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SCANDALOUZ

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Everything posted by SCANDALOUZ

  1. What you are implying/discussing is a very small snippet of a bigger, fundamental problem that has plagued roleplaying communities, and GTA ones especially from years now. Roleplaying "culture", habits and execution has shifted from the original storytelling and immersive experience, with a focus on development, cohesive storylines, arcs and etc to a much lighter, more RPG/avatar-ish esq. approach - where it's all about "quick wins", one hour "events" and then just moving on to the next one. Why? A lot of reasons, if I had to summarize them somehow I would say: - The old school roleplayers that grew up being taught these fundamentals either no longer play, or no longer have nearly enough the free time to invest in the depth that they used to. - In parallel, the "new generation" is in a way still learning, while also being brought into entirely different systems and culture as a whole. - The massive advancements in features/scripts that roleplaying communities now offer. I have a whole, borderline thesis on this - that advanced and in depth scripts are fundamental enemy of roleplaying. A lot of roleplaying is about creative writing and imagination. When you have so many scripts telling you what you can and can't do, and how and where you can do it, the less you have to worry about figuring out anything to storytell yourself. Fantasy RP and "RPG Spell Books" are a good example. Say you are roleplaying this grand wizard. Why should you bother to come up with a creative way to get out of a sticky situation, when you have "teleport away" spell in your spell book, that you have paid 6 skill points for... Another good example of how "system design" and how "less can be more" can create a completely different experience in the same setting is Left 4 Dead vs Back 4 Blood. - Massive spikes in OOC communication, Discord. When we were all starting, we didn't know each other OOCly for the most part, and for the most part we didn't care to either. There were skype cliques every here and there, but nothing on the massive scale that it is now. The community is essentially the same, rotating between servers from more than a decade now. That many years later, for better or worse and whether we like it or not - we are very familiar with each other on an OOC level. That matters and influences interactions and the effort put around them. Even the "most elitist" roleplayers are in the end of the day, human too. So, yeah. How to fix this, assuming it's a problem? In general, I don't think we can. The GTA RP community will never be as serious as some hardcore pen and paper dungeon masters. One thing we can do is better system design. When you design whatever system, script, policy and etc - you have to look at it from a variety of perspectives and especially ask yourself the question; What kind of behavior does this incentivise? What is the META here? Does it promote/encourage depth and effort, or does it make more sense for a person to just min max the system for the ultimate benefit? Most people will always chose the easiest/most efficient way to tackle a situation/use a feature. Does that easiest/most efficient way create roleplay, is it irrelevant to storytelling, or worse - does it hamper it? There's borderline science behind storytelling (if you want to consider psychology an actual science) or creating settings for such. Frankly, most systems and policies being designed these days are, while not necessarily lazy - at the very least not well thought of / troubleshooted nearly as much as they should be. Actual LSRP examples of system designs and features that do nothing to promote roleplay, and might even hamper it: - Essentially no consequences to dying. No medical bills (soon TM I been told), no asset loss at all, no suicide by cop to avoid jail time rewarding you with a full blown CK, etc. - Trucking. Trucking and the way that it is designed, promotes no roleplay at all. It's in players best interest to /race/ thru town and the script, just to get the maximum money they can for the least time possible. Actual LSRP examples of good systems that aid/promote roleplay: - Tapering. It stops you from RPGing for the entire duration of your online time, and more importantly - it gives you a moment to relax and actually roleplay more, without fear or worry that every second that you are not working, you are essentially at a disadvantage against those that do. - Fishing. The script is actually good in it's core. Yes, the actual fishing is automated, but it forces you to "stay on the computer" as well. So in theory, if a couple of IC friends want to go fishing and have a few beers - they can easily do that with the assistance, not the grind of this feature.
  2. That's practically metagaming though. From a writing perspective, it sounds better than just */me cringes. But it's practically metagaming nonetheless. What if I told you that you can emote in a way where it's both storytelling rewarding as well as appropriate for /me & /do etiquette? */me finds himself staring at John's lips for a good second. Eventually he snaps out of it, shakes his head and visibly cringes. You're welcome Applies to @Fantasia too. PS: I'm talking about actually doing it in-game, not how you write/present it on "rp screenshots" in the forums. That's different.
  3. You're correct. You shouldn't emote thoughts. People are just mid.
  4. Blogpost literally said all engines are being updated for realism.
  5. This is a complicated subject, since a lot of cars come out the factory with forced induction. Diesels especially. They need that to make the stock BHP that they are making. So it's not as simple as "slap a turbo, get 20%". There's a turbo, then there is a turbo. There is PSI and of course there is how much PSI of boost can the engine take, and that's just scratching the surface. Edit: Newer cars especially. Many are downsized in terms of displacement, slapped some form of forced induction and boosted as much as they could possibly be, so that a 1.6L engine can make 300HP. These downsized aluminium blocks, good luck boosting them more on stock internals/without grenading the engine. If we're going for realism, we need to try-hard and design a (i know full realism is not possible) **believable** system.
  6. The problem with realistic MPH top speeds are that these would feel "game-breaking" in GTA 5 and its car physics as a whole. (going 250mph with an exotic might be realistic, but gta 5 handling/physics wise would be unbearable) I wouldn't pay the actual speed too much mind. What matters is the general variety in performance across both engine options as well as different cars in general.
  7. The algorithm works great. There are noticeable gains in performance for those who paid the extra buck for a bigger and more powerful engine. Hopefully that, in combination to engines and their stats being updated with more realistic data for any particular car, will help create quite a unique approach to cars in LS-RP, and generally a refreshing one, too, since we all knew nothing else than GTA 5 META and Sultan Classics and BF400s dusting everything with retarded acceleration. My only concern is that there isn't an option to change your engine at the moment. Whenever you order a car with a specific engine, you are stuck for it. Cars should have their own (to begin with) engine options available as a service that mechanics can provide. (changing them). Actual swaps where you could in theory fit any other engine in any car, albeit within some realistic limitations, should also be something to consider for the future. Bravo.
  8. I like how a phenomenal suggestion is being low-key ghosted. I love you, Tungsten. GTA roleplayers don't want to storytell. They want to have some fun and action then log off. It's been like this from years. At this point we're beating a dead horse.
  9. I'll marry Katy, fuck Ariana and kill Selena. Ok. Tony Bilmain, Natasha Valentine and Userone
  10. SAMP is a dead horse. Stop beating it. GTA V is a 100 times better platform for a roleplaying sandbox.
  11. Every single "divisional lead" from the administration should take a page from @Dos Santosbook and see what he is doing and how. Whereas many areas of the server and its administrative infrastructure feel lacking, the company team is thriving. Business owners are (afaik) for the most part happy with everything that is being done and the way it is being done. It wasn't always like that. It took Dos Santos, the company team and business owners themselves a lot of time and discussions to reach to a place where both sides are satisfied and are actually co-operating for the good of the server. If you're looking for people with the right mindset and abilities to help steer the server in the right direction - look no further than @Sal But actually enable him to make a difference.
  12. The player base is low and decreasing. This is mostly normal for a new server and given the nature of the game / the competition. Los Santos is too big for its own good with that pop and the place feels dead. We have a pretty competent mapping team. Move the server to the countyside. Either: 1. Paleto Bay and expand on it. ^ This is ideal, since Paleto means we won't have to do much of a "theme change" for our concepts. 2. Sandy Shores + Grapeseed ^ This would still need some mapping (but less), but we would need for a lot of concepts to change. I'm not gonna bitch about the economy and everything. I don't blame the server and its administration for the low pop. I blame the players, who seem to want everything for free/super easy and to put minimal to no effort. I blame this new culture of absolute self entitlement and zero self accountability. I actually like the economy. You can have a good car and house for literally nothing but online time. Now if you want to be rich/more resourceful - you actually gotta work for it. Fine by me. I like Deathmatching & Cops and Robbers being toned down and bans flying. I like guns being made harder to get. Not sure I agree with the methods, but I support the idea. But, I digress. For better or worse, we have low pop that seems to be decreasing even further and the server/map feels like a graveyard for most of the day. The easiest, albeit radical solution is to move us to a "smaller playground" so that the world can feel more alive and engaging. "but scand theres connection issues, holiday season, school for some and etc". Don't matter. 150-ish (60-ish average) **peak** is still too little for all of Los Santos. Let's go to the countyyyy.
  13. Margaritta ez fuck all yall i love women drinks
  14. There's one and she got it to spite us :((((((((((((((((((((
  15. Random 2AM thought on this: If mechanisms designed to create consequences subsequently help improve the quality of role play, and serve as incentives for more realistic in-character behavior then... Lack of such mechanisms subsequently serves as an incentive for...?
  16. Personal takeaway so far (as result of the ongoing conversation) #1 - The majority of the community agrees that there has to be some form of consequences for actions and stupidity (even if not instant CK) and if I can take the liberty to expand on that, I would word it like this: We need systems and policies in place that automatically discourage stupid behavior and subsequently help prevent it from happening in a first place as opposed to waiting for it to happen and then having to deal with it via forum reports and etc. For the sake of everyone. Also and to take the topic into a slightly different direction for a moment We've been yapping about IC consequences, but what about OOC ones and generally becoming more strict and cracking down on stupity. For example, even some admins admit that sometimes stupid shit going on is obvious, but since they have no means to prove it, they cannot do anything about it, otherwise they would get crucified by another portion of the community. This is why change has to come from the top floors. Management has to trust, empower and encourage its administration to do their job. For example, tell the faction team to start shutting down bullshit "factions" that seem to contribute nothing but shootouts to the server. And give FT the ability to do so on their own accord and judgement as opposed to having the need of someone writing 30 reports with 3 days of their online time recorded in 4K for anything to happen. And more off topic for a second @ROZE deserves flowers for actively participating in this discussion (as a member of the staff) to the best of his ability, despite even being grilled here and there. Major props. I would /love/ to see other admins and generally staff members to come and share their two cents and personal views both as players/roleplayers as well as admins on the situation as well. But especially as players. Once again, this thread is for management and asking for procedural/policy changes from the top floors. This isn't the community witch-hunting the "blue collar" administration team.
  17. This is the kind of tone, reasoning and approach that I can get behind. Admitting there is a problem and figuring out what to do about it, even if not necessarily CKs. That's the point of the discussion, not CKs. Because simply saying "there's forum reports we already have a system" and etc isn't enough. It clearly isn't working. Like I mentioned earlier on, it's about designing systems that automatically discourage stupid behavior and subsequently prevent it from happening in a first place, as opposed to waiting it happen and then having to deal with it over forum reports and etc.
  18. This is why we should never have allowed women to vote. (This is a joke, this is a faction member and a friend back off SJW police) Like I said in the OP bad "EDIT: Please note that this isn't about the implementation of forced CKs or anything in particular. This is about coming forward and sharing your two cents and admitting that there is indeed a problem (I believe that there is). I believe that we first need to, collectively and as a community, actually agree that there is indeed a problem. Only when we do that - we can actually sit down and talk about how to combat it. The point is - don't grasp onto the *specific* systems/policies. Grasp onto whether there is a problem or not to begin with." Fuuurthermore to what you said: Reports, faction team, etc, etc. If all these mechanisms are so good and so working, then the server would not be at the state that it is and all of us wound't be whining about consequences the way that we are right now. So clearly something ain't working, the system is breaking somewhere, and something else needs to be done/added. Who's at fault? Idk, could it be everyone? I guess so. This is why we're here to talk about it. Edit: The point is to design systems that DISCOURAGE (in a first place) behavior that we would normally need to address/deal with via forum reports and other OOC punishments. For the sake of literally everyone, including the admins that deal with forum drama daily.
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