19-Jan-2024, 23:13
Glad that you're interested in the server! Lots of good points, so I wanna try to directly address all of them. One thing I'll probably be mentioning a lot as an "excuse" is the low player count and small age of the server, but that's why every bit of feedback is important.
Rules
I mainly agree about what you had to say about the rules and I actually keep that one quote from that guide in mind all the time, "you don't steal because you're a thief, you're a thief because you steal." I haven't detailed how I plan to deal with staff situations, mainly because we haven't had any cases yet. Primarily, I will never start an "admin sit" unless someone actually reports a problem. Secondly, while the rules say like "no killing without a valid reason," the definition of "valid reason" is meant to be incredibly vague. What it would boil down to is: if it's abundantly clear that the rule-breaker is breaking rules to break rules, they're gonna get the boot. I was going to let people get away with something as silly as "they looked at me funny." Is this a good idea? Is it a terrible idea? I don't know! But I wanted to find out.
My original idea for prop abuse prevention was to just make every prop have health so that they could be destroyed at any time. I'm gonna be honest, I just kinda forgot to add this to the server lol. I was just gonna pull an addon off the workshop and use it. Destructible props would also let mafia roleplayers "send a message" to their enemies by breaking up their shop and furniture.
Wallet & Salary
Dropping all pocket money on death is definitely a dodgy mechanic to have on a server, and I have no experience with it in action before STRP. Maybe that's for a good reason.
Point 1 and 2 kinda go hand-in-hand. I could definitely foresee players just robbing/killing others for all of their money and it's a very valid risk that I see affecting new players more. It was even happening between a friend and I on night zero of the server. However, this just led to me keeping less money on me at a time so that I wouldn't lose it when I get killed. Does this serve any gameplay purpose or is it just annoying? I genuinely don't know yet.
For 3, there's a hidden mechanic on the server that I honestly don't mind if it's not hidden that you only drop money on disconnect/job switch if you gained money within the last five minutes. You're right in thinking that this is to prevent combat logging and "meta-scamming" and you're also right that most people don't realize. I was debating making the money number on the HUD flash red or something while your money is "hot" to give you some indication of this mechanic.
For 4, it is inconvenient, no argument there lol.
An insurance system has come up previously, so maybe before any other major changes, I could try that.
The system mentioned above is not only for combat logging but for meta-scamming too. Scamming (in-game money and products) is allowed on the server, but there's no roleplay value in taking someone's money and disconnecting immediately ("meta-scamming"). As mentioned above, I might make the money number flash red or something to indicate this.
All players earn 1% interest on their ATM balance every six hours. I'm pretty sure this accrues even when offline, so there is some passive income, but again it's not obvious.
Miner/Money Jobs
Straight up, I'm just not happy with the miner job existing, but there's this giant cave on the map that I felt like I had to use for something. I'm aware this is a shitty justification to add a shitty job, so I may as well just end up removing it.
I originally intended to have miners supply metals to gun dealers, but I'm not a fan of crafting weapons to sell them. Of course there's ways to simplify this, but then you run into the problem of gun dealers not being able to do their job fully without another player supplying metal to them. Is it necessary for a gun dealer to always be able to sell high-end guns? Maybe, maybe not.
Hunger System/Cook
I pretty much agree with all three of these points. When I was "playing" as chef on night one, I ended up just not doing that, leaving the door open, and letting people serve their own food. I could restrict this so that only chefs can cook food, but I was doing other things because I didn't want to sit in my restaurant all night.
I do agree that dying shouldn't reset hunger. It's a cheap way out.
Not too sure about the idea of giving players money for maintaining a high hunger.
I do like the idea of players sprinting faster when at full hunger. Actually might add that.
You ever play on the "Casual Resort" server? It has a pretty in-depth cooking system. It might be a little too in-depth for a DarkRP server, but it sure is fun to do, and if there was an actual reason to do it, that'd be even better.
All food gives you a small amount of health regen. It's probably not noticeable so maybe it needs to be increased, especially if you're literally dying of starvation.
Combat
Out of everything so far, the combat is probably the most experimental thing and honestly the thing I'm willing to change the least.
The idea with the high-damage weapons is so that confrontations are over quickly. Muggings are over just as quick as they started. The point is to make the attacker have the advantage, and this was mainly so that street mugging actually has a purpose and can be done. Am I too naive for thinking this way? It's possible.
My idea is that the two parties can talk or negotiate while one party has the other at gunpoint. The problem is: will players actually do this or will everyone just decide to shoot first and ask questions never? Again, I haven't been able to see yet. This whole scenario also allows bystanders to be vigilantes and encourages civil protection to patrol to have a chance to prevent these things.
Your third point, however, is valid and something I hadn't thought about yet. That being said, an arriving police officer could be the new party holding the other at gunpoint - or batonpoint. With gunshots that can be heard from much further than most servers, the police can actually go to the scene and initiate another scenario.
A revive system also came up before, so that's another thing I might end up adding.
Money Printers
As with the miner job, I'm also not too happy with money printers existing at all. Once again, my shitty justification is simply that I made the printers and figured I'd add them to the server. I tried balancing them so that they're not too profitable, but I think all I managed was forcing players to have to tend to them almost 24/7, which ironically is exactly what I was trying to avoid.
-
I started rushing towards the end as my friends wanted to play games lol, so if you have anything else or think my points sucked, feel free to let me know.
Rules
I mainly agree about what you had to say about the rules and I actually keep that one quote from that guide in mind all the time, "you don't steal because you're a thief, you're a thief because you steal." I haven't detailed how I plan to deal with staff situations, mainly because we haven't had any cases yet. Primarily, I will never start an "admin sit" unless someone actually reports a problem. Secondly, while the rules say like "no killing without a valid reason," the definition of "valid reason" is meant to be incredibly vague. What it would boil down to is: if it's abundantly clear that the rule-breaker is breaking rules to break rules, they're gonna get the boot. I was going to let people get away with something as silly as "they looked at me funny." Is this a good idea? Is it a terrible idea? I don't know! But I wanted to find out.
My original idea for prop abuse prevention was to just make every prop have health so that they could be destroyed at any time. I'm gonna be honest, I just kinda forgot to add this to the server lol. I was just gonna pull an addon off the workshop and use it. Destructible props would also let mafia roleplayers "send a message" to their enemies by breaking up their shop and furniture.
Wallet & Salary
Dropping all pocket money on death is definitely a dodgy mechanic to have on a server, and I have no experience with it in action before STRP. Maybe that's for a good reason.
Point 1 and 2 kinda go hand-in-hand. I could definitely foresee players just robbing/killing others for all of their money and it's a very valid risk that I see affecting new players more. It was even happening between a friend and I on night zero of the server. However, this just led to me keeping less money on me at a time so that I wouldn't lose it when I get killed. Does this serve any gameplay purpose or is it just annoying? I genuinely don't know yet.
For 3, there's a hidden mechanic on the server that I honestly don't mind if it's not hidden that you only drop money on disconnect/job switch if you gained money within the last five minutes. You're right in thinking that this is to prevent combat logging and "meta-scamming" and you're also right that most people don't realize. I was debating making the money number on the HUD flash red or something while your money is "hot" to give you some indication of this mechanic.
For 4, it is inconvenient, no argument there lol.
An insurance system has come up previously, so maybe before any other major changes, I could try that.
The system mentioned above is not only for combat logging but for meta-scamming too. Scamming (in-game money and products) is allowed on the server, but there's no roleplay value in taking someone's money and disconnecting immediately ("meta-scamming"). As mentioned above, I might make the money number flash red or something to indicate this.
All players earn 1% interest on their ATM balance every six hours. I'm pretty sure this accrues even when offline, so there is some passive income, but again it's not obvious.
Miner/Money Jobs
Straight up, I'm just not happy with the miner job existing, but there's this giant cave on the map that I felt like I had to use for something. I'm aware this is a shitty justification to add a shitty job, so I may as well just end up removing it.
I originally intended to have miners supply metals to gun dealers, but I'm not a fan of crafting weapons to sell them. Of course there's ways to simplify this, but then you run into the problem of gun dealers not being able to do their job fully without another player supplying metal to them. Is it necessary for a gun dealer to always be able to sell high-end guns? Maybe, maybe not.
Hunger System/Cook
I pretty much agree with all three of these points. When I was "playing" as chef on night one, I ended up just not doing that, leaving the door open, and letting people serve their own food. I could restrict this so that only chefs can cook food, but I was doing other things because I didn't want to sit in my restaurant all night.
I do agree that dying shouldn't reset hunger. It's a cheap way out.
Not too sure about the idea of giving players money for maintaining a high hunger.
I do like the idea of players sprinting faster when at full hunger. Actually might add that.
You ever play on the "Casual Resort" server? It has a pretty in-depth cooking system. It might be a little too in-depth for a DarkRP server, but it sure is fun to do, and if there was an actual reason to do it, that'd be even better.
All food gives you a small amount of health regen. It's probably not noticeable so maybe it needs to be increased, especially if you're literally dying of starvation.
Combat
Out of everything so far, the combat is probably the most experimental thing and honestly the thing I'm willing to change the least.
The idea with the high-damage weapons is so that confrontations are over quickly. Muggings are over just as quick as they started. The point is to make the attacker have the advantage, and this was mainly so that street mugging actually has a purpose and can be done. Am I too naive for thinking this way? It's possible.
My idea is that the two parties can talk or negotiate while one party has the other at gunpoint. The problem is: will players actually do this or will everyone just decide to shoot first and ask questions never? Again, I haven't been able to see yet. This whole scenario also allows bystanders to be vigilantes and encourages civil protection to patrol to have a chance to prevent these things.
Your third point, however, is valid and something I hadn't thought about yet. That being said, an arriving police officer could be the new party holding the other at gunpoint - or batonpoint. With gunshots that can be heard from much further than most servers, the police can actually go to the scene and initiate another scenario.
A revive system also came up before, so that's another thing I might end up adding.
Money Printers
As with the miner job, I'm also not too happy with money printers existing at all. Once again, my shitty justification is simply that I made the printers and figured I'd add them to the server. I tried balancing them so that they're not too profitable, but I think all I managed was forcing players to have to tend to them almost 24/7, which ironically is exactly what I was trying to avoid.
-
I started rushing towards the end as my friends wanted to play games lol, so if you have anything else or think my points sucked, feel free to let me know.
~SweptThrone •.-