Personally I've had an idea for HL2RP that I think would help alleviate some problems. I'm hoping to try this soon. Basically the idea is that it's set in the Week between Gordon and Alyx teleport to Kliener's lab. The whole thing spans about a week of IRL time. It's set in a bunch of different stages, namely the Uprising stage, where things are HL2RPish yet a bit more actiony, Rebellion Stage, where shit starts go down, and finally the Revolution stage, where shit really hits the fan.
In the Uprising stage, it's more or less like HL2RP with some changes to it. More events are happening, such as protests, beatings of cops, and so on. Guns in this server would not be "ID Locked" because really that's just to stop people from continuing. Some of the things that could be added on would be things like an economy system, ways to join factions without having to go through a application process, use of scripted mechanics to help shit actually be done like S2M and that shit (Make guns innacurate).
In the Rebellion stage, things are way more actiony now. The map is clearly divided between two sides, the rebels, and the Universal Union. You spawn in an Apartment building between the two, and have multiple options such as moving into the bandit infested territory of the rebels, becoming a part of Civil Protection, joining the cause, becoming a merchant. The Rebel side would have roaming traders that sell things to players. When you start out you will have enough money to buy a small pistol, but no ammo. The Rebel territory is also a lot less protected, so if people want to get rich off banditing they go there, however the only source of stable income is on the UU side. On the UU side, there are a couple of shops that are there (no guns can be sold btw), along with the ability to collect income through rations. It is also much safer there, and it will also be hard to leave from there, and will probably need help from the Resistance to do so. Every day there are small, admin made skirmishs along with the obviously player made ones.
In the Revolution stage it's a lot like the Rebellion but things have changed a bit. One the Rebel side, it will be hard to be a Merchant, and banditry will be difficult too. On the UU side, the Civil protection have cracked down on the shops and made it harder, and ration times are decreased. It is also extremely hard to leave the UU area. However, supplies are mostly brought in by the factions themselves, and Citizens who do good work for the Civil Protection get goodies and a chance to join and those who do good work for the rebels get goodies such as guns, and a chance to join them. Every day there is huge, admin made battles that go on in the city square.
All of this would end in an event that basically decides who wins on the server.
[QUOTE=doomkiwi;44283811]Not so much. Combine rule seems mote strict and gives virtually no freedoms or even entertainment, more like Soviet Russia.[/QUOTE]
From what extremely little you see in HL2, it doesn't seem nearly as strict and bleak as most Clockwork servers interpret it as. Dr. Breen's show had jugglers, there are stores and restaurants you pass through that don't seem long-abandoned, and the only civilian life you experience is during a massive raid so of course they're going to be sitting around nervously, they don't spend 100% of their time fearing the combine.
[QUOTE=TurtleeyFP;44284259]From what extremely little you see in HL2, it doesn't seem nearly as strict and bleak as most Clockwork servers interpret it as. Dr. Breen's show had jugglers, there are stores and restaurants you pass through that don't seem long-abandoned, and the only civilian life you experience is during a massive raid so of course they're going to be sitting around nervously, they don't spend 100% of their time fearing the combine.[/QUOTE]
the environment in HL2 is bleak. in fact, it's terrible. all of humanity's forces lasted merely 7 hours against the combine invasion. people are incredibly scared of the combine for a very good reason, they're a relentless force that can convert humans into part of its regular army. they have the capability to built seemingly impossible megastructures like the citadel which is apparently 2.5kms high, they have access to incredibly advanced technology. animals are dead because of the 7 hour war, the subsequent destruction of natural habitats by the combine, and the introduction of extraterrestrial fauna, which otherwise killed them. in HL2 most if not all of the trees are dead, the coast is dried up which suggest that the combine presence has somehow caused similar effects to global warming, fish are mostly gone by now and instead the incredibly hostile barnacles have replaced them.
democracy doesn't exist, the combine are the de facto rule, and the highest human authority is Dr Breen, earth's administrator. the only water there is to drink makes you forget, the only entertainment you're allowed to have is the breencasts. the slightest demonstration of dissent warrants a one way ticket through razor train to Nova Prospekt, where you get forcibly converted into a stalker, having several of your organs and all your limbs removed in order to become a cost efficient slave to the combine. if you make any friends, you'll lose them eventually as, as a citizen, you're prone to be forcibly transferred into another city. the only sexual gratification you can ever hope to attain comes in the form of the "sexual simulation" that is given to CPs for good behavior.
so no, there's absolutely no reason for any citizen to be happy about its life at all. it's based on 1984 after all. it's dark, it's grim, it's gritty, and there's so much shit to work in that setting that people don't actually realize, its funny. you barely see anybody in HL2RP mention the events of the Half-Life series at all. from what is generally seen in HL2 people worship Gordon Freeman to the point that his presence alone leads them to forget all fear and actively fight the combine despite insurmountable odds yet for some reason HL2RP servers don't talk about Gordon Freeman at all.
[QUOTE=Big Bang;44285034]you barely see anybody in HL2RP mention the events of the Half-Life series at all. from what is generally seen in HL2 people worship Gordon Freeman to the point that his presence alone leads them to forget all fear and actively fight the combine despite insurmountable odds yet for some reason HL2RP servers don't talk about Gordon Freeman at all.[/QUOTE]
That's generally because Gordon Freeman in HL2RP has sort of a minge reputation. People associate mentioning Freeman to all of the idiots who try to make a Gordon Freeman character and manage to punch a cop before getting banned, and on top of that there's always somebody who gets confused about HL2RP taking place before HL2 who fucks everything up.
Plus, maybe he wasn't the subject of daily conversation before the events of HL2 - people high-up in the Resistance who knew him probably talked about him, and some of the really important Combine authorities seem to know who he is, but that doesn't mean everyone talked about him regularly, or even knew who he was, until news of his return and how he's killing all of the combine spread everywhere.
[QUOTE=TurtleeyFP;44285275]That's generally because Gordon Freeman in HL2RP has sort of a minge reputation. People associate mentioning Freeman to all of the idiots who try to make a Gordon Freeman character and manage to punch a cop before getting banned, and on top of that there's always somebody who gets confused about HL2RP taking place before HL2 who fucks everything up.
Plus, maybe he wasn't the subject of daily conversation before the events of HL2 - people high-up in the Resistance who knew him probably talked about him, and some of the really important Combine authorities seem to know who he is, but that doesn't mean everyone talked about him regularly, or even knew who he was, until news of his return and how he's killing all of the combine spread everywhere.[/QUOTE]
Also [Server Owner's Character's Name Here] has the biggest dick and is the one hope for humanity. All praise [ Server Owner Character's Name]!
[QUOTE=Big Bang;44285034]the environment in HL2 is bleak. in fact, it's terrible. all of humanity's forces lasted merely 7 hours against the combine invasion. people are incredibly scared of the combine for a very good reason, they're a relentless force that can convert humans into part of its regular army. they have the capability to built seemingly impossible megastructures like the citadel which is apparently 2.5kms high, they have access to incredibly advanced technology. animals are dead because of the 7 hour war, the subsequent destruction of natural habitats by the combine, and the introduction of extraterrestrial fauna, which otherwise killed them. in HL2 most if not all of the trees are dead, the coast is dried up which suggest that the combine presence has somehow caused similar effects to global warming, fish are mostly gone by now and instead the incredibly hostile barnacles have replaced them.
democracy doesn't exist, the combine are the de facto rule, and the highest human authority is Dr Breen, earth's administrator. the only water there is to drink makes you forget, the only entertainment you're allowed to have is the breencasts. the slightest demonstration of dissent warrants a one way ticket through razor train to Nova Prospekt, where you get forcibly converted into a stalker, having several of your organs and all your limbs removed in order to become a cost efficient slave to the combine. if you make any friends, you'll lose them eventually as, as a citizen, you're prone to be forcibly transferred into another city. the only sexual gratification you can ever hope to attain comes in the form of the "sexual simulation" that is given to CPs for good behavior.
so no, there's absolutely no reason for any citizen to be happy about its life at all. it's based on 1984 after all. it's dark, it's grim, it's gritty, and there's so much shit to work in that setting that people don't actually realize, its funny. you barely see anybody in HL2RP mention the events of the Half-Life series at all. from what is generally seen in HL2 people worship Gordon Freeman to the point that his presence alone leads them to forget all fear and actively fight the combine despite insurmountable odds yet for some reason HL2RP servers don't talk about Gordon Freeman at all.[/QUOTE]
I have yet to see hl2rp fully in line with canon, before cockring or cockwork you had servers like TnB that we're never really based on actual shit in half life 2; people owned businesses, people could go to bars and that sort of shit. It was still serious roleplay but it wasn't serious to the point were you lose vision because you are gazing at a chatbox of an administrator telling you how you can't do and x and y but if you question the lizard Metrocops (I'm not even fucking joking) you get banned. I feel like you can more effectively roleplay in a half life 2 setting because it allows for some flexibility the ability to make items beyond rations and soda cans but still be bound to some aspects of reality and the canon ie, having currency but essentially using it like the combine would (as a shitty pack on the back to the slave)
I think hl2rp is dead but it has a shot at coming back provided people chill the fuck out on restricting players to the point where they can't breath but stay within what hl2 was actually about.
This is purely my opinion though, but whenever I put an hl2rp up people stuck around once they learned that freedom and the ability to have fun was possible. Especially after Steven hung a cp from the plaza catwalks, it was crazy but all the events leading up to it made sense.
just make a server where everyone is a metrocop
follow a campaign of players before or during the uprising
[quote]All of this would end in an event that basically decides who wins on the server.[/QUOTE]
That's completely against what HL2RP is about.
Also saying TnB is serious RP with some entertainment is really understating the borderline mingey *fun* that was so often supported there. Strip clubs, traveling merchants, festivals.
[QUOTE=Masterofstars;44286766]That's completely against what HL2RP is about.
Also saying TnB is serious RP with some entertainment is really understating the borderline mingey *fun* that was so often supported there. Strip clubs, traveling merchants, festivals.[/QUOTE]
Being an ex TnB admin, we tries to cut down on stupid shit like that. Overall we did an okay job of keeping things in-line and in cannon. The only problem was that Dave Brown, our community leader would often manipulate everything going on and change it into "The story of Rex Lee, and how he destroyed the Combine, saved the world and fucked every girl in both the city and the outlands." Whenever we tried to speak up against stuff like that. IE: A whole division of Combine Overwatch going rogue under Rex Lee. We would get shut down with the excuse "It's my server. Deal with it or get out."
After Rex Lee was killed, the problem still persisted. Dave's friends would decide what happend with TnB's canon all by themselves. In the last few dieing days of TnB's HL2RP, stupid shut was abound. They were going to teleport, I shit you not, a nuke into the citadel with like, space magic or somthing. And all of us who had some sense were ignored.
On an unrated note, if you listen to Kliner's speech in EP1, it's not that people lost their will to reproduce, it's that specific parts of embryonic development couldn't form. So the suppression field was more like a giant birth control pill.
[editline]19th March 2014[/editline]
Also excuse any typos. On my iPhone.
[editline]19th March 2014[/editline]
Also allowing citizens certian vices is almost essential in HL2. Giving people booze, drugs, sex or otherwise is almost essential. It keeps people in-line. People need to work aswell. Sitting in their shitty apartment for hours each day tends to let bad thoughts slip into your head. If Facepuch ever had a HL2 server. We need to allow citizens certian vices and give them jobs. No one wants to sit inside all day staring at their wall.
A friend put a lot of time speculating a sort of timeline between the events of the Resonance Cascade and the arrival of the 7HW and the Combine. Focusing on the era before the Combine's sudden arrival, here's a brief quote.
[quote]You should always remember that your character has been through more than just the arrival of the Combine, and that there have been major global events in their lives that have shaped them as people.
Superpowers would lose their grip on the rest of the world, and begin to focus their efforts on stabilizing its people and on isolationism. This inward focusing would likely be present in all levels of governance, including states and cities. People would start to live increasingly frugal and independent lives. [...]
The world ecosystem as a whole, and consequently the environment and other earth systems would be entirely unstable. Mass extinctions would occur in the matter of a few short years as invasive organisms took hold, weather patterns would be erratic and dangerous. In general, small rural populations would relocate to larger cities, agriculture would see an enormous hit leading to widespread hunger in nations dependent on jealously guarded food imports. Corporations would control the means of production and distribution, and likely have a stranglehold via a monopoly on genetically modified foods. Urban centres would transform into poor, crowded and militarized bases of sorts, with crime, disease and poverty rampant. The value of human life would be greatly diminished and controlled. All of this would be buildup for what was to come after the Seven Hour War – with systems already in place to manage populations, cities built up as prisons, and what would likely be brutal police forces controlling it all – all it would take would be an outside agency to come in and take over the reins...[/quote]
This is something I thought about back even when I first started roleplaying the HL2 theme, since I was interested as much in the story before the war as much as afterwards. You have to remember that the generally accepted timeline is that the Portal Storms lasted for six years before the Combine invasion, and if the beginning of Episode 2 is any indication, the Portal Storms would have had a massively devastating effect on the entire world. Things would become chaotic all around as the world was forced to adapt to these changing forces, and as nationalistic driven isolationism spread across every country and nation, the Combine invasion might have been seen as a blessing if Breen simply spun it as something that could unify the world. They brought order to the world as the Portal Storms came to a close, they brought ruling to the banditry and tyrannical corruption that plagued the urban centers, they set a goal of acceptance and transhumanism for humankind. There are many different ways to interpret those few minutes of Half-Life 2, and I think trying to write it off as simply a bleak, 1984 recreation sells the entire idea short.
Looking at a lot of the ideas here, I can honestly say I disagree with many and find many of your ideas baffling. I'm not going to say I have the answer to how to create an economy, but let me try and explain my idea of a so-called "serious" server.
If we're expecting to treat the server as serious, then it's important we don't belittle and treat the players as children. My ideal model of a script essentially emboldens this by giving players as much autonomy as most servers would give the administrators. Players wouldn't be able to regulate the server by means of administrative powers -- kicking, banning, changing script-related values like an OOC delay -- but they would be able to provide for themselves the tools and necessary visual aids. Prop spawning and the use of the physgun both are vital tools to help craft a setting, especially if we're going to be roleplaying in a game that allows us to incorporate scene building; We're not roleplaying on a forum, we're roleplaying in a gaming medium that allows the use of prop spawning. Firearms and weapons would exist only as a means of communicating their existence, and while they would still function as SWEPs, they would be scripted and written to do minimal damage. It's easy to identify a player is carrying a sub-machine gun or a automatic rifle if they're carrying it as a SWEP, and it's easy for them to communicate their threatening presence if they can actively shoot it, but it's unnecessary for the weapon to kill the player if it's a roleplaying community, where the judgment of the player should be taken into account, not one's ability to shoot a weapon.
To this end, players would be given the freedom to spawn these weapons and other script items with relative ease. This raises the concern of abuse, but if a majority of the players in the server can behave themselves and represent the so-called pinnacle of serious communities, this shouldn't be a problem if they're acting as peers. The character's development is the most important thing in the community, and generally no one goes around questioning another person about where they got X weapon or Y equipment. If something becomes out of hand, and people begin to question the overly advantageous spawning of a single individual, that's where the administrators come into play; They don't need to hold the hand of every player, floating around to authorize roleplay, they should exist to administrate and delegate on issues where fairness and equality come into question.
You may be wondering whether I would support a whitelist then, to help mitigate the presence of any troublemakers who frequently join the server and abuse the systematic trust provided, and the answer is no. A whitelist serves nothing but to prevent ease of access to the average player, and if the only playerbase we're catering to is the one where we accept only the trusted friends and those who can write long paragraphs for an application, you run the risk of creating an elitist divide. As I've said previously, I think a big component for a functioning community is the ability to accept roleplayers of all standards. If we allow more common and new players into the community, and we show them that we're willing to give an inch of trust so they can do more than what's normally given in other scripts, it encourages them to better themselves when their peers are judging them as much as the administrators. An alternative I would suggest to the whitelist is the opening of the server only during specific hours on specific days. This means it's easier to administrate for all players, since there's less risk of a player's abuse going unnoticed at 3 a.m. on a Tuesday morning. It also means you can't enjoy the server at every leisure, but it may help entice and pique interest when you know that on X day at Y hour, you get to meet up with friends on your characters and elaborate on a story you've started the week before. Things in life are best done in moderation, and if there's a downtime between those set days, it gives rise for players to reflect on their actions and how their character is being shaped (though this does remove some of the spontaneous behavior, you still obviously get some when you actually are roleplaying).
There's no need for a functioning economy if most players are equal. If you can spawn the script item you need, then you just need to provide a reasonable and acceptable performance for yourself as you roleplay obtaining it. This doesn't mean there can't be in-character hierarchies, even though organizations like the Civil Protection may not even have any, but it means, again, you're being given the trust to behave yourself and it's an honor system where you and your peers are the ones judging one another. This is all just an ideal model and I can see why few would believe it even possible. It's certainly something that would be hard to achieve, and I understand why it would be hard to pitch to server owners. Still, I've spent years fabricating lore and stories for how you can keep to the Half-Life 2 themes of desperation, suffering, hope, revolution, and the struggling identification of
Are you seriously saying wer should trust people with being able to spawn guns. That's a reason so much are afraid to give people phys find out props.
If you're going to be calling a community serious and catering to a crowd of players who can't be trusted with a physgun, then just kill the server. I don't deny that there are players who exist who will abuse the system and trust, nor do I deny there being a reason for physgun bans and the like, but if you start out the average player without the ability to even [I]have[/I] the physgun or the ability to spawn props, you need to re-evaluate your playerbase and how you're advertising your community.
The whole scheduled server time would also help to curb such players. If you're only opening every few days and you know administrators will be on at those set hours, then that means all the hours the server isn't up, you have the ability to inform and basically explain the outlook to the average player. There are many underage players who have little hope, but there are many gems in the rough and I can attest to this over the years. I've seen middle school children roleplay much better than so-called elites and greats who are in their twenties, though that's a bit unfair of a statement, since those older and supposed better roleplayers weren't that good at all to begin with.
I agree with you about server times, player control and guns not doing damage, but opening up the server to everyone - and letting them spawn whatever script item they want, whenever they want? That probably wouldn't work on a whitelisted server, let alone a public one that needs to cater to several dozen people. Just because there are admins doesn't mean everything is solved, unless there are more admins than players then somebody can and will abuse the massive freedom they're given. Admins aren't all-knowing, and by the time they check the console or come back from being AFK some minge could've spawned a truckload of grenades and spawn killed everyone a few good times. Admins can't constantly watch everybody at once. And it does more damage beyond that moment; word gets around there's a HL2RP server letting everyone spawn free RPGs and congratulations, there are hordes of them coming in and all of the serious roleplayers get sick of it and leave. Even public sandbox servers have to place [i]some[/i] restrictions on everyone. If you just try to trust everybody not to crash your server, that isn't enough, they'll do it and keep coming back.
Having the entire system be "everyone has massive freedom to do anything and you just have to trust eachother not to asspull/powergame/abuse this huge power" is bad enough on a public server, but when you add "minges/alt accounts/massive raids? don't worry there's an admin somewhere around here, plus there are diamonds in the rough" the whole thing falls apart.
Another problem I have noted with HL2RP(and Serious RP in general), is that FPS Gaming has and will always lead people to crave more "realism" or draft themselves away from RPing. What I'd like to suggest is [I]not using 1st Person[/I], but instead use something like isometric camera. Runescape style.
From this, combat is no longer a big issue because you can control where and when it occurs, and stop players from simply overpowering one MPF, and stealing his equipment to begin raids against the Nexus.
I mentioned this previously.... Think about the adoption of an XCOM: Enemy Unknown combat system. With such a system, you can make it so combat only occurs when both parties openly accept a fight with each other, and have an Ambush system based on dice-rolls which can cause single-acceptance attacks to occur, but the dice roll determines the readiness of the other person in the ambush situation. You can also turn said ambush system off, or make it only applicable under certain circumstances such as raids and such.
Now adopting isometric camera, and an XCOM combat system can deal with certain issues regarding players acting like OMG SUPAH WEEBEL. For example: In this combat system you can buff things depending on the class of a person, the allegiance, their rank, and all sorts of stuff. Combine can be buffed to be exactly what they are, and likewise a civi won't simply kick people in the balls constantly because LOLIMADMINBUDDY. But it can also create some other issues in which you have to figure out who gets what, balance certain systems in respect to lore, and ect.
The main thing about this though is that people need to treat RP Gamemodes as a game. That's the main problem in the RP scene... No one treats it as an experience being had by a human being, but instead treats it as an experience had by two fictional characters. It causes a lot of break in immersion, and likewise just doesn't work in a first person scenario when you think about it.
[QUOTE=TurtleeyFP;44288690]I agree with you about server times, player control and guns not doing damage, but opening up the server to everyone - and letting them spawn whatever script item they want, whenever they want? That probably wouldn't work on a whitelisted server, let alone a public one that needs to cater to several dozen people. Just because there are admins doesn't mean everything is solved, unless there are more admins than players then somebody can and will abuse the massive freedom they're given. Admins aren't all-knowing, and by the time they check the console or come back from being AFK some minge could've spawned a truckload of grenades and spawn killed everyone a few good times. Admins can't constantly watch everybody at once. And it does more damage beyond that moment; word gets around there's a HL2RP server letting everyone spawn free RPGs and congratulations, there are hordes of them coming in and all of the serious roleplayers get sick of it and leave. Even public sandbox servers have to place [i]some[/i] restrictions on everyone. If you just try to trust everybody not to crash your server, that isn't enough, they'll do it and keep coming back.
Having the entire system be "everyone has massive freedom to do anything and you just have to trust eachother not to asspull/powergame/abuse this huge power" is bad enough on a public server, but when you add "minges/alt accounts/massive raids? don't worry there's an admin somewhere around here, plus there are diamonds in the rough" the whole thing falls apart.[/QUOTE]
In this envision, the script itself will be fairly bare of anything besides the ability to move, maybe alter the camera placement, and do the necessary commands for roleplaying. If weapons and any other script-related items cannot do damage or do minimal at best, then there's no need to worry about the random minge who tries to gun down people. At best, they'll become an annoyance and you can call an admin over to help alleviate the problematic player. The largest harm any one or even several players could do is crash the server through prop spam, which is very easy to spot because there's always someone monitoring the console, players included.
If it becomes a big enough of an issue that a random player could somehow damage the server, then enacting a whitelist should be an easy process that doesn't entail some sort of need for recommendations or excessive writing. You're also acting as if you can't remove players through administrative means. I don't play many roleplay servers, and while I acknowledge that alternate accounts remains a small possibility -- how many minges own multiple accounts? -- I can't imagine a massive raid of troublemakers ever occurring. The script items that would exist in this model would mostly be aesthetic and for the purpose of communicating more details about their character, hence the purpose of non-damaging SWEPs. The intent is to put a focus on the roleplaying aspect of, you know, a roleplaying community, not the script or gains within the script.
I'm in a class, otherwise I would reply more on Joe's post, but you need to think about what you're saying when discussing such mechanics. You want the script to act less like a game and for there to be a focus on the interactions as characters, but you're trying to limit and dictate what people roleplay by giving arbitrary values of stats and the like. Malnourishment isn't something of a joke and it would play greatly into a character's abilities, but no two persons are the same, especially when players are roleplaying characters with 20+ years of development.
[QUOTE=JoeSkylynx;44289164]Another problem I have noted with HL2RP(and Serious RP in general), is that FPS Gaming has and will always lead people to crave more "realism" or draft themselves away from RPing. What I'd like to suggest is [I]not using 1st Person[/I], but instead use something like isometric camera. Runescape style.
From this, combat is no longer a big issue because you can control where and when it occurs, and stop players from simply overpowering one MPF, and stealing his equipment to begin raids against the Nexus.
I mentioned this previously.... Think about the adoption of an XCOM: Enemy Unknown combat system. With such a system, you can make it so combat only occurs when both parties openly accept a fight with each other, and have an Ambush system based on dice-rolls which can cause single-acceptance attacks to occur, but the dice roll determines the readiness of the other person in the ambush situation. You can also turn said ambush system off, or make it only applicable under certain circumstances such as raids and such.
Now adopting isometric camera, and an XCOM combat system can deal with certain issues regarding players acting like OMG SUPAH WEEBEL. For example: In this combat system you can buff things depending on the class of a person, the allegiance, their rank, and all sorts of stuff. Combine can be buffed to be exactly what they are, and likewise a civi won't simply kick people in the balls constantly because LOLIMADMINBUDDY. But it can also create some other issues in which you have to figure out who gets what, balance certain systems in respect to lore, and ect.
The main thing about this though is that people need to treat RP Gamemodes as a game. That's the main problem in the RP scene... No one treats it as an experience being had by a human being, but instead treats it as an experience had by two fictional characters. It causes a lot of break in immersion, and likewise just doesn't work in a first person scenario when you think about it.[/QUOTE]
That's a little needlessly complicated. Isometic camera, ambush system and "stat buffs" are really unnecessary. It sounds more like an RPG than something based around actual interaction and improvisation.
Let's just have SWEPs not do any actual damage, but open a prompt or a line of text for the attacker and victim, like in SS13.
[img]http://i.imgur.com/C9SO0z1.png?1[/img]
[editline]19th March 2014[/editline]
[QUOTE=FlatPancake;44289376]In this envision, the script itself will be fairly bare of anything besides the ability to move, maybe alter the camera placement, and do the necessary commands for roleplaying. If weapons and any other script-related items cannot do damage or do minimal at best, then there's no need to worry about the random minge who tries to gun down people. At best, they'll become an annoyance and you can call an admin over to help alleviate the problematic player. The largest harm any one or even several players could do is crash the server through prop spam, which is very easy to spot because there's always someone monitoring the console, players included.
If it becomes a big enough of an issue that a random player could somehow damage the server, then enacting a whitelist should be an easy process that doesn't entail some sort of need for recommendations or excessive writing. You're also acting as if you can't remove players through administrative means. I don't play many roleplay servers, and while I acknowledge that alternate accounts remains a small possibility -- how many minges own multiple accounts? -- I can't imagine a massive raid of troublemakers ever occurring. The script items that would exist in this model would mostly be aesthetic and for the purpose of communicating more details about their character, hence the purpose of non-damaging SWEPs. The intent is to put a focus on the roleplaying aspect of, you know, a roleplaying community, not the script or gains within the script.
I'm in a class, otherwise I would reply more on Joe's post, but you need to think about what you're saying when discussing such mechanics. You want the script to act less like a game and for there to be a focus on the interactions as characters, but you're trying to limit and dictate what people roleplay by giving arbitrary values of stats and the like. Malnourishment isn't something of a joke and it would play greatly into a character's abilities, but no two persons are the same, especially when players are roleplaying characters with 20+ years of development.[/QUOTE]
There's still the issue of somebody being able to spawn things to their own advantage, and just because there's an admin present doesn't mean that there won't be disagreements or conflicting stories about who got what and when, etc, etc. It'd just be a lot easier to have it so players don't have [i]massive[/i] responsibility and power, but still control the outcome of things in-universe. Leaving the script item spawning to trusted people like admins would just be a lot simpler and easier for everyone.
[QUOTE=TurtleeyFP;44289851]
There's still the issue of somebody being able to spawn things to their own advantage, and just because there's an admin present doesn't mean that there won't be disagreements or conflicting stories about who got what and when, etc, etc. It'd just be a lot easier to have it so players don't have [i]massive[/i] responsibility and power, but still control the outcome of things in-universe. Leaving the script item spawning to trusted people like admins would just be a lot simpler and easier for everyone.[/QUOTE]
The less autonomy the player has in developing their own story, the more difficult it becomes on the admin when they're needed to delegate and act as Dungeon Masters at every turn when there's some possible room for gain. Servers that become too dependent on the administrators to create the storyline or elaborate server-changing events fall into a rut because the players become lazy and unable to make their own decisions. I'm not saying administrators should only serve as gatekeepers and don't have some responsibility in acting as DMs and event creators, but you can always just elevate specific players into specialized roles like that if they have a knack for doing that. The combination of these roles was always a problem in TnB, where you have administrators who are very capable at roleplaying but have a really bad ability to judge others, but would thus be given administrative powers that often end up being abused.
[QUOTE=FlatPancake;44290170]The less autonomy the player has in developing their own story, the more difficult it becomes on the admin when they're needed to delegate and act as Dungeon Masters at every turn when there's some possible room for gain. Servers that become too dependent on the administrators to create the storyline or elaborate server-changing events fall into a rut because the players become lazy and unable to make their own decisions. I'm not saying administrators should only serve as gatekeepers and don't have some responsibility in acting as DMs and event creators, but you can always just elevate specific players into specialized roles like that if they have a knack for doing that. The combination of these roles was always a problem in TnB, where you have administrators who are very capable at roleplaying but have a really bad ability to judge others, but would thus be given administrative powers that often end up being abused.[/QUOTE]
That's really kind of what I said, players have control over the story and what they do, but you can't trust random people to be responsible with the ability to spawn free SWEPs and any item they want. Administrators should be exempt from roleplaying to prevent bias/admin characters as well.
[QUOTE=TurtleeyFP;44289851]That's a little needlessly complicated. Isometic camera, ambush system and "stat buffs" are really unnecessary. It sounds more like an RPG than something based around actual interaction and improvisation.
Let's just have SWEPs not do any actual damage, but open a prompt or a line of text for the attacker and victim, like in SS13.
[img]http://i.imgur.com/C9SO0z1.png?1[/img]
[/QUOTE]
So what happens when someone just laughs, and doesn't care?
[QUOTE=JoeSkylynx;44290510]So what happens when someone just laughs, and doesn't care?[/QUOTE]
Would you prefer the current system of S2K, S2M and drama? Just freezing someone in place whenever they're hit until they choose to make a new character? Another reason I would want a whitelisted server is so that we can trust eachother with responsibilities like this. Someone might be able to just ignore you if it were a public server.
[QUOTE=TurtleeyFP;44291105]Would you prefer the current system of S2K, S2M and drama? Just freezing someone in place whenever they're hit until they choose to make a new character? Another reason I would want a whitelisted server is so that we can trust eachother with responsibilities like this. Someone might be able to just ignore you if it were a public server.[/QUOTE]
You are talking to the guy who suggested abolishing rules all together. I find any rule outside of laws enforced by a player-controlled government to be outside the realm of RP, promoting the usage of loopholing and drama, and furthermore find the sheer concept and application to be terrible. :v:
The best analogy I can offer is that it'd be like Airsoft. You have some people who obey those rules of the game, and general honor code... Then you have the assholes or people who just rather not be bothered by it.
The reality here is that 90% of the Garry's Mod RP community is the latter. Combat on it's own is only interesting when its well... Combat. I can't find myself personally enjoying combat in most Serious RP's because I'm expected to "Play to Lose" with my own life. How does that even make sense really? You play to lose... Realistically, if you were actually RP'ing a character true to human emotion, you wouldn't want to die. You would kill or be killed.
If you are attempting to keep combat or some realm of combat in RP scripts, you either apply combat as is, make a script where every player is considered equal but certain factions or items give boosts to that player's capabilities(XCOM Script), or you just don't have combat and you defeat the purpose of having an RP in first person.
[QUOTE=JoeSkylynx;44291482]You are talking to the guy who suggested abolishing rules all together. I find any rule outside of laws enforced by a player-controlled government to be outside the realm of RP, promoting the usage of loopholing and drama, and furthermore find the sheer concept and application to be terrible. :v: [/QUOTE]
It's not a dumb, intrusive rule like the ones on those servers where you just aren't allowed to attack CPs or an admin will pick you up with a physgun and drag you away. If the target system were implemented, it isn't really a contextual problem - either the shot was IC and you react, or it was OOC/voided and you don't have to wait 10 minutes respawning and running back there then fighting about how somebody stole your items. If you ignore it and keep walking if it's an IC shot then that's pretty much universally known as being an asshole, like proppushing somebody or using a cheat client. It's one of the things that's delegated to admins to handle.
[QUOTE=JoeSkylynx;44291482]The best analogy I can offer is that it'd be like Airsoft. You have some people who obey those rules of the game, and general honor code... Then you have the assholes or people who just rather not be bothered by it.
The reality here is that 90% of the Garry's Mod RP community is the latter.[/QUOTE]
And that's why I'm in favor of a whitelist, so that assholes & trolls drifting between RP servers can't come in and fuck up the trust we're trying to give everyone. If we had a whitelist, the only people on the server would be people who actually [i]want to be there[/i], and know and understand what we're trying to accomplish. Just the effort of going into the thread, asking for a whitelist and explaining what we're trying to do, is enough to deter all of the DarkRP community who would find it by accident on the public server list and reign terror for who knows how long.
[QUOTE=JoeSkylynx;44291482]Combat on it's own is only interesting when its well... Combat. I can't find myself personally enjoying combat in most Serious RP's because I'm expected to "Play to Lose" with my own life. How does that even make sense really? You play to lose... Realistically, if you were actually RP'ing a character true to human emotion, you wouldn't want to die. You would kill or be killed.[/QUOTE] The issue that causes crap like "play to lose" and "shoot to miss" is that misunderstandings in combat have a big impact - somebody fucks up, you have to pause the entire thing, wait for the person who died to respawn, run all the way back, pick up their gun, and fight about where they were or who stole their stuff. In that time other people might not know it's paused so they come running in to back up the other team, and it just turns into a big clusterfuck. Those policies are there to try and prevent that from happening, even though people really just ignore them anyway. None of that would happen if misunderstandings didn't have an effect on everybody, and literally fuck up the entire scene, if they didn't need to.
[QUOTE=JoeSkylynx;44291482]If you are attempting to keep combat or some realm of combat in RP scripts, you either apply combat as is, make a script where every player is considered equal but certain factions or items give boosts to that player's capabilities(XCOM Script), or you just don't have combat and you defeat the purpose of having an RP in first person.[/QUOTE]
What? Those aren't the only two options. Either go with your idea of having extremely complicated statistics and bonuses like it's a strategy game, or not have combat at all. You're completely positive that your opinion is the only right one?
[QUOTE=JoeSkylynx;44291482]
If you are attempting to keep combat or some realm of combat in RP scripts, you either apply combat as is, make a script where every player is considered equal but certain factions or items give boosts to that player's capabilities(XCOM Script), or you just don't have combat and you defeat the purpose of having an RP in first person.[/QUOTE]
How about actually roleplaying? You know, because it's a roleplay server... not Final Fantasy 13. Or Call of Duty. Maybe instead of trying to turn a roleplay server into a deathmatch server, we actually roleplay things out?
[quote]or you just don't have combat and you defeat the purpose of having an RP in first person.[/QUOTE]
Because roleplay is all about killing combine and torturing resistance, right? Nothing in the definition that has to do with character development, storytelling, environment reaction... why would anyone want that type of content on a roleplay server?
Seriously, this has got to be one of the most retarded things I've ever read. Considering I browse Facepunch daily, that's quite the achievement.
Don't see why we need to rip the script open, change everything about HL2RP, burn it down and then build something else entirely.
There is two problems with HL2RP generally, and I feel that solving both of them can deter most of our problems.
1. People suck
2. Admins suck
People suck can be solved by a whitelist, and generally I trust most of the people here to admin moderately well. We can always vote on who we would like to be admin or something.
[QUOTE=Masterofstars;44291845]Don't see why we need to rip the script open, change everything about HL2RP, burn it down and then build something else entirely.
There is two problems with HL2RP generally, and I feel that solving both of them can deter most of our problems.
1. People suck
2. Admins suck
People suck can be solved by a whitelist, and generally I trust most of the people here to admin moderately well. We can always vote on who we would like to be admin or something.[/QUOTE]
it's a shortsighted approach to the problems in HL2RP, and this is the reason why there are so many HL2RP communities that are effectively the same. they all think this, they go "I can do better", they bring in new people, they can't really do better, then somebody comes around and keeps the cycle going.
no, the problem isn't the people. you and I are not special, RP shouldn't be complicated, you shouldn't need some sort of reputation or referral to be able to RP. you can try and deter people all you want but eventually it'll come down to problems implicitly existent within RP and that have existed for as long as they have merely because nobody has done anything to fix them.
you do have to break it apart, because it's not working, the experience has not improved at all since 2007 and that speaks a lot about the people developing for HL2RP.
the sooner people start actually designing the RP experience as opposed to trying to keep things together through rules and moderation the sooner things will start to improve. it implies change, but change is good. a little change after 7 years of the same shit won't hurt.
also joe you're making a needlessly complicated argument for something that is intrinsically simple. point is, you're right, there needs to be a better way for people to do combat, but you don't have to lock yourself down to archetypes, you don't need to really restrict yourself to genres or roles.
thing is, I've seen RP servers with combat systems (in other games) and they work. like, they really do. the quality of the RP doesn't degrade at all, in fact it's a lot better because instead of spending hours arguing with some fucker about whether or not you can dodge the bullets you shot at somebody else through an emote (you people are saying it yourself, [B]people suck[/B], why are you leaving it up to them to resolve combat situations?), you just initiate combat mode, duke it out with that dude, and then resume the scene after the combat, with the loser having to roleplay injury and defeat, and has to do the bidding of the winner.
if any of you have ever been an admin in a HL2RP server you know what I'm talking about. something like 90% of all fights done through emotes result in admin calls about metagaming, powergaming, breaking the rules in general and it more often than not results in scenes getting dropped out because of combat getting too needlessly complicated since the two parties cannot come up with a reasonable outcome.
it's a terrible part of the RP experience. and i'm not saying that you should REPLACE combat through emotes, i'm saying COMPLEMENT it through a secondary system you can fall back to, to resolve disputes. a system that is fair, easy to understand, fun, and that doesn't get in the way.
[QUOTE=TurtleeyFP;44291703]It's not a dumb, intrusive rule like the ones on those servers where you just aren't allowed to attack CPs or an admin will pick you up with a physgun and drag you away. If the target system were implemented, it isn't really a contextual problem - either the shot was IC and you react, or it was OOC/voided and you don't have to wait 10 minutes respawning and running back there then fighting about how somebody stole your items. If you ignore it and keep walking if it's an IC shot then that's pretty much universally known as being an asshole, like proppushing somebody or using a cheat client. It's one of the things that's delegated to admins to handle. [/quote]
This is something I'm confused by, by the way. When does something become, "Not RP" or when is something, "RP" it seems pretty random at points, and also a very large source of drama, for example...
Why drag someone into an admin situation when they kill a cop guarding a checkpoint? Why stop someone from doing something like baking bread because it doesn't fit the context of the lore? These things are all RP in a sense, because they manifest within the story, but somehow they can be considered "not rp" willy nilly.
What this makes me believe is theirs a conflict in place between people who want Forum RP, people who want middle ground, and people who want most things to be controlled by the game. The middle-ground is the majority of the issues at the moment because it's all conflict of interest. ForumRP is better suited for something like the current incarnation of SeriousRP because it doesn't require you to do anything. You don't need to make a visual landscape in Hammer, you don't need to code things to work out, and any sense of roleplay being broken doesn't exist because unless you are in OOC like ((Hey guys what have I missed?)) everything is fair game. You are just judged as a shitty RP'er if you spell shit incorrectly or have a hard time fitting into the story.
[quote]
And that's why I'm in favor of a whitelist, so that assholes & trolls drifting between RP servers can't come in and fuck up the trust we're trying to give everyone. If we had a whitelist, the only people on the server would be people who actually [i]want to be there[/i], and know and understand what we're trying to accomplish. Just the effort of going into the thread, asking for a whitelist and explaining what we're trying to do, is enough to deter all of the DarkRP community who would find it by accident on the public server list and reign terror for who knows how long. [/quote]
So sorta like character profiles on Gaia Online? I get what you mean by that, but this also falls back to the whole thing I mentioned earlier regarding how the current incarnation of SeriousRP is better fitted to something on a forum. If you don't organize events and such for when everyone comes on an RP's, it leads to a huge, "holy fuck whats going on" type thing that pretty much always happening on servers like Medieval RP and all that. I'm pretty sure we can all agree that people don't need to know everything that happens to certain characters, but having at least some, "This player went here, ect." is an amazing thing to have so you don't jump into a situation with no idea of the current goings in the server. Even if you were to whitelist players which have profiles to describe who their characters are, have constant event recaps for each RP event, and all that... People would still get lost. It's not like a forum or IRC where you can channel back a few pages from where you left off, and follow up to recent events and jump back in.
[quote]
The issue that causes crap like "play to lose" and "shoot to miss" is that misunderstandings in combat have a big impact - somebody fucks up, you have to pause the entire thing, wait for the person who died to respawn, run all the way back, pick up their gun, and fight about where they were or who stole their stuff. In that time other people might not know it's paused so they come running in to back up the other team, and it just turns into a big clusterfuck. Those policies are there to try and prevent that from happening, even though people really just ignore them anyway. None of that would happen if misunderstandings didn't have an effect on everybody, and literally fuck up the entire scene, if they didn't need to.[/quote]
That's actually why I was kinda referencing the need to have a system where combat is it's own system which is away from RP. It stops people from simply jumping in, and causing a massive clusterfuck from occurring. Even with a complex system though, you'd still have to get everyone on the same page constantly, because thanks to the nature of FPS Games not having constant demos running, you'd be lost regarding certain things. This could be possibly overcomes with logs being available to everyone, but even that brings its own set of issues.
[quote]
What? Those aren't the only two options. Either go with your idea of having extremely complicated statistics and bonuses like it's a strategy game, or not have combat at all. You're completely positive that your opinion is the only right one?[/QUOTE]
Not at all, but it's something which treats this like a videogame, and not working simply on trust systems. I'd rather a very complicated system which creates an intriguing experience rather then being stuck in a constant grind of talking and trying to get somewhere. It also falls back to the whole, "Get lost because no clue of current goings" you can make a complex system, work with trust systems, or just base everything on some hope that people will corporate.
[QUOTE=Monkah;44291843]How about actually roleplaying? You know, because it's a roleplay server... not Final Fantasy 13. Or Call of Duty. Maybe instead of trying to turn a roleplay server into a deathmatch server, we actually roleplay things out?[/quote]
Because it isn't and hasn't been RP. It's sit and stare at paint on a wall, and expect to act pretty and nice for a bunch of ego-turned twats. Case and point: HL2RP
You can't do anything as a citizen to progress, you are expected to enjoy the fact that the server is only interesting for groups like Combine and the Resistance, all of which are generic Enemy X's for each other, and are always at constant warfare with each other. Which brings me to another point: How is deathmatch not RP? Explain that.
[quote]
Because roleplay is all about killing combine and torturing resistance, right? Nothing in the definition that has to do with character development, storytelling, environment reaction... why would anyone want that type of content on a roleplay server?[/quote]
How does deathmatch not promote story? How is deathmatch not RP? When does something magically become RP, and magically not?
This is the problem with the RP Community. It exists in a metagame by default, because you are expected to develop a character, but any pursuit or prospect of creating an interesting character is flushed down the toilet because you are given no options or chances to do anything interesting.
Generally the only fun part about creating characters or "living them" is literally making their backstory. After that you slug along in a server where a select group of people can do everything with things like flags and permissions, while the rest are left to either talk about random things, or get banned for "breaking RP". In the context of talking about things, what exactly are you to talk about?
[quote]
Seriously, this has got to be one of the most retarded things I've ever read. Considering I browse Facepunch daily, that's quite the achievement.[/QUOTE]
You seem to have bones to pick with me for some reason or another that I'm really not aware of, but my entire point is that you have combat, actually promote it as actual combat. You know people trying to protect their lives, and the lives of their friends, or the realization that at any moment you can be killed. Not this S2K or S2M bullcrap, which only exists to give people more reasons to whine and cry about getting killed in a gunfight, and having to start over.
Combat either exists as R
I honestly don't get the mentality of thinking that adding gameplay features for RP somehow results in a loss of a "proper" RP experience.
[QUOTE=JoeSkylynx;44292564]
Because it isn't and hasn't been RP. It's sit and stare at paint on a wall, and expect to act pretty and nice for a bunch of ego-turned twats. Case and point: HL2RP
You can't do anything as a citizen to progress, you are expected to enjoy the fact that the server is only interesting for groups like Combine and the Resistance, all of which are generic Enemy X's for each other, and are always at constant warfare with each other.
[/QUOTE]
Then stop trying to turn roleplay servers into something that's even less roleplay and actually work to resolve this issue. The solution to a problem isn't to fuck it up even more.
[QUOTE=JoeSkylynx;44292564]
Which brings me to another point: How is deathmatch not RP? Explain that.[/QUOTE]
Please tell me you're trolling. You're asking how slaughter-- which doesn't have anything to do with character development or interaction-- should be defined as roleplay. Do you consider Call of Duty to be roleplay? How about Battlefield 3? Counter-Strike Source?
[QUOTE=JoeSkylynx;44292564]
How does deathmatch not promote story? How is deathmatch not RP? When does something magically become RP, and magically not?[/QUOTE]
Roleplay is defined as community-wide storytelling and writing through player-controlled characters, using character development and emotions to guide said characters through the story. Shooting everything in sight isn't roleplay. It's not writing, it's not character development. More likely, it's a seventh grader taking his anger out on a video game after getting his hands on a firearm.
[QUOTE=JoeSkylynx;44292564]
because you are expected to develop a character, but any pursuit or prospect of creating an interesting character is flushed down the toilet because you are given no options or chances to do anything interesting.[/quote]
Then fix [I]that problem[/I] by changing your server to allow for better roleplay experience for citizen characters.
[QUOTE=JoeSkylynx;44292564]
After that you slug along in a server where a select group of people can do everything with things like flags and permissions, while the rest are left to either talk about random things... [/quote]
Shitty servers run by shitty administration exist. There are incredibly easy ways of [I]not[/I] having a shitty administration team that hogs the fun. If you can't think of any better way than "rpg-style combat" then your creativity is extremely lacking. TnB, for example, had a system that would give toolgun flags to anyone that played enough hours. This both served as an anti-minge (assuming they would have been booted before getting flags) as well as a way to give players more control over their experience.
[QUOTE=JoeSkylynx;44292564]
Combat either exists as RP, or it doesn't. If it doesn't, stick to ForumRP, you are trying to make ForumRP out of a First Person Shooter, why? [/QUOTE]
Firstly, GMod is not a FPS. It's a sandbox game. Second, P2L is an effective way of actually [I]roleplaying[/I] actions. If I wanted to play FF13, I'd go play FF13. Shoot to kill, shoot to miss, rolling, RPG-style combat moves, etc. are all simply ways of avoiding roleplay because your community is too immature to roleplay combat properly.
You know what would help immensely with shooting to miss or hit or whatever is instead of guns killing you when you're brought to 0 they drive you into a " knockout" state where you're down but still able to rp but not move. This is essentially would take you out of combat while still allowing for medical rp. The only way you could die is by either botching medical rp ( international or otherwise), using a "release" button , or by being doubletapped at close range through rp. Player could only be revived by after a certain ammount of time by another player .
[QUOTE=Monkah;44293111]Then stop trying to turn roleplay servers into something that's even less roleplay and actually work to resolve this issue. The solution to a problem isn't to fuck it up even more.[/QUOTE]
Okay. If you adopt an economic system you create a window of oppurtunity for what is known as the butterfly effect. Players have the ability to influence the storyline and way things go in the server by simply existing and partaking within the servers economic system. The owners, have the ability to do things which create unique circumstances, that aid roleplay. Roleplay isn't screwed over because you add an item, it's just an item that can be given numerous methods of usage. What is honestly stopping you from roleplaying?
[quote]
Please tell me you're trolling. You're asking how slaughter-- which doesn't have anything to do with character development or interaction-- should be defined as roleplay. Do you consider Call of Duty to be roleplay? How about Battlefield 3? Counter-Strike Source?[/quote]
Slaughter can influence character development as slaughter is just an occurrence or event. Something which can hold traumatic sway or psychological change in a charterer in the story. Saying slaughter or genocide doesn't hold sway in things, is like saying the Holocaust didn't cause any effect on how people viewed or participated in things or didn't radically alter the culture of the world to a certain degree.
As for the question: How is it not roleplay? You pretend or play something you are not in real life, subsequently, it's roleplay.
[quote]
Roleplay is defined as community-wide storytelling and writing through player-controlled characters, using character development and emotions to guide said characters through the story. Shooting everything in sight isn't roleplay. It's not writing, it's not character development. More likely, it's a seventh grader taking his anger out on a video game after getting his hands on a firearm.[/quote]
No. Roleplay is defined as partaking or pretending to be a role in a theatrical or entertainment sense. For example, LARP'ing is roleplay. It's combat oriented, but you commit yourself to a cause of being something like an Elf or Demon warrior. Saying something isn't roleplay because it effects the storyline is childish, as it's more of a refusal to change a story thanks to events that occur within the roleplay. Sorta like refusing to do things a DM says to do in an RPG because it sounds stupid.
[quote]
Then fix [I]that problem[/I] by changing your server to allow for better roleplay experience for citizen characters.[/quote]
Okay... Add an economy or allow players to influence the events in the server. In short, allowing events like murder to be perceived as an event, not a breaking of a rule.
[quote]
Shitty servers run by shitty administration exist. There are incredibly easy ways of [I]not[/I] having a shitty administration team that hogs the fun. If you can't think of any better way than "rpg-style combat" then your creativity is extremely lacking. TnB, for example, had a system that would give toolgun flags to anyone that played enough hours. This both served as an anti-minge (assuming they would have been booted before getting flags) as well as a way to give players more control over their experience.[/quote]
All admin teams will degrade over-time as corruption or rather benefit via power is something that ingrained in the human psych. You can't stop a good admin team from degrading over-time. TNB is a perfect example. Was a very good crowd in 2007, degrades abit in 2008, by 2009 it went to shit. It just happens that way.
Artificial Restrictions via time-played is a forge of an elitist structure which isn't welcoming to new people. It's a terrible concept, and should never be applied. You either make a system which welcomes everyone at the door as equals, or you create a server hierarchy. If you create a server hierarchy you are going to create resistance, said resistance becomes conspiracy, leads to a bad admin team.
It's always a full circle.
[quote]
Firstly, GMod is not a FPS. It's a sandbox game. Second, P2L is an effective way of actually [I]roleplaying[/I] actions. If I wanted to play FF13, I'd go play FF13. Shoot to kill, shoot to miss, rolling, RPG-style combat moves, etc. are all simply ways of avoiding roleplay because your community is too immature to roleplay combat properly.[/quote]
What.... GMod is an FPS by play, sandbox by activity. You also put way to much faith into the players to not screw up. Even if it's on accident. Some people just simply get caught in the heat of the moment, and they don't wanna lose. So you get someone who powergames, and bam. Kicked or banned.
By treating GMod RP as an addon to a game, and actually you know... Designing it like a game rather then a storybook, you will spare yourself a great deal of drama and issues. That's all I'm saying.
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