Thud
Well-known member
- Location
- UK
Gonna be a controversial one this but I've seen it in practice on many major, successful RP communities in FiveM and RedM. It works.
My suggestion is simple, but the effect is massive on the collective mindset of the playerbase and people's approach to RP.
Brief Summary:
First off the rule change -
If you or your group rob somebody, you may not kill them in the same scenario.
And then the game mechanic change -
When you are downed and the timer runs out, and you hold E to bleed out and respawn...
You respawn at a hospital on the other side of the map, and keep all the items in your inventory at the time of going down.
Detailed Suggestion:
Just to preface, I in no way think this is a realistic addition to the server.
I feel like it's a game balance change that will encourage players to be more open to the possibility of losing, and to make your time on the server more rewarding. Everybody here knows how long it takes to make a significant enough amount of money to purchase something meaningful to your character, like a car, a house, or a firearm. This change would mean that the real time investment that we the players put into the server would be more valued, and characters would not need to stockpile weapons like they are trying to arm a militia.
Newer, poorer players would be less "put off" after a bad situation where they may be robbed (and usually killed) or get killed with poor RP and lose everything they have worked for, but are too poor to store away.
I also think that with weapon durability and expiry dates, with some balance tweaks, this would be an effective way to not only encourage people to only purchase what they need for their character, instead of trying to prepare for a big "war" that seems to be commonplace in the UK in this version of the world, but also better for police and tracking longstanding firearms that are passed between people or involved in multiple incidents, opening RP for CID = instead of most guns being used once or twice and ending up in "the void".
Initially, there would be instances where there seems to be too many guns around as everyone empties the cobwebs and starts to use what they have collected over their characters time on the server. While the resulting sitautions would be a bit hectic, I think it would be a shortlived flash in the pan before police and durabilities hoovered up most of the guns around. Then the supply of guns can be staff controlled once more (as it always has been in a kinda way).
With the rule change around robbing, I would expect that there would be more intricate roleplay stories created beyond: "We showed up and killed them all" that would lead to richer opportunities for everybody involved, for grudges to form naturally, evidence trails to be built for police to act on and people would generally be happier with the idea of "losing". This is because keeping your items, (or your life) mean that you can take the L and get back to roleplaying, rather than grinding for hours to be able to afford to replace what was lost.
Not everybody has the free time required to grind the mind numbing activities that are available to make a pittance, acquire extreme wealth and fund endless guns, to overwhelm any opponents in war and call it "Roleplay".
The servers I have played on that have this system in place are not lawless redzones all over the place. Quite the opposite. Because the cost of "losing" isn't so extreme, people enjoy the ups and the downs in their characters story, and don't feel like they've wasted their time for it all to be thrown away in an instant.
The Pros:
The Cons:
Does this suggestion change balance on the server ?
Massively. It's a big change, but I've seen this system and it's commonplace in successful communities. It really does feel like your time is more valued.
Let me know what you think
My suggestion is simple, but the effect is massive on the collective mindset of the playerbase and people's approach to RP.
Brief Summary:
First off the rule change -
If you or your group rob somebody, you may not kill them in the same scenario.
And then the game mechanic change -
When you are downed and the timer runs out, and you hold E to bleed out and respawn...
You respawn at a hospital on the other side of the map, and keep all the items in your inventory at the time of going down.
Detailed Suggestion:
Just to preface, I in no way think this is a realistic addition to the server.
I feel like it's a game balance change that will encourage players to be more open to the possibility of losing, and to make your time on the server more rewarding. Everybody here knows how long it takes to make a significant enough amount of money to purchase something meaningful to your character, like a car, a house, or a firearm. This change would mean that the real time investment that we the players put into the server would be more valued, and characters would not need to stockpile weapons like they are trying to arm a militia.
Newer, poorer players would be less "put off" after a bad situation where they may be robbed (and usually killed) or get killed with poor RP and lose everything they have worked for, but are too poor to store away.
I also think that with weapon durability and expiry dates, with some balance tweaks, this would be an effective way to not only encourage people to only purchase what they need for their character, instead of trying to prepare for a big "war" that seems to be commonplace in the UK in this version of the world, but also better for police and tracking longstanding firearms that are passed between people or involved in multiple incidents, opening RP for CID = instead of most guns being used once or twice and ending up in "the void".
Initially, there would be instances where there seems to be too many guns around as everyone empties the cobwebs and starts to use what they have collected over their characters time on the server. While the resulting sitautions would be a bit hectic, I think it would be a shortlived flash in the pan before police and durabilities hoovered up most of the guns around. Then the supply of guns can be staff controlled once more (as it always has been in a kinda way).
With the rule change around robbing, I would expect that there would be more intricate roleplay stories created beyond: "We showed up and killed them all" that would lead to richer opportunities for everybody involved, for grudges to form naturally, evidence trails to be built for police to act on and people would generally be happier with the idea of "losing". This is because keeping your items, (or your life) mean that you can take the L and get back to roleplaying, rather than grinding for hours to be able to afford to replace what was lost.
Not everybody has the free time required to grind the mind numbing activities that are available to make a pittance, acquire extreme wealth and fund endless guns, to overwhelm any opponents in war and call it "Roleplay".
The servers I have played on that have this system in place are not lawless redzones all over the place. Quite the opposite. Because the cost of "losing" isn't so extreme, people enjoy the ups and the downs in their characters story, and don't feel like they've wasted their time for it all to be thrown away in an instant.
The Pros:
- Player's time is valued
- Character progression is not reverted without roleplay
- Richer roleplay opportunities for police to track longstanding guns
- Players are not as demotivated to play the server due to feeling like wasting time
- After being killed, and then robbed at a dodgy doctor, rules now state you may not kill them after the robbery. This leads to longer lived storylines and less ad-hoc conflicts.
- Players over time will stockpile less guns
The Cons:
- People may be more incentivized to carry guns as the risk of losing them is effectively lowered
- Will likely lead to a few NVL reports where people try to shoot their robbers after their life is spared
- Some players may abuse this mechanic and bleed out while in police/medical custody in an attempt to save their items. (This would fall under combat logging)
Does this suggestion change balance on the server ?
Massively. It's a big change, but I've seen this system and it's commonplace in successful communities. It really does feel like your time is more valued.
Let me know what you think