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GiamPy

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About GiamPy

  • Birthday 12/05/1995

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    Ayanda_Thompson

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  1. Following the Major Update 1.4.0: We decided to create a feedback thread for you guys to share your thoughts about the new system: complaints, opinions, vehicles too fast/too slow/unrealistic, anything like that. This process will probably not end very soon as there's 198 vehicles currently that can be purchased through PDM, so it'll take a while. We'll listen to your feedback and perform internal testing based on that, and fine-tune the algorithm accordingly.
  2. hi im giampy and I build awesome things for LSRP
  3. I would like to add a small point that having days in prison, instead of hours, makes a bit more realistic the fact that if somebody is being imprisoned for murder, they don't come back straight from the prison after just 6-8 hours (I don't remember the punishment) and be like "Hey, I'm back after making a mass murder just after 8 hours of prison!".
  4. Think about games such as Call of Duty or Battlefield. When you die, the consequences are that you are losing positioning, and time, as you may not respawn immediatly most of the times, and need to wait 5-10 seconds. The cooldown would be something similar, something that is annoying enough to make sure that the player makes conscious decisions about his character. EDIT: Another way that this could be done is to have a cooldown that increases every day that you accumulate during that week. For example, the first death it's just 10 minutes cooldown, then 20 minutes, then 30 minutes, and so on. Once the week starts over, the cooldown is reset to 50% of what was accumulated, so if it was 60 minutes, it comes 30 minutes. In this way the cooldown won't be too to high at the beginning, but at the same time it make you think about what you're doing, if you die too many times, it means that you're doing something wrong and that you need to think about it, during the cooldown. Ooor, you can play, and not be "temporarily banned" during the cooldown, however you must remain inside the hospital to recover (similar to the prison that you can not leave until the time has finished). If you logout, you'd be respawned inside the hospital, until the cooldown has finished.
  5. Actually, I think that losing money upon death is a really interesting concept if designed appropriately. In United States there's the concept of health insurance. Considering that there's big amount of people against forced CK, we could introduce the concept of health insurances. The insurance can be used in multiple scenarios: Pharmacy Drugs Depending on the health insurance's premium, you could pay discounted drugs, heavily discounted, or even for free. Brutally Wounded Anytime a player will visit the hospital because of whatever reason, let's say a player has been brutally wounded, but the Fire Department manages to save them, or somebody goes on their own to heal themselves. medical expenses should be calculated based on the Injuries Cost Algorithm (ICA) and paid directly from the character's bank account upon "being healed"; If the player is able to pay the medical expenses, the player will be immediatly respawned like usual. If the player does not have any health insurance, or the insurance is expired, or the player does not have enough money to pay the medical expenses, the player will be placed on a cooldown 50% lower than the player kill cooldown, based on the health insurance premium. Player Kill medical expenses should be calculated based on Injuries Cost Algorithm (ICA) and paid directly from the character's bank account upon death; a temporary cooldown will be placed on the character based on the premium of the character's health insurance. If you not enough money is available in the bank account, the player kill temporary cooldown will be duplicated. The cooldown works like a temporary timed ban and should automatically be lifted once the set time has passed. The player will not be able to login with that character for this amount of time. The cooldown can be lifted by an administrator in case the situation has been voided. Health Insurance Premiums (examples) The cost scales up drammatically based on the quality of the premium, to ensure that people will need to pay hefty amounts to have their cooldowns drastically reduced, therefore discouraging players to die or make shootouts for no reason. No Insurance (default) Cost: free Deductible: none Medical Expenses discount (post-deductible): 0% Pharmacy Drugs discount: 0% Bronze Cost: $150/week Deductible: $2,000 (meaning that you always pay the first $2,000 in a week of medical expenses) Medical Expenses discount (post-deductible): 40% Pharmacy Drugs discount: 30% Silver Cost: $400/week Deductible: $1,000 Medical Expenses discount (post-deductible): 60% Pharmacy Drugs discount: 50% Gold Cost: $950/week Deductible: $500 Medical Expenses discount (post-deductible): 80% Pharmacy Drugs discount: 70% Platinum Cost: $1300/week Deductible: $0 Medical Expenses discount (post-deductible): 90% Pharmacy Drugs discount: 90% Player Kill Character Cooldown Player Kill Character Cooldown is composed by a 1 hour + 15 minutes minutes every level in-game with that character. This discourages in the long-run deathmatch, but at the same time it's more lenient towards newer players. For example: Foo Doe is a level 5 player. His cooldown will be of 2 hours and 15 minutes; John Doe is a level 12 player. His cooldown will be of 3 hours and 30 minutes, Marko Polo is a level 25 player. His cooldown will be of 7 hours and 15 minutes. Players under level three will have a static cooldown of 1 hour. Injuries Cost Algorithm (ICA) For example, if you have been shot in the head, the medical expenses will be higher, compared if you were just beaten up to death. A proper algorithm should be designed in order for this to work) If you do not have health insurance, the PK will always place a cooldown on the died character of 60 minutes. These are just some ideas that I have, of course they are not perfect but it could be an interesting approach to investigate further.
  6. Ayanda Thompson, LSPD Walter Palermo, Outsider Bellomo
  7. You also have to remember that "gang neighborhoods" are not "of the gang", you have not purchased that territory and it's not owned by the gangs. It's a city neighborhood where there's a lot of criminality, correct, but there could also be the chance that there are non-criminals in there, maybe over-crowded families, or poor people that do not have money to afford anything better, so from a realism perspective, I feel like it's good that the police shows presence also for those that live in those areas, but are not connected to any criminal activity.
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