Well, I think that one of the things DarkRP does well is that it can be picked up and dropped again in the sense that there isn't too much progression going on. I'm using that attention deficit in my gamemode "SeriousRP" as a way of introducing new characters. When your character dies, you get a new randomly assigned name, sex and player model (based on whatever models are available by default in HL2 so as not to get into stupid arguments about you know what) - and then the only thing the player keeps is their credit score. If they don't play properly, they will have difficulty doing well in new lives. It's slightly unrealistic but it is a way of encouraging players to try to play according to the schema and use the economy to grow their characters - since they will bring good karma (credit score!) over to their new characters after death.
There are a lot of good RPG games with progression already out there but I notice that once you let people progress too far in gmod RP, they have a tendancy to abuse the dynamic of the game.
The beauty of doing it this way (pick up and play RP) is you can think to yourself "this time I'm going to be a furniture manufacturer" and actually play that role with your own company until you quit (or get sacked) or die. Then when you get a new character, you could reapply for that job, or go and start a rival company (for example).
Not sure if this helps, I guess there's not much point having lots of gamemodes that do the same thing - but then diversity of choice for the server owner is good and the quality of the final product is what people will use to decide whether they play it or not - so I'm not bothered about other people "stealing my ideas" if they want to :)
[QUOTE=ph:lxyz;50957437]Well, I think that one of the things DarkRP does well is that it can be picked up and dropped again in the sense that there isn't too much progression going on. I'm using that attention deficit in my gamemode "SeriousRP" as a way of introducing new characters. When your character dies, you get a new randomly assigned name, sex and player model (based on whatever models are available by default in HL2 so as not to get into stupid arguments about you know what) - and then the only thing the player keeps is their credit score. If they don't play properly, they will have difficulty doing well in new lives. It's slightly unrealistic but it is a way of encouraging players to try to play according to the schema and use the economy to grow their characters - since they will bring good karma (credit score!) over to their new characters after death.
There are a lot of good RPG games with progression already out there but I notice that once you let people progress too far in gmod RP, they have a tendancy to abuse the dynamic of the game.
The beauty of doing it this way (pick up and play RP) is you can think to yourself "this time I'm going to be a furniture manufacturer" and actually play that role with your own company until you quit (or get sacked) or die. Then when you get a new character, you could reapply for that job, or go and start a rival company (for example).
Not sure if this helps, I guess there's not much point having lots of gamemodes that do the same thing - but then diversity of choice for the server owner is good and the quality of the final product is what people will use to decide whether they play it or not - so I'm not bothered about other people "stealing my ideas" if they want to :)[/QUOTE]
A round-based system similiar to Trouble in Terrorist Town or Murder might work, but people tend to get pissed off when they lose progress and a character they worked on developing, especially when you have to account for "bullshit deaths" like accidental prop killing or something similar.
You could also argue that permanent character death actually encourages players to NOT play their character role and instead focus on gaming the system in such a way as to maximize their current value for life expectancy, if that makes sense.
Is there any value that RP elements could bring to a gamemode like Murder or Trouble in Terrorist Town? Like how about an actual murder mystery gamemode where the focus is based on working out who did it instead of everybody shooting each other? What about a spy gamemode where each player has a set objective that they must complete without telling anyone else and so they have to communicate and roleplay in order to manipulate each other?
Something like a mix between [URL="http://www.spyparty.com/"]Spy Party[/URL] (in terms of social espionage), [URL="https://superbossgames.com/intruder/"]Intruder[/URL] (in terms of gadgets) and an online chatroom.
[QUOTE=Zyler;50957257]Just an update to whoever's interested- Zelpa, Tymos and I had a discussion on steam about whether we were going to go through with developing a gamemode based on the ideas we've discussed in this thread.[/QUOTE]
Oh man I hope there's some guy called Tymos because I'm trying to understand what the fuck is going on right now and that would answer everything.
[QUOTE=Zyler;50957257]We basically decided that there isn't enough of an audience for it and unless something changes we probably won't go through with it.[/QUOTE]
I don't remember jumping to any conclusion at all like this.
[QUOTE=Zyler;50957257]In terms of what we talked about, we agreed that regular DarkRp players want progression and persistence (Pointshop, Donation Ranks, Meta-game) as well as 'themed' gamemodes that all follow the same basic formula (Star Wars Rp, SCP Rp, 1945 WW2 RP, etc.) while facepunch users consider that stuff cheap and going against the spirit of roleplaying and instead want things like character-based stories, interesting mechanics, a player-driven economy and world building. [/QUOTE]
Don't remember seeing or hearing this to any extent.
[QUOTE=Zyler;50957257]I proposed the idea of a "Dimensions RP" wherein players would progress through a meta-game where they would take the same character and transport themselves through multiple settings (1945 WW2, Star Wars, SCP, modern day, etc.) where they would increase their overall "RP Level" by doing actions that are in-character for that time and place. Your RP level and associated "RP Points" would allow you purchase character customization options that are accurate to a particular setting in which you could use them. The hope was that it would appeal to literally everyone by providing DarkRp players with level progression, player ranks and pointshop-like progression and character customization as well as providing the facepunch users with a persistent, living world where everybody acts in-character. It would also allow for the kinds of humorous and interesting encounters that appeal to YouTubers. Both Zelpa and Tymos disagreed with this idea, citing that it is "boring" and "quintessentially everything I hate about DarkRp in general".[/QUOTE]
I don't even remember hearing or seeing this at all???
[QUOTE=Zyler;50957257]Tymos proposed a system where we set up three different servers with slightly different rules, which we would then iterate upon using some "survival of the fittest" mentality where we would try different things on the different servers and use whatever worked. We all agreed that this was a terrible idea when you don't have a plan to begin with as well as being prohibitively expensive.[/QUOTE]
This is the only thing I do remember and I thought I conveyed this idea extremely poorly and the way you interpreted it I certainly have.
But... I don't remember the prohibitively expensive argument thrown out at all because I could've easily refuted it with "i can afford it" followed with a screenshot of my PayPal.
And I checked to make sure I wasn't suffering from Amnesia because my ShareX history showed nothing at all.
I even recorded a chat log and I still didn't see anything like this in it. What is going on? Did you get the right guy? Did I join the discussion right towards the end? But then I didn't come to any sort of conclusion at all so that would've meant that you came to conclusions towards the middle, what? what is even going on right now?
[QUOTE=Trymos;50958392]what? what is even going on right now?[/QUOTE]
A communication problem, it would seem.
If you three did want to work together on making an RP gamemode, I have a couple of other suggestions for you (these are things I don't have time to do myself).
1) A set of questions aimed at your target player base so that they can vote for and against certain functionality. That way you can see what "the people of facepunch" or "the kids on servers X, Y and Z" are most likely to want to play.
or 2) Come up with an RP gamemode framework which is comprised of addons and interfaces. You just define the interface. Basically, you would say... "money works like this, is exchanged in this manner, and is sent via this mechanism". If someone wants to change how "money" works, then they replace that addon with their own version of "just that addon", etc. The difficulty here though is that there are many cross-cutting concerns and it might be difficult to decide what every gamemode must support and/or what the interface points should be. Also, it would descend into a mess. The point of it though, is to define a fixed way of doing certain things for roleplay so that the gamemode can be built out of 3rd party addons that provide the functionality for those interfaces. My gut feeling tells me this is a bad idea and that's why I didn't build SeriousRP that way - but it might be something that someone else can pull off with their own gamemode. Cakescript and Nutscript sort of work that way (modular) - but don't define interfaces for certain feature types. Sorry for rambling, I'm not filtering the output of my brain very well today.
[QUOTE=Trymos;50958392]Oh man I hope there's some guy called Tymos because I'm trying to understand what the fuck is going on right now and that would answer everything.[/QUOTE]
Sorry, I misspelled your name.
[QUOTE]I don't remember jumping to any conclusion at all like this.[/QUOTE]
It was something I discussed with Zelpa and then I copy+pasted the chat log to you, unfortunately I don't have access to it anymore.
[QUOTE]Don't remember seeing or hearing this to any extent.[/QUOTE]
[QUOTE]I don't even remember hearing or seeing this at all???[/QUOTE]
ditto.
I'm just explaining the highlights of the overall conversation, not getting into the nitty gritty.
Some of this stuff I talked to you about, some of it I discussed with zelpa.
[QUOTE]This is the only thing I do remember and I thought I conveyed this idea extremely poorly and the way you interpreted it I certainly have.
But... I don't remember the prohibitively expensive argument thrown out at all because I could've easily refuted it with "i can afford it" followed with a screenshot of my PayPal.[/QUOTE]
IIRC, that was zelpa's argument, that it was a waste of money setting up three different servers. My argument was that there needed to be a plan in place beforehand and also that if one server didn't work I didn't think three servers would necessarily work either.
[QUOTE]And I checked to make sure I wasn't suffering from Amnesia because my ShareX history showed nothing at all.
I even recorded a chat log and I still didn't see anything like this in it. What is going on? Did you get the right guy? Did I join the discussion right towards the end? But then I didn't come to any sort of conclusion at all so that would've meant that you came to conclusions towards the middle, what? what is even going on right now?[/QUOTE]
Yes, you joined towards the end. Unfortunately, I didn't save the whole conversation even though I thought I had.
The gamemode is not a problem to me, I can even roleplay in sandbox, as long as your players are good, try to do a whitelist system and do like santosrp, at least it stop cancerous kid
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