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For All The Dogs

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  1. Almost everyone replying in this thread looks at the implementation of permanent deaths as this path to a super heavy, serious, your life depends on it-ish, crazy game version only for seasoned prime-time roleplayers who dedicate their all to roleplaying. But ... why? A permanent death version would be no less appealing to somebody completely new who'd never roleplayed before. If not even more appealing than the standard version you see across all other popular servers. It would significantly stand out to also gain the curious playerbase that find themselves intrigued of the intricacies that would follow such a version in which you die permanently when you die. Whether you're hit by a car and fall to 0 HP because you're running on the road, you mistakenly jump off a roof, you're shot to death as a bystander of a shootout, etc.. - this would not only call for serious, seasoned "heavy" roleplayers. I think that is a complete fallacy. This would completely change the direction of LS-RP for the better and if management as well as our player base is not willing to take risks like this, to try something new and fresh, there is no way it will go anywhere. Marketing the server on twitter, tik tok, etc... welp, I think we all know where that'll go. Absolutely nowhere else than where we are right now. Does not matter if they keep developing new exciting /furnish features or business scripts for the next 10 years. It will take us absolutely nowhere in terms of gaining playerbase.
  2. Bump bc this is more relevant than ever with a bunch of "hardcore" games gaining traction recently. We need a RP server with permanent deaths. This would increase the player base significantly and completely change the dynamic of GTA Roleplay. To those above saying it would not work to implement such a thing - no,no ... it could work.
  3. I wasn't saying to solely grant leases to faction-ran businesses. But considering that there isn't a sea of staff to pick from, I don't think it's a bad idea to encourage faction owners to open up businesses that are open and active. The average player doesn't care whether or not the restaurant/social club/bar is actually owned by an OCG in Vinewood. Nor does the avg. player care that the fight club they go to is ran by Russian criminals. Or that the pawn shop that happens to be open is ran by the Chinese mob. My point is - faction ran businesses typically happen to be quite reliable when speaking of activity, frequent openings and especially with staff as it mainly happens to be staff from within.
  4. These are definitely important factors to keep in mind when granting new business leases. Opening more businesses, that are active and have openings, will help increase and/or at least retain our playerbase. With above factors in mind, perhaps the focus should be aimed at granting leases to faction-"ran" businesses. That'll most likely cause less damage to the staff shortage other current businesses are facing as they'll keep staff within their own member bases. Whether it be cafés, restaurants, barber shops, nightclubs, fight clubs, gyms, etc. doesn't really matter at all- as long as we get more open businesses throughout the day at peak and off-peak. Whether that entails having 8 different restaurant businesses - imo, bring it on. Besides faction businesses, gas stations don't necessarily require a large amount of staff and they create tons of good roleplay, especially those located in the more urban areas of the map. EDIT: That's not to say to limit it down to just faction-ran businesses. My take on it all is there cannot be too many businesses. There's a shit ton of space to fill out on this map. Worst thing that can happen is the business happens to be or go inactive and therefore is shut down.
  5. Just out of curiosity - where can you see how many/which businesses are due to open? I'm unable to find that anywhere except for the Business Section, which is full of businesses indeed, but not many of which call for physical establishments / leases (and those are what we need)
  6. I get that. I just think that the trade off between having several businesses open during peak-hours and non-peak hours versus limiting the amount of businesses to motivate players to seek out jobs for those that are open and in place could be re-evaluated then. You surely know where I'm going with that - the rewards from having multiple businesses open at the early stage we're currently in is much more impactful from my pov. EDIT: Just going to add here, appreciate what you already are doing and have done - especially asking for feedback. That's always great to see. I've come to understand from a previous thread that the main issue you're facing is that people are taking long to actually open their business? Whether you take my feedback above or not, which was just solely my own 2 cents, I think you could definitely enforce some strict expectations to those you grant leases to in terms of when they should have had their first opening by and how many openings they should have per week. If they lack on it, the server is better off with their spot on the list being replaced.
  7. I honestly don't see the point in ever closing down the ability to apply for a business lease. My suggestion is to keep it open at all time. Allow anyone to apply, but be thorough and critical in who/what you grant leases/companies to. I think it would bring so much to the server to have multiple businesses open at the same time throughout the day - of course they have to be quality businesses and ran well by the owner(s), but nonetheless, a map as big as GTA V needs a ton of open establishments for life to be brought to it. Not only nightclubs and bars during peak hours, but also gritty little restaurants, pawn shops, gyms, !gas stations!, offices for companies, etc. during non-peak hours. By closing the option to apply for a business, you are biting into the narrative that a lot of players have voiced complaints about - the restrictions imposed on players to freely roleplay and be creative by constantly having to run through applications and OOC work. Rather keep the option to apply open but enforce that those you accept bring diversity to the server and match what is needed. I don't know how critical you currently are of which businesses you allow to open, but I don't see a reason to be too critical of which businesses you allow during these early stages. You don't need to be a top-notch roleplayer and part of a faction to run a gas station, or a cafe, or a pawn shop, or a gym. And if we could get more than just one for each of these, that'd be great. In the application, let the applicant fill out which timezone they're in. That way you could also get a better grasp on when primarily to expect the different businesses to be open and have more insight. Instead I'd suggest investing efforts into ensuring those businesses you allow leases are active and making sure they are up and running shortly after granted a lease. Don't allow them two week of downtime before starting up and having their first opening. Perhaps set some strict expectations to businesses in terms of how many openings they should have, were they to be granted a lease.
  8. The server badly needs more active and open businesses. I am very confused as to why in the world you would have the option to apply for leasing a business as closed at this point when speaking of playerbase retention? By no means would I suggest to let just anybody lease any sort of business. Enforce that you process and allow a variety of businesses to be leased of course, but grant people the option to apply and commit time and effort to allow more businesses to be opened up on the server. Obviously we do not need 10 night clubs, or 10 bars, or 10 restaurants - but this isn't SA-MP where you could go from Idlewood to Vinewood within a minute. There needs to be businesses open nightly on a map such as GTA V where people can seek out roleplay, not just one bar or two bars. I'm sure many players and faction owners are eager to start up quality businesses at this stage of the server, anyway.
  9. Heard. I do strongly believe, though, that it could enhance the overall enjoyment and engagement for a broader range of players. By introducing consequences that carry weight and meaning, players will experience a heightened sense of adrenaline and immersion. This would inevitably make the roleplaying experience more thrilling and meaningful, appealing to a wider range of players who seek a deeper level of engagement and a sense of accomplishment. I do not think the implementation of this would necessarily exclude the notion of having fun. I believe it would push and enhance the fun factor by adding a layer of excitement and urgency to the gameplay. Knowing that your character's choices and actions have long-lasting consequences can create intense and thrilling moments, where every decision matters. This dynamic element can inject a sense of excitement and challenge into the roleplaying experience, elevating it beyond mere entertainment and transforming it into a truly immersive and unforgettable adventure. But, perhaps such system would call for certain restrictions. Those are what I would love to see discussed in this thread. Perhaps this system would only apply for characters beyond a certain level? Perhaps it would not apply to LSPD? I don't know.
  10. Fuck it, here's my take on how this could impact the server anyway. With the risk of permanent character death, every interaction and decision takes on a new level of significance. Players will become more invested in their characters' well-being, leading to richer and more emotionally charged storytelling. High-stakes situations, such as intense drama across characters, pursuits, or gang wars, will become truly adrenaline-pumping experiences, pushing players to think strategically and carefully about their actions. The fear of losing a character forever will motivate players to invest more time and effort into crafting complex and multi-dimensional personas. As characters grow and evolve, players will have a stronger sense of attachment to them, fostering deeper connections within the roleplaying community. Actions will have genuine repercussions. Instead of the usual respawn and resume mentality, players will have to confront the lasting consequences of their choices. This shift will encourage more thoughtful decision-making, promoting engaging and realistic roleplay scenarios. Permanent character death will necessitate players to think beyond the immediate moment and consider the long-term impact of their characters' actions. Storylines will naturally develop into epic sagas, as characters' legacies continue even after their demise, leaving lasting imprints on the server's narrative. The introduction of permanent character deaths will open up a whole new realm of roleplay opportunities. Mourning ceremonies, funerals, and tributes for fallen characters can become powerful and emotionally resonant events that bring the community together. With the risk of death, players will be more encouraged to explore new and diverse character concepts. This diversity will breathe life into the server, making the roleplay environment more vibrant and engaging. As players grapple with the concept of permanent death, the server will see an increase in various styles of roleplay. Some players may opt for cautious and risk-averse characters, while others might embrace daring and adventurous personas, leading to a dynamic and multifaceted roleplay experience.
  11. LS-RP is back, and it's definitely exciting and fun. However, if we're honest with ourselves, does it feel entirely new? As some of us old LS-RP players turned to other GTA 5 roleplay servers during the downtime, we may have realized that our experiences there didn't quite measure up to the memories we made on SA-MP. But let's not attribute the lack of joy solely to those servers not being LS-RP. The truth is, it's because they weren't San Andreas. Sure, our time back on LS-RP since its reopening has been great, especially reconnecting with old faces and friends, but we have to acknowledge that this feeling won't last long. The reality is that not much feels as enjoyable as it used to on LS-RP. We need something new, something that elevates this server and offers a different experience compared to both SA-MP's LS-RP and other GTA 5 roleplay servers. And it's not just about being different; it has to be better. I have a suggestion that could truly revolutionize our roleplay: implementing permanent character deaths upon dying with your character. Take a moment to consider the immense impact this would have on the server. It would completely transform the dynamics of our roleplay, from gang interactions to government affairs. I believe it would make the experience much more immersive and enjoyable. Rather than delving into lengthy paragraphs about the intricacies of implementing such a system and addressing its potential flaws, I'm genuinely curious to hear what the community thinks after contemplating its impact. Looking forward to hearing your perspectives on the idea of permanent deaths (obviously the deaths would still have to be reasonable, and abide by the rules)
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