Community Discussion - What do you want?

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@Daigestive @Al Capone @Sossa @Pusheen @Saint Wylde @Ethan @Mage @nade @Husky

I'm going to try and address all of the marksmanship and recoil comments in one message, instead of replying to individual posts.

Firstly, I want to make it clear that I don't think the current state of marksmanship and recoil is perfect, and that there is much to be improved around it. I also don't think there is any debate about the concept of having a skill that you can level, the issue is more around the perks that it gives you.

It is important to think creatively about solutions, instead of just asking somebody to press the undo button, which is often much more complicated than you would expect. I recently denied the 5.56 threads (among a dozen other threads) as I had reached a decision about how to deal with the problem*. I'm going to outline my thoughts here.

For marksmanship, one option would be to only give non-combat related advantages instead of adjusting your recoil and such. For example, making it easier to craft weapons or simply some cosmetic changes. However, the risk there is that it becomes something that nobody really cares about because the benefits aren't very useful at all. Alternatively it could be a non-shooting related mechanic such as movement speed or time to pick up a weapon.

For recoil, the commonly stated option is to simply revert some of the balance changes that were made here. This really is a too simplistic way of approaching the problem, as it doesn't take into the account that a very large number of variables were changed in one batch, and a considerable number of related ones have been changed since then. If we were to just reset the numbers of the 5.56 weapons, there will be an unknown number of side effects that can be avoided by simply analysing the problem from an agnostic approach. It also won't address any other balance issues exist in the weaponry setup.

Therefore, I decided that I would complete a full review of all of the variables around the shooting mechanics and create a proposal to balance all of the variables. After this, I shall discuss it with various people from the staff and development team and create a test whatever solution I come up with on a development server.

After consideration of this thread, I may also invite some community members to see the changes for their opinions. These will be selected from those who have responded constructively to this thread and other threads in the suggestions forum.

I shall briefly outline the problems I'm expecting consider. There may be more that I come across once I have started.
  • The spread of a shotgun should only be effective at shorter ranges
  • The recoil from burst fire mode should be viable compared to automatic mode
  • There should be a clear trade-off of performance vs. cost for all firearms and attachments, e.g.
    • There should be scenarios where it is justified to use a cheaper firearm for different performance levels
    • There shouldn't be a scenario where a cheaper firearm performs better than a more expensive one
  • There should be a negative impact of jumping shortly before shooting, instead of just during
  • The impact of crouching on weapon performance currently has a major flaw
  • Levelling marksmanship is currently not difficult, it is just slow, expensive and boring
  • There should be an incentive to level marksmanship
  • A new player should be capable of winning a firefight against another player with maximum marksmanship
  • Each type of firearm should be superior to all others for a certain set of scenarios, e.g.
    • A rifle should beat a pistol at long range
    • A pistol should beat a sniper rifle at short range
As you can see, there is a lot to consider here, some of which have been mentioned in various threads, but several of which that have not. Therefore, I don't expect any solution to quickly appear, but it there is a lot to be gained from thinking through the entire problem, than rushing to quick-fixes that make other problems worse.

I don't know how much traction this message will get, but I may not have time to reply to everyone who responds to it. I'll happily reply to anyone who raises any new factors to consider though.

* It's worth noting that most threads in the open suggestions forums fall into the category of "This could be done, but requires some thought and development effort"
 
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Seems good to me, any chance you could have a look at some of the basic ideas on this thread and tell me what you think?

 
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Its understandable to give players something to grind for, but at the same time the current marksmanship system gives more experienced users a strong advantage over new players, which again, is understandable and gives people something to grind for, but at the same time people who have more experience with First Person Shooters already have an advantage over others, yet if said person is an experienced FPS player but not an experienced PERPheads player, they're likely going to lose to people they'd absolutely destroy on games like Arma 3 or Battlefield 4 where the shooting is intended to be both realistic and fun from a gameplay perspective similar to how the gunplay on PERP is supposed to be. The current system doesn't entirely need changing in my opinion but at the same time the current system creates a moral dilemma so I'm going to be honest when I say I honestly don't know what the right direction would be to go in regarding the issue of marksmanship.
 
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Add more legal money making methods please!!!!!!!
 
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I'd love to see an limit on the amount of players allowed to be within an active situation. This would fix much of the aids zerging right now instead of doing the shit of trying to get orgs to be smaller when it doesn't fix the problem, they're all still mates and will all raid together. To make it fair though i do belive that this number should be changed accounting for the amount of active police on the server at the time.

can we please have legal ways to make money it has been years and the update that i heard was coming for them is nowhere to be seen we don't get any dev updates or anything anymore about it just some small updates to crim vs cop and those of us who dont do either are left in the dust still
i very much feel like both the PD update, drug table and casino table were a waste of time and if that time was spent on legal fun jobs the server might have a whole different set of players on it right now
 
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How would you limit the players allowed to be active within a situation?

What legal ways of money would you like to be added?
 
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well the farm is certainly the top place to have a new job, maybe a new growing system with crops involved? Would be nice if there was things in place also to make it so 10 shitheads with aks dont roll up on uncle joe busy with his wheat crops
 

JRW



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@Saint Wylde his this on the head give him dev sounds like something every single player wants.
 

JRW



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Don’t make ur car 50% of its value after buying it. Should be at least 75
 
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We could possibly improve resale prices by including a percentage of purchased body kits and paint jobs.
 
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should recognize people who rp instead of doing the usual cops and robbers
 
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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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Market should determine the prices of raw materials.
Then I can control the mines and control the supply of raw materials thus controlling the price ;), this could lead to some cool org wars for raw materials.

Farmer Gang
Maybe change burgers into bread and let farmers produce wheat?

Wheat should be able to be grown over the entire farm field and should give a massive yield but should grow for a long time (3 hours?)
Let the farmer create the bread or sell the wheat to a baker.

I'm sure some people could create a "Grand Exchange" @Brinch and profit massively.
Farmers can also grow flax to create the materials for clothing.



IRS
Where you have to pay income taxes and tax on your produce?

Could be fun to have "Can't pay we'll take it away" perpheads edition.

Could also have a PD Financial Division @Samuel @Ayjay

Mayor position

Instead of a mayor we could have a parliament?
Let us for example take 30 seats;

Communist Party of Paralake @Josef Stalin gets 34 percent of the votes which gives them an amount of seats correlating to the amount of votes.

Parliament members would then vote on issues for example; anti-trust laws, more government regulation in the market, higher or lower taxes.
stricter gun laws, legalisation of drugs, etc.

Could be fun to have literal wars between CEO Ling Wang of BlueCorp.


@JER

And the PD, City.


Instead of law 3.4 we need incentives to stay alive, you lose money in Hospital costs for example.

Clothing
Clothing should be made by private companies, I'm not sure if you can put custom prints on clothes or if this is in the realm of possibility.
But if it is, could be cool to have companies make luxury brands.

Kevlar for civilians:
Should be very difficult to make, and could also be made illegal by the parliament.


This could lead to:

  • Companies that blackmail high standing CEO's of other companies or politicians, police if they have dirt on them, for example:​
  • Politician was bribed by Ling Wang, CEO of BlueCorp. to pass a law that makes it more difficult for other companies to compete.​

  • Bribing the PD, I think this shouldn't be against the rules, but should be dealt with internally.​

  • Actual roleplay, because Business. @John Daymon
I know this is REALLY ambitious, and is probably not even in the realm of possibility, just wanted to throw it out there.

Could also have cars be made by obtaining the raw materials. (This would take a fuckload of materials however.)

Also let us sell our cars to eachother ;)

  • Sweater 2 buys Mini cooper from Sweater 1, because Sweater 1 is buying another car.​
  • Sweater 3 buys Mini cooper from Sweater 2.​
They sell this to eachother on PERPExchange.com

Also:
this might require a hard wipe.


More suggestions for jobs would be NUTTY: please leave them down below bois.
For example: Pearl Diving to make Jewelry
Mining Gold to make Jewelry.​
 
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Piz



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The wiki idea I think would be really helpful, even though I joined some friends when starting out I still didn't know a lot about the game-mode & it's mechanics. Still don't. I think this would make it more appealing as new players can get an idea of what the game-mode & server is like. Basically, believe that the server needs to be more inviting to new players and help them more so there can more variety to types of players & such.
 
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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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Another thing I would like to seen is when new people start the server, become a police officer and there is no cars available unless you’re VIP or have someone to partner up with. Let’s be honesty, the amount of times people ask for a partner up and don’t get is often the case. How can you expect someone new to have fun as a cop if they can’t get a car or even partner up with someone.

//phone
 
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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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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.
 
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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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@seanbe2003 that opens up way too much potential for afk crafting, which was avoided by adding the new craft system so people didnt use macros and also outlawing macros
 
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@Sorle This is true therefore couldn't there be some kind of counter to this though like there is a cooldown on using the crafting queue and a max time of using the crafting queue before the cooldown activates automatically. Also, the person would have to move a good amount of distance otherwise the server would detect what is going on. I ain't gonna lie I have no idea how Macros work but in addition to this I understand what is listed in my reply could also make this system way too advanced.
 
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To be honest I think there should be more ways of your drugs failing in some form of way, make it so you have to keep your marijuana/cocaine clean, make the risk of meth blowing up higher, this is somewhat a way to save a broken economy, I know that a lot of people are not gonna like this on paper but seriously, think about it we currently have people who have played less than a month driving around in Mclaren P1's so this is something that should work out pratically
 
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I still don't understand how people can demand a reduction in gun prices whilst being able to grow for 4 rifles in 1 hour. The economy is broken.
 
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@Sorle I do understand your concerns with the current state of the recoil which is something I definitely agree with, however I do believe that the current prices on weapons and components should stay the way there are, it's a way to balance the economy in some way and it doesn't effect you 2 bad if you as I know you do - know how to farm money, you're someone who is great at it and you for that reason have a good economy yourself.
 
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@John Daymon i mean you aint wrong that it isnt particularly an issue for me but i know for a fact it can be for a lot of people on the server + i also agree that changing the prices of weapons or components isnt the way to fix this, at the end of the day the recoil changes have necessitized the use of compensators especially when below 100 rifle marksmanship, crippling poorer players as you essentially increase the price of each rifle by 25% + making things additionally difficult if grinding to 100 marksmanship isnt an option on an economic basis
 
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I've had the thought for some time of lifting the forum rules on things related to organisations. I've seen some of your replies (Ayjay and Tiny), and I think that reintroducing open forum organisation hostility, much like it was in 2015 with the cringy war post and the likes, but still keeping some rules to prevent further toxicity MIGHT help with the incentive for orgs to compete against each other.

Also, perhaps rewards should be in place for organisations who stick around for a decent amount of time and reach certain milestones; I'm not too sure what the rewards should be, perhaps cash/items rewards that can be claimed in the organisation menu and placed into the players/organisations respective storage. Or maybe unique cars or items that can only be aquired by grinding through an organisation 'tree', instead of directly purchased through cash. I'm not sure if this is something you've thought about in the past, or maybe this is a terrible idea but it's just a concept that I thought of that could encourage organisations competing against each other instead of zerging.
 
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Make the buildings infront of the hospital usable since they already have a parking lot and could be pretty epic apartments
 
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You can't have anymore accessible buildings while still maintaining any sort of performance. Source is at its limit with the map as it is
 
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PLPD might've had more respect uf the command team was halfed. Thes more people which carry hogh ranks thes less respect they get.

Less command means more respect...etc.

Make it so CORPORAL-CHIEF makes sense. Make them all have a big purpose. They should all be vital to the development of the department. Having too many LT's for instance which we do have a lot of makes LT less worth it/meaningless such as corporal.

Why have SO and corporal when they both are the same as some depts uses SO as their corporal? And NONE of them really matter to the extent where i can see it usefull.

And before people say ahhhh i do not want 2 loose mein rank. It really wont matter considering you legit get a rank just as worth it. Unless you obviously care about power. Which makes you unfit either way.

Give ranks a meaning. - For instance;

Change the rank structuree to;

Chief of Department
|
Deputy Chief of Department
|
Major
|
Captain
|
Lieutenant
|
Sergeant
|
Corporal
|
Officer
|
Probationary Officer
|
Civilian Staff

- If anything, make Senior Officer officer first class/master officer considering they are not senior at all.

Why have so many ranks when half of them has no real purpose?​

You need to make ranks worthy and respected, i cant remember last PLPD high ranks was respected.

Written on a fuckin phone mate
 
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Having less ranks does not make ranks more respected, it makes specific ranks more populated rather than having a good number of people spread out throughout all. I do agree (somewhat) with improving definitions of responsibilities expected from Officers at certain positions, however a re-structure isn't the way to fix that.

We recently changed the process of becoming a Senior Officer. We believe that it is important for Officers who want to progress in the department have somewhere to start, and those who do not (or who are just starting their career) can stay as Officer and not be subject to activity requirements. Previously (before this change), sections were overpopulated with a mix of people with varying commitments to the department. Now we have smaller, more manageable sections where Section Supervisors can assist with the progression and development of our Senior Officers. There's plenty of others reasons for this change, but distinguishing this is certainly one of the most important factors.

I do plan on introducing more responsibilities for Senior Officers, allowing for the 'Senior' part of their name to be a little more reasonably applicable (re-naming it isn't really on the cards, the coinage made sense on it's inception). Senior does seem appropriate considering they are the next rank in the chain following Officer (making it automatically Senior to the rank previous)

Hope this helped.
 
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Yeah, it did help.

I'd still like to see fewer ranks rather than more. I just don't feel like there is a need to have AC/SSG - 1st of all Assistant Chief has been empty for quite a bit & Staff Sergeant is that really a necessary rank was more my point.

However, I must lay flat and agree with your points. - Still, think you should consider the removal of those ranks - but I will respect the decision nevertheless.

Thanks for a quick and detailed answer!
 
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@Ethan
Please make an argument against lower gun prices, as it is good for the criminals, if it is not bad for the officers then it is by definition a good thing.

I know your argumentation is; I found it easy to get guns, I can get 4 guns in an hour.
Therefore it shouldn't be lowered.

Let us apply that argument to marksmanship because it certainly seems you are proponent of lowering the threshold to level up marksmanship:
I can earn 60 boxes of shotgun ammo in an hour thus we shouldn't make 100 marks easier to obtain.

Perhaps your argument isn't that great?

@Sorle

I also frequently hear people say "it is going to ruin the economy"
I have not heard a single good fact to back this up, as the economy doesn't properly function in PERP as every price is fixed and there is 0 fluctuation.

Let us take a game with a true player owned economy, for example: realm of the mad god (not a lot of people play this but the argument still stands)

Let us say:

T6 Health Ring is 3 life potions before duping

Excessive duping led to huge increase in supply UBHP Rings while demand stayed the same
therefore the prices of health rings tanked.

Milton Friedman said it like this:
"Inflation is too much money chasing too few goods"
"Deflation is too little money chasing too many goods.”

Now let us take an extreme example on PERPheads;
Staff members give 1 trillion dollars to @JER, what would happen to the prices of guns?

They would stay the same.

Perpheads economy can't actually break, it is fixed, 0 fluctuation and won't have inflation/deflation.

That's why we need a player-owned economy, guys!
 
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