AggressiveRP Talk [Humans only(was going to say men only but that is sexist)]
#51
I think the biggest issue is the mentality of individuals and what AggressiveRP entails.

In my opinion - I never saw what many see as AggressiveRP as truly a form of role-play and that is because as an older generation of role-players took their leave in 2011/2012 this concept had turned into something completely different.

AggressiveRP was never just about raiding and killing - it was a form of role-play that actually refrained from killing unless it was absolutely necessary. It involved character backstory, player interactions that developed a narrative and thus resulted in actions that may have been considered Aggressive but very rarely did it ever result in what I see happening today. Shooting each other over the most undeveloped reasons and using weapons mainly to kill instead of using them to control and direct a player interaction. You may be thinking that the entire point of the weapon is to end somebodies life - however this is a concept in itself that damages the entire concept of role-play in its entirety. Everything has become about money. Weapons cost money, Kevlar costs money, Health Kits cost money, Time is money. RP Situations in the past years weren’t about the money but were about the RP interactions that players had and it wasn’t just about coming out on top. Even in situations where you had the advantage, say for example you had someone at gunpoint, you still opened up the possibility to let people find a way to counter your position. Nowadays it’s just about who has the bigger weapons and who wins the gunfights. Everything now is about winning in all circumstances because you're afraid to lose money/weapons/items.

It’s not AggressiveRP, it’s simply child’s play. I don’t wish to see this coming back but would instead like to see a return of AggressiveRP that emphasized on role-play. Character development and narratives that extend beyond one server session. Gang conflicts that aren’t always just about shooting each other out of a car while they're driving away but instead letting them get away to prolong the role-play interactions and storyline.
The following 8 users Like Nevy's post:
  • TheSiphon, Floodify, Pollux, Iraqi Eagle, Ratatoskrr, Santaliz, MrTreeGames, MrFinnConlon
#52
Thanks all for your suggestions.

Below is the following actions I find appropriate to put AggressiveRP back on track and to start making amends to AggressiveRP:

- Bring back old players (Refer a friend idea for veterans and new players)
- Easier money so players happy to join in (Donator goal, increase contraband with perks possibly?)
- Benfits for doing AgggRP (Bank Heist, money for killing dictator [gov job groups get not pay out for trying it])
                  - How it would work is there would be a command called /dictator. When you go dictator you must use this command and you cannot turn it off once turned on (other players can do /dictator to check if they can raid [makes life easier for newer players who wont know which rules they can raid for etc]). When /dictator is used it will broadcast to everyone on the server there is a dictator. When the dictator gets his paycheck per 5 mins its saved into a pot and who-ever kills the dictator gets all the money from killing him( will say in chat how much they get and who gets it[ could be its like /hostagemoney instead?]).
- Medkit spam (IMO you've always been able to do it and not an issue,however I think the timer between using them should be increase from 3 seconds to 5)
- Cops should drop their weapons upon death
- When a rebel dies to a cop, their guns should drop also
- Cops get for free everything other than the main rifle. They can buy the main rifles which will cost them 80% of the normal price from the gun locker or equip their own gun from their inventory [Got ideas of how this wont be exploited, not going to state here and will state to devs to stop abusing etc]
- SRU get the option of using a Galil or Famas (once again will cost 80% price). 
- Taxes can go to 55% instead of 20%
- Reduce the NLR timer from 10 minutes to 7 minutes.


If you like these ideas can you please 'like' this comment so we can get an idea of who actually like theses suggestions? I really hope you like these as i've put a lot of time into thinking about everything stated and how we can improve it. If you think im missing something or something can be altered message me. I'll work around adding it.

I will liaise with both the SA's and Developers and see if I can get these pushed out in bulk when the map change hits.
The following 7 users Like User 12049's post:
  • Goat, Dimitris, Kippsee, god, Archer, Grape, Trains
#53
Yes!!! Just yes there will be finally a point in fighting to kill the dictator, I think this has been the most useful suggestion in a long time. Thank you Ghost for putting so much effort into trying yo save aggressive roleplay and the whole server in general.

Dimitris,
#54
(05-07-2018, 05:18 AM)Nevy Wrote: I think the biggest issue is the mentality of individuals and what AggressiveRP entails.

In my opinion - I never saw what many see as AggressiveRP as truly a form of role-play and that is because as an older generation of role-players took their leave in 2011/2012 this concept had turned into something completely different.

AggressiveRP was never just about raiding and killing - it was a form of role-play that actually refrained from killing unless it was absolutely necessary. It involved character backstory, player interactions that developed a narrative and thus resulted in actions that may have been considered Aggressive but very rarely did it ever result in what I see happening today. Shooting each other over the most undeveloped reasons and using weapons mainly to kill instead of using them to control and direct a player interaction. You may be thinking that the entire point of the weapon is to end somebodies life - however this is a concept in itself that damages the entire concept of role-play in its entirety. Everything has become about money. Weapons cost money, Kevlar costs money, Health Kits cost money, Time is money. RP Situations in the past years weren’t about the money but were about the RP interactions that players had and it wasn’t just about coming out on top. Even in situations where you had the advantage, say for example you had someone at gunpoint, you still opened up the possibility to let people find a way to counter your position. Nowadays it’s just about who has the bigger weapons and who wins the gunfights. Everything now is about winning in all circumstances because you're afraid to lose money/weapons/items.

It’s not AggressiveRP, it’s simply child’s play. I don’t wish to see this coming back but would instead like to see a return of AggressiveRP that emphasized on role-play. Character development and narratives that extend beyond one server session. Gang conflicts that aren’t always just about shooting each other out of a car while they're driving away but instead letting them get away to prolong the role-play interactions and storyline.

What you said right here basically sums it up for me, I remember multiple ''Aggressive'' roleplays I had back in the day where I would purposely put myself in a worse position so the roleplay would turn out to be better in the long run.
[Image: 42Jeziq.png]
The following 1 user Likes Iraqi Eagle's post:
  • Nevy
#55
(05-09-2018, 08:14 PM)GHOSTK1LL3R Wrote: Thanks all for your suggestions.

Below is the following actions I find appropriate to put AggressiveRP back on track and to start making amends to AggressiveRP:

- Bring back old players (Refer a friend idea for veterans and new players)
- Easier money so players happy to join in (Donator goal, increase contraband with perks possibly?)
- Benfits for doing AgggRP (Bank Heist, money for killing dictator [gov job groups get not pay out for trying it])
                  - How it would work is there would be a command called /dictator. When you go dictator you must use this command and you cannot turn it off once turned on (other players can do /dictator to check if they can raid [makes life easier for newer players who wont know which rules they can raid for etc]). When /dictator is used it will broadcast to everyone on the server there is a dictator. When the dictator gets his paycheck per 5 mins its saved into a pot and who-ever kills the dictator gets all the money from killing him( will say in chat how much they get and who gets it[ could be its like /hostagemoney instead?]).
- Medkit spam (IMO you've always been able to do it and not an issue,however I think the timer between using them should be increase from 3 seconds to 5)
- Cops should drop their weapons upon death
- When a rebel dies to a cop, their guns should drop also
- Cops get for free everything other than the main rifle. They can buy the main rifles which will cost them 80% of the normal price from the gun locker or equip their own gun from their inventory [Got ideas of how this wont be exploited, not going to state here and will state to devs to stop abusing etc]
- SRU get the option of using a Galil or Famas (once again will cost 80% price). 
- Taxes can go to 55% instead of 20%
- Reduce the NLR timer from 10 minutes to 7 minutes.


If you like these ideas can you please 'like' this comment so we can get an idea of who actually like theses suggestions? I really hope you like these as i've put a lot of time into thinking about everything stated and how we can improve it. If you think im missing something or something can be altered message me. I'll work around adding it.

I will liaise with both the SA's and Developers and see if I can get these pushed out in bulk when the map change hits.

I don't agree with cops having to pay quite a bit for their weapons, it's still slightly in the criminals favour as it is right now. No cops will want to equip a rifle as they do not get anything from doing it. Everyone seems to be forgetting that cops do not gain anything from killing a criminal or winning a raid, makes no sense for them to have a massive risk attached to it too. Same goes for SRU, you just won't have anyone playing as police/SRU if it's implemented. The medikit changes need to be harsher, I think the changes brocolli did a while ago should be re-implemented. I don't agree with giving contraband more rewards as that just encourages people to be camping in the back of a base somewhere with contra/weed. I think the best way to add more rewards for AggRP is maybe the bank heist, as they actually have to go out and do something instead of just camping the back of a doomfort.

The dictator idea is quite good, it adds another "reward" for taking one down.
Pollux
Fearless Management
bork
__________________________________________________________________
#56
(05-11-2018, 05:13 PM)Pollux Wrote:
(05-09-2018, 08:14 PM)GHOSTK1LL3R Wrote: Thanks all for your suggestions.

Below is the following actions I find appropriate to put AggressiveRP back on track and to start making amends to AggressiveRP:

- Bring back old players (Refer a friend idea for veterans and new players)
- Easier money so players happy to join in (Donator goal, increase contraband with perks possibly?)
- Benfits for doing AgggRP (Bank Heist, money for killing dictator [gov job groups get not pay out for trying it])
                  - How it would work is there would be a command called /dictator. When you go dictator you must use this command and you cannot turn it off once turned on (other players can do /dictator to check if they can raid [makes life easier for newer players who wont know which rules they can raid for etc]). When /dictator is used it will broadcast to everyone on the server there is a dictator. When the dictator gets his paycheck per 5 mins its saved into a pot and who-ever kills the dictator gets all the money from killing him( will say in chat how much they get and who gets it[ could be its like /hostagemoney instead?]).
- Medkit spam (IMO you've always been able to do it and not an issue,however I think the timer between using them should be increase from 3 seconds to 5)
- Cops should drop their weapons upon death
- When a rebel dies to a cop, their guns should drop also
- Cops get for free everything other than the main rifle. They can buy the main rifles which will cost them 80% of the normal price from the gun locker or equip their own gun from their inventory [Got ideas of how this wont be exploited, not going to state here and will state to devs to stop abusing etc]
- SRU get the option of using a Galil or Famas (once again will cost 80% price). 
- Taxes can go to 55% instead of 20%
- Reduce the NLR timer from 10 minutes to 7 minutes.


If you like these ideas can you please 'like' this comment so we can get an idea of who actually like theses suggestions? I really hope you like these as i've put a lot of time into thinking about everything stated and how we can improve it. If you think im missing something or something can be altered message me. I'll work around adding it.

I will liaise with both the SA's and Developers and see if I can get these pushed out in bulk when the map change hits.

I don't agree with cops having to pay quite a bit for their weapons, it's still slightly in the criminals favour as it is right now. No cops will want to equip a rifle as they do not get anything from doing it. Everyone seems to be forgetting that cops do not gain anything from killing a criminal or winning a raid, makes no sense for them to have a massive risk attached to it too. Same goes for SRU, you just won't have anyone playing as police/SRU if it's implemented. The medikit changes need to be harsher, I think the changes brocolli did a while ago should be re-implemented. I don't agree with giving contraband more rewards as that just encourages people to be camping in the back of a base somewhere with contra/weed. I think the best way to add more rewards for AggRP is maybe the bank heist, as they actually have to go out and do something instead of just camping the back of a doomfort.

The dictator idea is quite good, it adds another "reward" for taking one down.
About the cops having yo pay for their guns. I would like to hear how is it on the criminals favour? The cops get a good rifle for free. As Ghost stated if they have to pay for their weapons they wouldn't be rushing in all the time simply because they don't care if they die
#57
(05-12-2018, 06:38 AM)Dimitris Wrote:
(05-11-2018, 05:13 PM)Pollux Wrote:
(05-09-2018, 08:14 PM)GHOSTK1LL3R Wrote: Thanks all for your suggestions.

Below is the following actions I find appropriate to put AggressiveRP back on track and to start making amends to AggressiveRP:

- Bring back old players (Refer a friend idea for veterans and new players)
- Easier money so players happy to join in (Donator goal, increase contraband with perks possibly?)
- Benfits for doing AgggRP (Bank Heist, money for killing dictator [gov job groups get not pay out for trying it])
                  - How it would work is there would be a command called /dictator. When you go dictator you must use this command and you cannot turn it off once turned on (other players can do /dictator to check if they can raid [makes life easier for newer players who wont know which rules they can raid for etc]). When /dictator is used it will broadcast to everyone on the server there is a dictator. When the dictator gets his paycheck per 5 mins its saved into a pot and who-ever kills the dictator gets all the money from killing him( will say in chat how much they get and who gets it[ could be its like /hostagemoney instead?]).
- Medkit spam (IMO you've always been able to do it and not an issue,however I think the timer between using them should be increase from 3 seconds to 5)
- Cops should drop their weapons upon death
- When a rebel dies to a cop, their guns should drop also
- Cops get for free everything other than the main rifle. They can buy the main rifles which will cost them 80% of the normal price from the gun locker or equip their own gun from their inventory [Got ideas of how this wont be exploited, not going to state here and will state to devs to stop abusing etc]
- SRU get the option of using a Galil or Famas (once again will cost 80% price). 
- Taxes can go to 55% instead of 20%
- Reduce the NLR timer from 10 minutes to 7 minutes.


If you like these ideas can you please 'like' this comment so we can get an idea of who actually like theses suggestions? I really hope you like these as i've put a lot of time into thinking about everything stated and how we can improve it. If you think im missing something or something can be altered message me. I'll work around adding it.

I will liaise with both the SA's and Developers and see if I can get these pushed out in bulk when the map change hits.

I don't agree with cops having to pay quite a bit for their weapons, it's still slightly in the criminals favour as it is right now. No cops will want to equip a rifle as they do not get anything from doing it. Everyone seems to be forgetting that cops do not gain anything from killing a criminal or winning a raid, makes no sense for them to have a massive risk attached to it too. Same goes for SRU, you just won't have anyone playing as police/SRU if it's implemented. The medikit changes need to be harsher, I think the changes brocolli did a while ago should be re-implemented. I don't agree with giving contraband more rewards as that just encourages people to be camping in the back of a base somewhere with contra/weed. I think the best way to add more rewards for AggRP is maybe the bank heist, as they actually have to go out and do something instead of just camping the back of a doomfort.

The dictator idea is quite good, it adds another "reward" for taking one down.
About the cops having yo pay for their guns. I would like to hear how is it on the criminals favour? The cops get a good rifle for free. As Ghost stated if they have to pay for their weapons they wouldn't be rushing in all the time simply because they don't care if they die

They shouldn't care if they die. Cops have no rewards from winning a raid, why should they have a massive risk? It doesn't make sense at all. Their risk right now is you can't get your car back till NLR is up, that is the most risk they should have. If you add a risk for them, they will just never raid as there will be no reward.
Pollux
Fearless Management
bork
__________________________________________________________________
#58
(05-12-2018, 04:21 PM)Pollux Wrote:
(05-12-2018, 06:38 AM)Dimitris Wrote:
(05-11-2018, 05:13 PM)Pollux Wrote:
(05-09-2018, 08:14 PM)GHOSTK1LL3R Wrote: Thanks all for your suggestions.

Below is the following actions I find appropriate to put AggressiveRP back on track and to start making amends to AggressiveRP:

- Bring back old players (Refer a friend idea for veterans and new players)
- Easier money so players happy to join in (Donator goal, increase contraband with perks possibly?)
- Benfits for doing AgggRP (Bank Heist, money for killing dictator [gov job groups get not pay out for trying it])
                  - How it would work is there would be a command called /dictator. When you go dictator you must use this command and you cannot turn it off once turned on (other players can do /dictator to check if they can raid [makes life easier for newer players who wont know which rules they can raid for etc]). When /dictator is used it will broadcast to everyone on the server there is a dictator. When the dictator gets his paycheck per 5 mins its saved into a pot and who-ever kills the dictator gets all the money from killing him( will say in chat how much they get and who gets it[ could be its like /hostagemoney instead?]).
- Medkit spam (IMO you've always been able to do it and not an issue,however I think the timer between using them should be increase from 3 seconds to 5)
- Cops should drop their weapons upon death
- When a rebel dies to a cop, their guns should drop also
- Cops get for free everything other than the main rifle. They can buy the main rifles which will cost them 80% of the normal price from the gun locker or equip their own gun from their inventory [Got ideas of how this wont be exploited, not going to state here and will state to devs to stop abusing etc]
- SRU get the option of using a Galil or Famas (once again will cost 80% price). 
- Taxes can go to 55% instead of 20%
- Reduce the NLR timer from 10 minutes to 7 minutes.


If you like these ideas can you please 'like' this comment so we can get an idea of who actually like theses suggestions? I really hope you like these as i've put a lot of time into thinking about everything stated and how we can improve it. If you think im missing something or something can be altered message me. I'll work around adding it.

I will liaise with both the SA's and Developers and see if I can get these pushed out in bulk when the map change hits.

I don't agree with cops having to pay quite a bit for their weapons, it's still slightly in the criminals favour as it is right now. No cops will want to equip a rifle as they do not get anything from doing it. Everyone seems to be forgetting that cops do not gain anything from killing a criminal or winning a raid, makes no sense for them to have a massive risk attached to it too. Same goes for SRU, you just won't have anyone playing as police/SRU if it's implemented. The medikit changes need to be harsher, I think the changes brocolli did a while ago should be re-implemented. I don't agree with giving contraband more rewards as that just encourages people to be camping in the back of a base somewhere with contra/weed. I think the best way to add more rewards for AggRP is maybe the bank heist, as they actually have to go out and do something instead of just camping the back of a doomfort.

The dictator idea is quite good, it adds another "reward" for taking one down.
About the cops having yo pay for their guns. I would like to hear how is it on the criminals favour? The cops get a good rifle for free. As Ghost stated if they have to pay for their weapons they wouldn't be rushing in all the time simply because they don't care if they die

They shouldn't care if they die. Cops have no rewards from winning a raid, why should they have a massive risk? It doesn't make sense at all. Their risk right now is you can't get your car back till NLR is up, that is the most risk they should have. If you add a risk for them, they will just never raid as there will be no reward.

Pollux, you're about RP right?

But you're saying they shouldn't care if they die?

suspect.
perqe
Donator

[Image: PywvXUS.gif]
#59
(05-12-2018, 06:20 PM)perqe Wrote: Pollux, you're about RP right?

But you're saying they shouldn't care if they die?

suspect.

By that, I meant they shouldn't care financially if they die. Yes, they should have some sort of fear factor but they are again first responders. They are trained to confront anything that's a danger to the public. You only really make salary money as a cop anyway, making them pay for their weapons will just make being a cop a financial loss. This means no one will really want to go police as they're either going to get rekt all the time or come out with less money then they went in with due to them dying with whatever weapon they had.
Pollux
Fearless Management
bork
__________________________________________________________________
#60
(05-12-2018, 06:33 PM)Pollux Wrote:
(05-12-2018, 06:20 PM)perqe Wrote: Pollux, you're about RP right?

But you're saying they shouldn't care if they die?

suspect.

By that, I meant they shouldn't care financially if they die. Yes, they should have some sort of fear factor but they are again first responders. They are trained to confront anything that's a danger to the public. You only really make salary money as a cop anyway, making them pay for their weapons will just make being a cop a financial loss. This means no one will really want to go police as they're either going to get rekt all the time or come out with less money then they went in with due to them dying with whatever weapon they had.

So play more, get better and you won't lose your gear?
perqe
Donator

[Image: PywvXUS.gif]


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