Community Discussion - What do you want?

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@Psycle™ pretty much all tdm cars are in the server atm but every now and then there are new ones added,
only tdm cars can be used because the code isnt compatible with any others
 
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People talk about adding new TDMCars all the time, but not ONE Suggestion suggested adding the newly added to TDM BMW Isetta smh!
 
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true, the bmw m3 gtr in the pack isnt added aswell
imagine whipping this beast from the good old need for speed most wanted, best nfs made tbh

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I've seen mention of reducing the effectiveness of shotguns at long range in this thread, I may be dumb and not have actually seen this but generally speaking, I do not think this is a very good/realistic idea. While I do agree the spread of certain shotguns such as sawed-off shotguns should be drastically increased for anything beyond a few meters, but most other shotguns should be able to function from short to medium range considering most shotguns are viable hunting options and the majority of bird hunters will be seen using shotguns, to shoot birds that are fairly far away from where they are.
 
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One thing that always bothered me with this server is that this server has turned (if it hasn't been for many years) into a cops and robbers server.

The server itself states to be 'Serious Roleplay' while its development is very much focused on the PLPD and the criminal part. One way to fix this problem would be to focus on legal and non-police-related stuff to develop.
Player Owned Economy doesn't have to happen in one update, the best way for those things to happen would be step by step. The first thing that could be done, would be to support RestaurantRP or general sale of food. My idea would be to create new kinds of food which can only be cooked. If best, they should also give you a higher benefit than food that is sold by NPCs. Of course, in order to get players to actually sell the food, they should have a much higher and more profitable price (e.g. 200-350 $ each). As of right now, nobody would sell burgers for 50 $ other than the roleplay.
The general idea would be to start moving things sold by NPCs to things sold by players. Another example would be furniture. Nobody would buy furniture from players for a price that is actually profitable to them (sellers). This would also require skills to be more extended and hard to get. Short term: Specialization.
Not everybody should have the same knowledge. One should know how to make guns (Firearms skill) and the other how to make furniture (New skill to add). This way, trade actually happens. If everybody could build a computer, gun or shelf themselves in real life, why would they go to a specific store for that or order it somewhere (other than laziness)?

In short:
  • Add more skills (and more levels for these), so people are forced to specialize in specific skills
  • Make selling things (especially food) more profitable
  • Make those things better than what the NPC could sell
  • Make more things only craftable to support trade between players
also please re-add the paralake council with 30 seats or so
 
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Well meaning more existing events to happen more regularly but also more variety of events would be sick!
 

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System like Black Desert Online where there are unlimited levels but after a certain amount it gets much harder.
Reduce time to craft the higher level you are.
Specialisation is rewarded, seems good.
 
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What i want as a player of perpheads & for the community is to have recoil that we have actually grinded for.
The recoil we had been promised when we reached the high tiers of marksmanship.

Secondly, i would like to see org achievements and member limits.
-Longer the org stands, the more exp the org gets to unlock certain cars or org money used to buy things.
-Member limit of 8
-Crafting queue mentioned in this post
-Splinters for Crippled legs
-Staff team to be more transparent about things being changed and fixed

Can't think of anymore things atm but it will kick in when someone decides to argue.
 

Ayjay

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As discussed above, we are in the process of designing new things for organisations which will include some form of XP and levelling system. Member limits will be introduced within the upcoming weeks, allowing for a larger quantity of small organisations rather than giant groups of people being in one organisation (we hope this will also encourage more competition). Further additions to organisation rivalry will be worked on too.

The crafting queue stuff is something I certainly also want to see changed, but we need to think of a good way to do it and we need to think about exactly what needs changing. I would be all for queuing individual items rather than just the components for a specific item, although this could become tricky when it comes to firearms and other items that you can only equip one of.

Splints are something which could prove to be beneficial, however we'd need to ensure they aren't too overpowered. How would you personally approach this @gLaCiAl?

As a staff team we're trying to be more and more transparent and open to suggestions from the community (hence this thread). It's vital that communication is a constant, and we're giving you guys feedback on your thoughts. I believe there's currently a barrier between the community and the staff team which certainly needs breaking down, and that's something the Senior Administration team will be working on over the coming months.
 

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Yeah I totally agree. The server can be an extremely daunting place for new players, but hopefully the introduction of a wiki will prove to be beneficial to eliminate any huge lack of information for newer players. In-game mechanics also should be adjusted to cater for the needs of newer players, this is something I believe we should be working toward.
 
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For the splint thing, maybe make it take 5-10 seconds to use and have some form of cooldown? Could also make them quite expensive.

I like the idea of queueing firearms, and you could just leave the system as it currently is where it just doesn't allow it to be crafted until you store your current firearm.
 

Ayjay

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It's true that the main gameplay on the server could be seen as somewhat binary, we've previously attempted to combat this by introducing buffs to money from fishing and other passive jobs. What exactly do you think we should actually do? Is there any new jobs we should add, or other passive ways to play the server? How do you believe we could achieve more recognition for Roleplay generally?
 
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The whole idea of roleplay recognition seems rather forced at this stage, in my eyes. Even if it is a roleplay server and I have thoroughly enjoyed serious roleplay outside of Garry's Mod, I know I don't join the server with the intention of "roleplaying" in terms of what the community widely perceives as roleplaying, and I can say with a large degree of confidence that that's the case for many other people. The allure of the server for a large percentage of the population isn't the roleplaying aspect; it's the grind, the satisfying custom weapons, the intense shootouts. In my eyes, all it needs is for those who joined with other purposes to be able to adapt their roleplay to the state of the server.

Not trying to dismiss the idea that roleplaying underpins everything on the server, because there is no denying that; it just does. However, it's increasingly becoming an afterthought and I don't think any level of encouragement could really influence that.
 
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For the orgs i would like to see some actual benefits in raiding other rival orgs thru a system which would give the org exp for killing an enemy org or something...just a thought.

The crafting system is fine how it is, i just think that having to set a number of amount to be crafted would be handy if making x50 bandages and like x50 rifle ammo. For the weapons as you said, i think a good way would probably to have them get sent to storage if possible? Not sure how to think about it.

Some thoughts towards the splints i have thought about would be, maybe having so the player gain some mobility rather than full speed with regular legs, but sprinting wouldn't be a thing? or having the splint break because the player is moving too much so the legs would back to the original state of being crippled.

I do appreciate you actually reading my post for once and actually understanding the barrier between the community and staff. As well as actually making effort to reach out to the community for ideas and how things can improve :) Thanks.
 
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