of anyone trying to roleplay with them. There is an incredibly unrealistic amount of felony crime happening in Los Santos. It has been quipped by many that such levels of crime would immediately lead to Martial Law, and it's hard to argue with that logic. People murder, rob, and deal drugs and all they really suffer is a type of OOC time-out in the State Prison while they edit the screenshots or video footage from their last gun fight or brawl. Rather than face the consequences of prison or jail, many players would simply prefer to turn and shoot at the police - even for minor offenses such as traffic stops. The server administration has permitted this to get out of hand, to the point where it has become status quo. The excuse people use constantly is "it's just a game", "I just want to enjoy the 2 hours of free time I have", and so on. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - What can be done? "Without Rules, we are nothing but animals." -Socrates "There are those men who say to repay evil with kindness. But I say, how then are we to repay kindness? Repay kindness with kindness, but repay evil with justice." -Kong Qiu Only with an understanding that there is a problem with the way criminal justice works on Los Santos Roleplay do we have even a shred of hope in fixing it. I have a four part proposal that I sincerely believe would fix a lot of the problems we are facing. First, change "minutes in prison" to "days in prison". This will incentivize roleplaying in prison because you cannot AFK for multiple days in a row... plus, that's boring. In my view, if you want to roleplay as a criminal that should also mean roleplaying in prison when you are inevitably caught. Of course, the alternative to roleplaying in prison is always be better at crimes and don't get caught. Second, add pleading to the jailing process. When a person is taken to jail by a law enforcement officer, the jailed player should be given an item in their inventory that states the charges. This is known in real life as the "rap sheet". It would allow the player to carry their sheet with them through the process, and to always know what they are charged with. Additionally, they should be shown the following two forms: (1) a rap sheet; (2) a pleading form. When a person pleads not guilty to at least one charge, they will receive indefinite imprisonment (time does not decrease for the charges they plead not guilty on). Additionally, the District Attorney's Office is notified via Discord that they must file the charges as a court case. If they don't file the charges within a few days, the person can notify the court and be released immediately. Third, add bail to the imprisonment process. If a person pleads not guilty, they will receive indefinite imprisonment until they win their court case. If they have pleaded not guilty to everything, and there are no charges that prevent bail, the person can bail out by paying the fee for the specific charge. In the example (left), the charge of First Degree Murder prevents bail so this person would not be able to bail out. However, most charges other than Rape, Murder, Terrorism, etc. will have a bail amount that is potentially very high. This serves as a "way out" for people who want to go back to their gang life immediately, or who sincerely believe they didn't commit the crime. If the person is found not guilty by the court, they will get this money back. Fourth, add life imprisonment after three convictions for felonies. If a person is a career criminal, they should face life imprisonment. Unless they are convicted of certain "no parole" offenses, they should be able to earn parole at the discretion of the DCR faction. For this, I am not saying if a person is taken to prison once with three felonies -- I am saying three separate times going to prison with felony charges, and either pleading or being found guilty of those felonies. This can be a pivotal moment in the character development of any illegal roleplayer, because it can have major effects on their gang. If the leader or multiple members of a street gang become "three strikes lifers" that might severely weaken the gang and open them up to attack by a rival. Why does this need to be done? One common response to these sorts of "ultra-realism" suggestions is "it's just a game", "I only have 2 hours per night to play, I don't want to waste time in prison"... Roleplaying is not just about the stories we want to tell with our characters. Instead, it is sometimes about the stories others tell with our characters or how all of our collective character stories fit into one larger "meta-story" of the whole LS-RP universe. If people are not willing to see their actions all the way through to the end, they shouldn't take those actions. If a person wants to roleplay a criminal, they must roleplay the whole life of crime and not just the parts they want to. Roleplaying as a criminal means facing that character facing the consequences of crime. Of course, people could still roleplay their characters having no fear and shooting at the cops but that is a separate issue to this one. This suggestion, instead, seeks to solve the problem of unrealistic amounts of crime. The Boyz n the Hood style of roleplay ought to have steep in-character consequences.
  17. I agree with a move to Paleto Bay, because: Paleto Bay and the surrounding area has a lot of diversity. There's a mechanic shop, various stores, etc. The Cluck'n Bell Factory could be an excellent roleplaying opportunity as well as script-wise job. Scriptwise Jobs: Moving boxes, working on an assembly line, delivering boxes to nearby Cluck'n Bell restaurants Roleplay Opportunity: Small towns with large companies like this tend to employ a large percentage of the town. This creates a common thread. Perhaps the Cluck'n Bell Corporation is even a company and there is a chance to move up to Supervisor, Manager, etc. over time. The public facilities are all there - a fire station, clinic, police station, nearby gas stations, boating dock for fishing, mechanic shop. In my opinion, having a smaller but more full town is preferable to a more spread out experience. I disagree with a move to Paleto Bay, because: There are not many houses. Once the existing ones are taken, more houses would need to be added. Problem is there's not much nearby flat land to add houses. There are already communities that have set down roots as a county-side roleplaying experience. Many players are pathologically tied to Los Santos because they want to act out Boyz n the Hood. If we did move to Paleto Bay, here is an interesting way to handle the map boundaries: - Draw an "invisible circle" a reasonable radius around the center of Paleto Bay denoting the "playable area". - If you leave that boundary, a warning appears in chat that you are leaving the game area. It does not stop you, teleport anywhere, etc. - If you log out while outside of the "playable area" you will automatically respawn back at your default spawn. If you crash, you will appear back at the same spot. - Disallow "placing" of items outside of the playable area.
  18. Here's one I thought about the other day: Custom Billboards and Gang Sprays that users can upload themselves. Make it so players can purchase "spray slots" or get some free ones with Premium, and they can upload their own PNG files for approval via UCP. Then, if the spray is approved by a Tester, it would be included in a weekly update to the client scripts and the user could then spray their image onto a billboard or gang spray slot. Charge 500 points per slot, so people who want to make a business out of billboards can re-sell them or tagging gangs can become a thing.
  19. This argument is very poor. "We have zero intention in making it... a paperwork simulator by creating use of force reports for all incidents" May as well say that you don't care at all what levels of force are used by law enforcement. The whole point of Use of Force reports is not to create "paperwork" but to keep accurate logs of what levels of force are being used and when. Instead of using a forum post that makes it difficult, why not use a Google Form to gather the data and have a specific division crunch the numbers? The process can be made extremely easy, but not while faction leadership has such an anti-realism and anti-data mindset.
  20. I suggested this and was shot down by Faction Management. I was told that raising prices would solve all the problems...
  21. Preston is a Correctional Officer and a White Supremacist. He keeps it under wraps, but often disciplines non-white inmates more harshly.
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