So, soon this weekend I'm going to be making an HL2RP server and I noticed all the HL2RP servers now-a-days are boring, mingy, and extremely annoying. So give me some suggestions and tell me, what would you like to see in an HL2RP server that'd make it fun? Just like the ol' days of HL2RP.
I'll soak in most of your suggestions if they're serious and make a good server for people to have fun on HL2RP while still abiding by the canon and all.
Thanks!
Use NutScript's HL2 RP, it's free and has some extra features!
[QUOTE=Chessnut;44000608]Use NutScript's HL2 RP, it's free and has some extra features![/QUOTE]
Hello Chessnut, I was actually thinking of using NutScript over clockwork but I never really looked int it, I believe you're the owner, mind telling me some features it has?
For NutScript in general: [url]http://chessnut.info/wiki/Why_Choose_NutScript[/url]
For HL2 RP: [url]http://facepunch.com/showthread.php?t=1339163[/url]
[QUOTE=Chessnut;44000640]For NutScript in general: [url]http://chessnut.info/wiki/Why_Choose_NutScript[/url]
For HL2 RP: [url]http://facepunch.com/showthread.php?t=1339163[/url][/QUOTE]
Thanks a lot buddy, I'll be sure to use it, looks nice and clean. If I use it and like it better than clockwork, I'll donate for your good work. Nice job!
HL2RP is a terrible, terrible thing. It promotes community nationalism, classicism in Garry's Mod, and continues to have this assumption that it's better because it strips the gamemode to barebones. In its current form, atomize it with a fucking nuke, and start over.
What you need for a good RP gamemode in general:
- An economy influenced by the players. Players plant the seeds for wheat, players harvest the wheat, players refine the wheat, players put the wheat into a distillery, players reap the reward of wheat beer.
-[B] No admins, no rules. [/B]Stop fucking people in the ass regarding what they can and cannot do. It's not RP if every second is spent gauging how many rules were broken by a player.
- Get rid of the flags. This cannot be spoken enough with simply saying, "Get rid of admins" you shouldn't be creating a ridiculous system in which certain players are better then others. Everyone must be the same in RP for things to work.
- Stop jerking off power-hungry manchildren by giving them donator abilities like, "Donate to have Physgun!" It's an RP gamemode... Not a game where you have to put in $15 every three months to have some form of amusement out of the gamemode.
That's about it really. Just stop doing whatever is the current concept of RP.
[QUOTE=JoeSkylynx;44000846]HL2RP is a terrible, terrible thing. It promotes community nationalism, classicism in Garry's Mod, and continues to have this assumption that it's better because it strips the gamemode to barebones. In its current form, atomize it with a fucking nuke, and start over.
What you need for a good RP gamemode in general:
- An economy influenced by the players. Players plant the seeds for wheat, players harvest the wheat, players refine the wheat, players put the wheat into a distillery, players reap the reward of wheat beer.
-[B] No admins, no rules. [/B]Stop fucking people in the ass regarding what they can and cannot do. It's not RP if every second is spent gauging how many rules were broken by a player.
- Get rid of the flags. This cannot be spoken enough with simply saying, "Get rid of admins" you shouldn't be creating a ridiculous system in which certain players are better then others. Everyone must be the same in RP for things to work.
- Stop jerking off power-hungry manchildren by giving them donator abilities like, "Donate to have Physgun!" It's an RP gamemode... Not a game where you have to put in $15 every three months to have some form of amusement out of the gamemode.
That's about it really. Just stop doing whatever is the current concept of RP.[/QUOTE]
- Admins, probably only going to have about one trusted admin, to come on the server to stop trolls or whatever when my co and I aren't on
- Rules, only rules, 1. No Cheating 2. No Hacking 3. No Meta-gaming 4. FailRP Is Prohibited
- Flags, I see your point, this will make it harder to get guns also as you'll have to kill and officer to get guns, so they'll be more rare
- Donator Abilities, I'm going to probably give known people on the server physguns and toolguns, basically after a day or few hours of seeing them seriously roleplaying. No flags for black market dealer or anything like that.
Thanks for the advice.
[QUOTE=Phreaked;44000897]- Admins, probably only going to have about one trusted admin, to come on the server to stop trolls or whatever when my co and I aren't on
- Rules, only rules, 1. No Cheating 2. No Hacking 3. No Meta-gaming 4. FailRP Is Prohibited
- Flags, I see your point, this will make it harder to get guns also as you'll have to kill and officer to get guns, so they'll be more rare
- Donator Abilities, I'm going to probably give known people on the server physguns and toolguns, basically after a day or few hours of seeing them seriously roleplaying. No flags for black market dealer or anything like that.
Thanks for the advice.[/QUOTE]
For rules why not just have 'dont be an ass' and let admins ban people based on their own jurisdiction? You gave them admin abilities, you should trust them to make the right choice. If not, they shouldn't have been made admin.
You also kind of missed his point with rule 4. It's treating the effects instead of the cause. The only reason people fuck around is because your server is boring. If your server was interesting, engaging and accessible people wouldn't be fucking around, they'd be roleplaying. Even if people do this, if your server's clients are good players at all they'll ignore the shithead until he leaves or gets banned by an on duty admin. The admins shouldn't have to hunt for rule breakers, they should just give a warning or ban them on sight. Their time would be better spent creating scenarios and roleplay.
Also why not give everyone physguns to start with and just, I dunno, make props no collided with everything?
FailRP is a very weird subject in my eyes. It's either you are failrping or are rping correctly, but most of the time it's completely different in most people's eyes. You should just let people RP the way they choose so long as it stays within the realm of reality, worst case scenario you make your own SWEP system which acts like a JRPG or Turn Based system to control fighting and all that. An example of this being:
Metrocop has 65 Strength and 35 Dexterity, and is also armed with a Stun Baton
Citizen has 30 Strength and 40 Dexterity(dexterity is controlled by what you are wearing/weight of what you are wearing), and is armed with nothing but fist.
When wielding a Stun Baton you are given special abilities such as Skull Stun(stops a striked opponet from attacking for one turn), and High Voltage, which takes a turn to charge, but does serious damage.
When you are unarmed you are allowed to strike twice per turn, and this allows the citizen to do some minor damage to unarmored opponets, but nothing major to armored opponets.
This would ultimately remove things like FearRP, and any sense of FailRP in combat because it controls the method of fighting. Fighting has to be signed off by both parties before it occurs, and once the fight starts it judges each turn/movement by a certain number of source units, and certain weapons have greater ranges(source unit range) over other weapons.
Just a thought.
[editline]21st February 2014[/editline]
[QUOTE=Disseminate;44001263]For rules why not just have 'dont be an ass' and let admins ban people based on their own jurisdiction? You gave them admin abilities, you should trust them to make the right choice. If not, they shouldn't have been made admin.
You also kind of missed his point with rule 4. It's treating the effects instead of the cause. The only reason people fuck around is because your server is boring. If your server was interesting, engaging and accessible people wouldn't be fucking around, they'd be roleplaying. Even if people do this, if your server's clients are good players at all they'll ignore the shithead until he leaves or gets banned by an on duty admin. The admins shouldn't have to hunt for rule breakers, they should just give a warning or ban them on sight. Their time would be better spent creating scenarios and roleplay.
Also why not give everyone physguns to start with and just, I dunno, make props no collided with everything?[/QUOTE]
Another method is to make the entire building system based on a Zombie Survival or Sim Building grid system. That way players can't really act like jackasses with the system, and the system on its own eliminates prop-climbing.
[QUOTE=JoeSkylynx;44001311]FailRP is a very weird subject in my eyes. It's either you are failrping or are rping correctly, but most of the time it's completely different in most people's eyes. You should just let people RP the way they choose so long as it stays within the realm of reality, worst case scenario you make your own SWEP system which acts like a JRPG or Turn Based system to control fighting and all that. An example of this being:
Metrocop has 65 Strength and 35 Dexterity, and is also armed with a Stun Baton
Citizen has 30 Strength and 40 Dexterity(dexterity is controlled by what you are wearing/weight of what you are wearing), and is armed with nothing but fist.
When wielding a Stun Baton you are given special abilities such as Skull Stun(stops a striked opponet from attacking for one turn), and High Voltage, which takes a turn to charge, but does serious damage.
When you are unarmed you are allowed to strike twice per turn, and this allows the citizen to do some minor damage to unarmored opponets, but nothing major to armored opponets.
This would ultimately remove things like FearRP, and any sense of FailRP in combat because it controls the method of fighting. Fighting has to be signed off by both parties before it occurs, and once the fight starts it judges each turn/movement by a certain number of source units, and certain weapons have greater ranges(source unit range) over other weapons.
Just a thought.
[editline]21st February 2014[/editline]
Another method is to make the entire building system based on a Zombie Survival or Sim Building grid system. That way players can't really act like jackasses with the system, and the system on its own eliminates prop-climbing.[/QUOTE]
Interesting ideas. So I guess I'll let all players have 'pet' flags and props will be just not able to hurt players. Any prop climbers or blockers will just be banned depending on the jurisdiction. Say if a house had a metal door blocking it and it wasn't ic'ly nailed in or something then you'll be warned. Most people should know the rules of props so I won't bother explaining them if people are stupid they get a ban. Simple and easy, what I'm thinking of doing is trying to give more roles to citizens but I'm not sure what, just something to make it interesting besides being a rebel.
Just add farming and mining. Farming being something that a majority of citizens can do under Combine watch, such as the Combine handing out small baggies of potato, carrot, and radish seeds; mining being some form of punishment, or method for getting materials to build weapons out in the Outlands. Such a system also limits the amount of weapons the Rebel and Citizens have on hands, as it takes them into account of resource shortages and the like.
This also improves RP in the server as it creates a unique situation in which economics and state sanctioned food growth are allowed within the HL2RP universe.
[QUOTE=JoeSkylynx;44001788]Just add farming and mining. Farming being something that a majority of citizens can do under Combine watch, such as the Combine handing out small baggies of potato, carrot, and radish seeds; mining being some form of punishment, or method for getting materials to build weapons out in the Outlands. Such a system also limits the amount of weapons the Rebel and Citizens have on hands, as it takes them into account of resource shortages and the like.
This also improves RP in the server as it creates a unique situation in which economics and state sanctioned food growth are allowed within the HL2RP universe.[/QUOTE]
Farming and mining? I never heard of that lol. I was intending on the map being in a city, food would be supplied by the union, contributing by business working citizens, currently working on a canon as we speak also.
Main focus right now, is making the citizens have stuff to do though, having options open for citizens to work with... I need some ideas for that if anyone can help :)
[QUOTE=JoeSkylynx;44001788]Just add farming and mining. Farming being something that a majority of citizens can do under Combine watch, such as the Combine handing out small baggies of potato, carrot, and radish seeds; mining being some form of punishment, or method for getting materials to build weapons out in the Outlands. Such a system also limits the amount of weapons the Rebel and Citizens have on hands, as it takes them into account of resource shortages and the like.
This also improves RP in the server as it creates a unique situation in which economics and state sanctioned food growth are allowed within the HL2RP universe.[/QUOTE]
you seem to be forgetting that hl2rp almost universally takes place in enclosed cities where farming and mining are impossible, it would be better if the citizens could craft special items to help them in their daily lives using things they find around the city. Examples of this stuff could be special food types that temporarily raise your stats or makeshift weapons to fight the overwatch with or booby traps you could use to mess with the combine or keep your secret stash defended. If you give players the means to passively undermine the combines rule or even strike directly at them (though they'd be at a disadvantage because combine have armor and proper assault weapons vs the citizens makeshift nailgun or whatever) then maybe the gamemode would have some balance rather than everybody only playing as citizen just so they can work their way into the overwatch because its the only really fun job there is
[QUOTE=legendofrobbo;44002284]you seem to be forgetting that hl2rp almost universally takes place in enclosed cities where farming and mining are impossible, it would be better if the citizens could craft special items to help them in their daily lives using things they find around the city. Examples of this stuff could be special food types that temporarily raise your stats or makeshift weapons to fight the overwatch with or booby traps you could use to mess with the combine or keep your secret stash defended. If you give players the means to passively undermine the combines rule or even strike directly at them (though they'd be at a disadvantage because combine have armor and proper assault weapons vs the citizens makeshift nailgun or whatever) then maybe the gamemode would have some balance rather than everybody only playing as citizen just so they can work their way into the overwatch because its the only really fun job there is[/QUOTE]
[QUOTE=Phreaked;44002279]Farming and mining? I never heard of that lol. I was intending on the map being in a city, food would be supplied by the union, contributing by business working citizens, currently working on a canon as we speak also.
Main focus right now, is making the citizens have stuff to do though, having options open for citizens to work with... I need some ideas for that if anyone can help :)[/QUOTE]
The reason I am suggesting adding farming is because it adds a way to open avenues for other things. Even if farming isn't open to citizens, what if it was an industrial job? Creates more RP situation. Imagine sneaking out potato seeds to the rebels in order to get credits? RP.
As resources still exist out in the Outlands, you can have things like trapping headcrabs and other animals to get meat and such, while also farming small crops and such to keep yourselves fed. You are not adding it because it adds something else, but rather it is something else.
[QUOTE=JoeSkylynx;44002471]The reason I am suggesting adding farming is because it adds a way to open avenues for other things. Even if farming isn't open to citizens, what if it was an industrial job? Creates more RP situation. Imagine sneaking out potato seeds to the rebels in order to get credits? RP.
As resources still exist out in the Outlands, you can have things like trapping headcrabs and other animals to get meat and such, while also farming small crops and such to keep yourselves fed. You are not adding it because it adds something else, but rather it is something else.[/QUOTE]
That would only really work for an outlands server.
[QUOTE=JoeSkylynx;44001311]FailRP is a very weird subject in my eyes. It's either you are failrping or are rping correctly, but most of the time it's completely different in most people's eyes. You should just let people RP the way they choose so long as it stays within the realm of reality, worst case scenario you make your own SWEP system which acts like a JRPG or Turn Based system to control fighting and all that. An example of this being:
Metrocop has 65 Strength and 35 Dexterity, and is also armed with a Stun Baton
Citizen has 30 Strength and 40 Dexterity(dexterity is controlled by what you are wearing/weight of what you are wearing), and is armed with nothing but fist.
When wielding a Stun Baton you are given special abilities such as Skull Stun(stops a striked opponet from attacking for one turn), and High Voltage, which takes a turn to charge, but does serious damage.
When you are unarmed you are allowed to strike twice per turn, and this allows the citizen to do some minor damage to unarmored opponets, but nothing major to armored opponets.
This would ultimately remove things like FearRP, and any sense of FailRP in combat because it controls the method of fighting. Fighting has to be signed off by both parties before it occurs, and once the fight starts it judges each turn/movement by a certain number of source units, and certain weapons have greater ranges(source unit range) over other weapons.
Just a thought.
[editline]21st February 2014[/editline]
Another method is to make the entire building system based on a Zombie Survival or Sim Building grid system. That way players can't really act like jackasses with the system, and the system on its own eliminates prop-climbing.[/QUOTE]
The idea of what counts as realistic and what seems absurd is amusing in my eyes. True, you could really have relaxed restrictions, but the consequence of that is that you'll have a server full of barely capable male_07s that are generally flawless and ex-marines. A line has to be drawn [i]somewhere[/i] or it just becomes a contest to who can make the most overpowered character.
Also, as for a JRPG system, why replace actual roleplay with stats? Aside from the constant statwhoring that would be happening consistently, removing actual roleplay from a roleplay server seems a tad pointless.
As for farming & mining, decent idea, but the execution would be terrible. Either people would grind consistently Runescape-style or it would generally be a bland time-waster (to actually just click on a prop) that nobody would participate in. Players should get items through roleplay, in my opinion.
What you guys are saying is turning Serious RP into Lite. That's not a bad thing and it may be a good idea, but the owner may want to keep it Serious so here's my suggestions:
First of all, make it nonrestrictive as possible in the character development. Allow people to do whatever they would like with their character, and encourage them to create different ones than the ones they normally do.
Second, remove the FailRP/FearRP bullshit servers do now. My suggestion is to make the CPs not so big of assholes, so much so that they can't just fucking randomly ask what is your name. I never saw that in HL2 so why should it be done?
Third, let people go into roles they want. For example, if they want to be a vortigaunt, make them take a quick in game test to be able to be a vortigaunt. Make them prove themselves to be a rebel. Make them go through training sessions to be able to become a CP.
Fourth, now this one is seriously getting in the realms of Lite, but it might help with one thing and thats the part so people will still want to be citizens. Make Citizens able to craft shitty weapons that help in fights against Metropolice. Make the resources come from trusted players that can spawn them in.
[QUOTE=Phreaked;44003033]That would only really work for an outlands server.[/QUOTE]
But it doesn't always have to be. Players could also farm items underground under stolen equipment, and eventually have food distribution which isn't controlled by the Combine. All avenues must remain open for RP to work.
[editline]21st February 2014[/editline]
[QUOTE=Monkah;44003101]The idea of what counts as realistic and what seems absurd is amusing in my eyes. True, you could really have relaxed restrictions, but the consequence of that is that you'll have a server full of barely capable male_07s that are generally flawless and ex-marines. A line has to be drawn [i]somewhere[/i] or it just becomes a contest to who can make the most overpowered character.
Also, as for a JRPG system, why replace actual roleplay with stats? Aside from the constant statwhoring that would be happening consistently, removing actual roleplay from a roleplay server seems a tad pointless.
As for farming & mining, decent idea, but the execution would be terrible. Either people would grind consistently Runescape-style or it would generally be a bland time-waster (to actually just click on a prop) that nobody would participate in. Players should get items through roleplay, in my opinion.[/QUOTE]
People cannot realistically RP Combat. Everyone wants to win. We see it in every HL2RP servers local OOC, it's a very, very sad thing to see. By turning the system into something thats more of a JRPG instance system or rather a system like XCOM:EU or SWAT 2, you turn the system into tactical play, while allowing for a realistic situation. No more rebel goth girl killing fifty combine, or vise versa.
Also, never draw lines, let people make their own lines, but keep laws within the Combine authority. You should never force players into obeying something such as 'Fail RP' or 'Random Death Match' or even 'NLR', the players and the gameplay are the natural order. By creating rules, you only give 5000 things to get players banned with.
[editline]21st February 2014[/editline]
[QUOTE=TornadoAP;44003228]What you guys are saying is turning Serious RP into Lite. That's not a bad thing and it may be a good idea, but the owner may want to keep it Serious so here's my suggestions:
First of all, make it nonrestrictive as possible in the character development. Allow people to do whatever they would like with their character, and encourage them to create different ones than the ones they normally do.
Second, remove the FailRP/FearRP bullshit servers do now. My suggestion is to make the CPs not so big of assholes, so much so that they can't just fucking randomly ask what is your name. I never saw that in HL2 so why should it be done?
Third, let people go into roles they want. For example, if they want to be a vortigaunt, make them take a quick in game test to be able to be a vortigaunt. Make them prove themselves to be a rebel. Make them go through training sessions to be able to become a CP.
Fourth, now this one is seriously getting in the realms of Lite, but it might help with one thing and thats the part so people will still want to be citizens. Make Citizens able to craft shitty weapons that help in fights against Metropolice. [B]Make the resources come from trusted players that can spawn them in.[/B][/QUOTE]
Fuck no.
SeriousRP in it's current form is nothing but classicism, and admin-buddy elitism. It's terrible. Remove what is causing these issues! The flag systems, the rule/regulations which overstretch into the meta, the entrenched concept of IRC Roleplay over usage of items to forge better concepts, not allowing for the creation of items by the players to do things, not creating restriction and system limitations which create the rules or "direction" you are aiming for without ham handing it.
SeriousRP in it's current form is a cancer and blite on the RP Community. Much akin to how DarkRP is causing most of the RP scene to become nothing but a Donation Pyramid Scheme.
[QUOTE=JoeSkylynx;44003262]:words:[/QUOTE]
Shut up please. Your opinion is annoying, therefore, take your stupid RP ideas elsewhere.
[QUOTE=-Natekit-;44003353]Shut up please. Your opinion is annoying, therefore, take your stupid RP ideas elsewhere.[/QUOTE][IMG]http://i.imgur.com/ePNDO.gif[/IMG]
no but srsly OP asked for ideas and that's what we're posting here, If you can't deal with other people coming up with ideas you don't like then stick to single player rather than turding up the thread with your butthurt
[highlight](User was banned for this post ("Image macro" - Craptasket))[/highlight]
[QUOTE=JoeSkylynx;44003262]People cannot realistically RP Combat. Everyone wants to win. We see it in every HL2RP servers local OOC, it's a very, very sad thing to see. By turning the system into something thats more of a JRPG instance system or rather a system like XCOM:EU or SWAT 2, you turn the system into tactical play, while allowing for a realistic situation. No more rebel goth girl killing fifty combine, or vise versa. [/quote]
To be honest, the only people who say that there's no such thing as good combat roleplay are the people that can't combatRP themselves. Sure, some players enjoy winning over storytelling-- these are the types of players you DON'T want on your server. Personally, as a three year Krav student, I find myself excellent in roleplaying hand-to-hand if need be, and yet I still often prefer to go as a scrawny character that gets his ass handed to him in a fight. [B]Shit-quality roleplayers that only play to win are not an excuse to remove potential quality roleplay from the server.[/B]
[QUOTE=JoeSkylynx;44003262]You should never force players into obeying something such as 'Fail RP' or 'Random Death Match' or even 'NLR', the players and the gameplay are the natural order. By creating rules, you only give 5000 things to get players banned with.[/quote]
Don't ban people for RDM? Excuse me, but what? People join serious roleplay servers for serious roleplay- all shooting festivals can be kept in DarkRP. Especially considering [B]the point of serious roleplay isn't to mercilessly slaughter people, so why encourage merciless killing WITHOUT actual roleplay?[/B] Christ.
[quote]SeriousRP in it's current form is nothing but classicism, and admin-buddy elitism.[/quote]
No, not really-- corrupted administrators has nothing to do with the gamemode and can generally be found on every gamemode or even multiplayer game that supports player-owned servers. People-- regardless of rank-- like to help their friends. That isn't exactly exclusive to seriousRP. Hopefully, if you have a competent administration team that's worth a damn, that won't happen.
[quote]Remove what is causing these issues! The flag systems...[/quote]
Sorry, but I don't enjoy having every player spawning themselves cars (C flag) and AR2's (V flag). That's something called sandbox mode on a Half-Life themed map. The flag system or an adequate replacement is necessary for anti-minge and generally keeping the server from becoming a contest to see who can get the most weapons and kevlar. If people can spawn themselves items, vehicles, etc, that's going to be heavily abused.
[B]@ TornadoAP[/B]
[quote] make it nonrestrictive as possible in the character development. Allow people to do whatever they would like with their character [/quote]
8'7" | long black hair | skull tattoos | size dd breasts | fine ass | neon pink hair | purple eyes | rly strong and fast | scary
You have to remember, limitations are here for a reason. I've seen enough shit happen to say that subpar roleplayers need them badly. I've seen invisible OTA, mind-reading (metagaming) vortigaunts, etc. which generally break any and every game mechanic for a cheap excuse to godgame and break other rules usually classified as common sense. While freedom in character development [I]should[/I] be permitted, a roleplay server with low-quality roleplayers and no restrictions is bound to turn into a power struggle. Allow creativity in character creation, backstory, and development, but obviously restrain it to something at least believable.
[quote]remove the FailRP/FearRP bullshit servers do now.[/quote]
Eh, disagree once more. The problem with that is that script-players generally take a shot to the head over the loss of a few items, or generally try to do what isn't realistically possible and expect a positive outcome, which encourages the same behavior in other players. No, there really isn't a reason to remove fearRP rules, considering it's bloody annoying to have to deal with every person that walks into the Nexus being a tough guy who never breaks under interrogation and is fully willing to die in a painful manner. It just doesn't happen, nor should it.
you can start by getting 99% of your playerbase out of the mindset that their character has to be the best mary sue in the server
one of the most fundamental flaws in rp communities is that people don't view it as the accumulation of different experiences to create a story but instead its "i am custom overwatch delta skull leader i have robotic limbs"
[QUOTE=Monkah;44003669]To be honest, the only people who say that there's no such thing as good combat roleplay are the people that can't combatRP themselves. Sure, some players enjoy winning over storytelling-- these are the types of players you DON'T want on your server. Personally, as a three year Krav student, I find myself excellent in roleplaying hand-to-hand if need be, and yet I still often prefer to go as a scrawny character that gets his ass handed to him in a fight. [B]Shit-quality roleplayers that only play to win are not an excuse to remove potential quality roleplay from the server.[/B]
Don't ban people for RDM? Excuse me, but what? People join serious roleplay servers for serious roleplay- all shooting festivals can be kept in DarkRP. Especially considering [B]the point of serious roleplay isn't to mercilessly slaughter people, so why encourage merciless killing WITHOUT actual roleplay?[/B] Christ.
No, not really-- corrupted administrators has nothing to do with the gamemode and can generally be found on every gamemode or even multiplayer game that supports player-owned servers. People-- regardless of rank-- like to help their friends. That isn't exactly exclusive to seriousRP. Hopefully, if you have a competent administration team that's worth a damn, that won't happen.
Sorry, but I don't enjoy having every player spawning themselves cars (C flag) and AR2's (V flag). That's something called sandbox mode on a Half-Life themed map. The flag system or an adequate replacement is necessary for anti-minge and generally keeping the server from becoming a contest to see who can get the most weapons and kevlar.
[B]@ TornadoAP[/B]
8'7" | long black hair | skull tattoos | size dd breasts | fine ass | neon pink hair | purple eyes | rly strong and fast | scary
You have to remember, limitations are here for a reason. I've seen enough shit happen to say that subpar roleplayers need them badly. I've seen invisible OTA, mind-reading (metagaming) vortigaunts, etc. which generally break any and every game mechanic for a cheap excuse to godgame and break other rules usually classified as common sense. While freedom in character development [I]should[/I] be permitted, a roleplay server with low-quality roleplayers and no restrictions is bound to turn into a power struggle. Allow creativity in character creation, backstory, and development, but obviously restrain it to something at least believable.
Eh, disagree once more. The problem with that is that script-players generally take a shot to the head over the loss of a few items, or generally try to do what isn't realistically possible and expect a positive outcome, which encourages the same behavior in other players. No, there really isn't a reason to remove fearRP rules, considering it's bloody annoying to have to deal with every person that walks into the Nexus being a tough guy who never breaks under interrogation and is fully willing to die in a painful manner. It just doesn't happen, nor should it.[/QUOTE]
Considering your server advertisement was consistently bashed on and disrespected, no one should take your advice.
[QUOTE=Raged;44003758]you can start by getting 99% of your playerbase out of the mindset that their character has to be the best mary sue in the server
one of the most fundamental flaws in rp communities is that people don't view it as the accumulation of different experiences to create a story but instead its "i am custom overwatch delta skull leader i have robotic limbs"[/QUOTE]
Yeah, I guess it's just that you need to build a community of not just players, but non-idiotic ones.
I would like gameplay or generally more game mechanics.
You can create really awesome situations with rp, but if there's no game mechanics that are connected to them, there's just no point in creating them.
You can also use game mechanics to prevent things like "failrp".
[QUOTE=LennyPenny;44007348]I would like gameplay or generally more game mechanics.
You can create really awesome situations with rp, but if there's no game mechanics that are connected to them, there's just no point in creating them.
You can also use game mechanics to prevent things like "failrp".[/QUOTE]
How could I use game mechanics to prevent failrp? I'm interested. :)
[QUOTE=Phreaked;44008359]How could I use game mechanics to prevent failrp? I'm interested. :)[/QUOTE]
So on most srp servers I have seen there is a "fight to lose" rule. It means that when you're in a fight you should never expect to win and /me stuff like "my leg hurts" and then move slower and stuff. It's there so people don't show off with their cs skills and headshot everyone, if you still do it you get banned for "failrp".
JoeSkylynx gave an example earlier in the thread of how to solve fighting with a turn based system and dice rolls (much like these pen and paper rgps did in the early days).
If that's too immersion breaking for you, you could always make the fighting harder and more realistic.
Just look at arma multiplayer, because of armas game mechanics fights are slow, you get injuries if you get hit, etc...
[QUOTE=-Natekit-;44003353]Shut up please. Your opinion is annoying, therefore, take your stupid RP ideas elsewhere.[/QUOTE]
If you can't take criticism about something, take your self into a mental asylum and meet white coats you anti-social fuck.
[editline]22nd February 2014[/editline]
[QUOTE=Monkah;44003669]To be honest, the only people who say that there's no such thing as good combat roleplay are the people that can't combatRP themselves. Sure, some players enjoy winning over storytelling-- these are the types of players you DON'T want on your server. Personally, as a three year Krav student, I find myself excellent in roleplaying hand-to-hand if need be, and yet I still often prefer to go as a scrawny character that gets his ass handed to him in a fight. [B]Shit-quality roleplayers that only play to win are not an excuse to remove potential quality roleplay from the server.[/B]
[/QUOTE]
And this is why we people hate SeriousRP'ers, by the way. When people even try to be nice with their criticism you guys take it like it's World War Three, enact all sorts of community nationalism about how, "It's you, not us!" and then trying to play subliminally almost to the point it's laughable. If you want to state, "Well you are just a DarkRP'er!" like every TNBer tends to do, get it over with. Also, your education means crap if you can't use it, I don't have a college level education but I study psychology, do I openly state that? No, because it doesn't matter. It's a game, and that's the topic I choose to discuss. I use knowledge and methods that are explained in psychological studies such as the Broken Window Theory, and Ripple Effect to explain why the current RP Gamemodes have an issue with creating immersion, and how their systems are not working within reasonable method, and are creating a lot of issues. I have explained this numerous times through out several posts I made on this subforum, normally in the lure of stories such as "The Fish Market" which explain the effect of passive economies on Garry's Mod, and the effect of the Cops Vs Robber setup.
[quote]
Don't ban people for RDM? Excuse me, but what? People join serious roleplay servers for serious roleplay- all shooting festivals can be kept in DarkRP. Especially considering [B]the point of serious roleplay isn't to mercilessly slaughter people, so why encourage merciless killing WITHOUT actual roleplay?[/B] Christ.[/quote]
Riddle me this, why ban people for RDM? If your gamemode can hold its own without people wanting to kill each other, why have rules in par with DarkRP? Never Winternight RP doesn't have RDM rules, The Specialist RP never has RDM Rules, only games like GTA San Andreas had them because they are set up on systems akin to the Cops Vs Robber Model. The reason why RDM rules are kept is because their is absolutely no difference between DarkRP and SeriousRP, they are two hens of the same species, which have the same issues, and same problems. Fixing this requires a massive rethink of current systems, one of which is outright removal of rules.
Which brings me onto another topic, when murder happens in RL, most of the time without logical thought(this is a well accepted theory by in criminology by the way), how can you honestly say that anything is random in RP? If someone kills someone, about 75% of the time it's going to be random, because that person is not of logical thought, or commits manslaughter. Another method to explain this is to also take it with the current problems of both SeriousRP and DarkRP. Both gamemodes have coded "Cops" and coded "Robbers" when you have both teams together, they will always fight, it's a given. Without them, the gamemode cannot move forward outside of stale CP and Citizen RP, because without a rebel team you lose point or direction within SeriousRP. This is because you need Robbers to do aggressive things, for the CPs to do passive things. I call this Broken Cog Theory, but follow me with it.
You cannot have "passive rp" without "aggressive rp" the two are not mutally exclusive, and one must exist for the other to even have the seeds of existence. In the core mechanics this is coded, and the second both teams look for reasonable cease fire, everything related to RP collapses. This has occured twice on Taco N' Banana, when "Outcast" MPF guys end up working with the Rebels because they are sick of the ~powah~, and because of this, people needed to be demoted or job shifted to prevent the RP in the Outlands from being destroyed. It's just how things are currently with the Cops Vs Robber system.
With DarkRP, I can truthfully say that 99% of the problems are thanks to Money Printers. Why do people kill each other? Money Printers. Where did they get the money for those guns? Money Printers. What's the main motive of the gamemode? Money Printers.
Same shit can be said for Hl2RP as I mentioned before.
[quote]
No, not really-- corrupted administrators has nothing to do with the gamemode and can generally be found on every gamemode or even multiplayer game that supports player-owned servers. People-- regardless of rank-- like to help their friends. That isn't exactly exclusive to seriousRP. Hopefully, if you have a competent administration team that's worth a damn, that won't happen.[/quote]
Competent and Non-Corrupt admin teams are virtually impossible. Players will always have friends or brown-nosers they take care of, it's a widespread problem for just about every gamemode. As the Ex-American Server runner for City Mayhem, I removed just about every rule because I couldn't find myself banning people for stupid things like "Admin Disrespect" or "Racism" when I knew that it was just gonna happen if someone was upset with you, and most of the time they have good reason to be upset with you. You ban a player, their friends get upset about it... Are they honestly in the wrong for being mad? Can you really say they are bad people for being upset about their buddies being removed from the game?
Corruption follows suit behind this notion of players being upset with admins protecting their friends. I have seen this a few times on Modifed DarkRP as well as Serious RP servers. You'd have someone who's friends with the admin, and the admin needs to get rid of a player who hurt their friends(usually by raiding), and what ends up happening is they coin and bait players into doing something, so that they can remove them for a certain period of time. It's just a matter of retribution and revenge meeting admin abilities. Shit will happen when you have rules, its a matter of time.
[quote]
Sorry, but I don't enjoy having every player spawning themselves cars (C flag) and AR2's (V flag). That's something called sandbox mode on a Half-Life themed map. The flag system or an adequate replacement is necessary for anti-minge and generally keeping the server from becoming a contest to see who can get the most weapons and kevlar. If people can spawn themselves items, vehicles, etc, that's going to be heavily abused.[/quote]
So don't allow people to spawn things, and have systems in place which allow them to build things(not Q Menu/Tool Gun). If you limit resources correctly, getting a weapon could take a very long time on an RP server, the nearest comparison for the system I have in mind is things like EvE Online and Pirates of the Burning Sea, people build all their things, and the simplest of things can take weeks to get. That's the type of system you need for manufacturing weapons, and items... It just needs to take time, and things will fall into place.
[editline]22nd February 2014[/editline]
[QUOTE=LennyPenny;44008987]So on most srp servers I have seen there is a "fight to lose" rule. It means that when you're in a fight you should never expect to win and /me stuff like "my leg hurts" and then move slower and stuff. It's there so people don't show off with their cs skills and headshot everyone, if you still do it you get banned for "failrp".
[B]JoeSkylynx gave an example earlier in the thread of how to solve fighting with a turn based system and dice rolls (much like these pen and paper rgps did in the early days). [/B]
If that's too immersion breaki
[B][I]I'm trying to make it balanced RP and letting people who choose not to be rebels have some fun, so guys, tell me what you think about this :)[/I][/B]
It is 2021, Gordan Freeman, and the rest of the team from Black Mesa are dead, except Dr.Breen of course. You're in City 18, but, it's less
violent than other cities. This is because the prime threats have been eliminated and the Union can "happily" rule over Earth. In City 18 you'll
never see an OTA unit pass by unless there is a giant resistance attack. In City 18 all the MPF officers are equalized, except for the SeC, CmD,
and the DvLs. MPF units are trained equally and when joined, they are completely brainwashed with little to no chance of going rogue unless
held and trained for months. MPF units will not have a rank unless the one of the 3 "higher" ranking levels are achieved, they will be named
with their division and patch number (ex. MPF-VORTEX.PN32 ) ( If DvL/CmD/SeC ex. MPF-VORTEX.PN32.DvL, MPF-CmD.PN32, MPF-SeC.PN32 ) of course
the PN standing for, patch number. Once you reach one of the 3 higher ranking levels, you will get unique specialized training courses to
go through.
But enough of the combine, let's check out other factions.
As a citizen, there's many things to do, you can become a UNION assigned doctor, once you're made a doctor, you're brainwashed to not
use information against the union, would take months of being held and trained to be de-brainwashed. Another option would be a UNION assigned
store clerk, if you want it for the job of being a store clerk, you can apply in-game to the City Administrator to get a legitimate business,
which will just give you the flag so you can start up a store. There is also more, like being a UNION assigned technition. But, UNION assigned
loyalists which will have access to go into the Nexus are brainwashed so no information is used against the union. Why do we have them
IC'ly brainwashed? Well, we don't want people to become a loyalist, work for the union, and go lulwebul on us, we're giving opportunities to
actually be important, occupied, and have fun without becoming a rebel. All UNION assigned jobs will be posted after factions information.
So, then there's vortigaunts huh? Well, when you first get a vortigaunt character, you will be enslaved, trying to efficiently escape no matter
what. As a vort, you cannot talk like a human or MPF officer would, you would talk only when needed and wisely. Your sentences will be about
as short as possible by using correct grammar and punctuation of course. There's not much to vortigaunts, you either know how to roleplay or
don't, I'm not posting a guide here, so look it up at hl2rp.wikia.com to learn.
Overwatch Transhuman Arm aka O.T.A/OTA, well, you can become an OTA but you'll barely be on, most people are brainwashed if they are loyalists
and it's hard to get into the slums, if you don't know how to roleplay as an OTA, look it up, hl2rp.wikia.com should help a bit.
[B][U]MPF Divisions and Ranks[/U][/B]
-VORTEX, the VORTEX division is the main combat division, they are the first to go in on any raids.
-SURGEON, the SURGEON division is the medical division, they perform surgery on units and are stationed in the hospital near the nexus.
-METRO, the METRO division is the technological/mechanical divison, they work on technology in the nexus and fix things ranging from vehicles
to weapons.
[B][U]Loyalist Specialty[/U][/B]
-INTEL, the INTEL division is the undercover division, these will be highly-brainwashed loyalists which will be handed a radio, request device,
and a 9MM pistol for defense. The INTEL division infiltrates any sort of rebellions and gives intelligence to the UNION on them.
For a loyalist to become an INTEL loyalist, they must have 5 UL (Union Loyalty) Points, which means that they succesfully helped the union
gather intel of some sort with no hesitation.
( The INTEL division is created so you can have some more fun after being a loyalist for a bit )
[U][B]Union Assigned Jobs[/B][/U]
UNION Assigned Technician
UNION Assigned Doctor
UNION Assigned Mechanic
( When you have a UNION Assigned job, you are taken into the Nexus, and are HIGHLY brainwashed, also, you're trained. )
[B][U]And of course Monkah rates it dumb, don't mind him, he rates your posts dumb if you rate his dumb lol [/U][/B]
monkah you run terrible servers, don't bother giving advice until you get more than 3 active players on at once please.
[QUOTE=Monkah;44003669]words[/QUOTE]
so hows terminal velocity working out for you
Sorry, you need to Log In to post a reply to this thread.