1. Post #81
    Gold Member
    Simski's Avatar
    February 2007
    13,220 Posts
    I am not going to make two versions of DarkRP just because some people want me to radically change the gamemode. It's a ridiculous idea.
    Alright, then just continue working on the original.

    Someone else can do the other idea for a new gamemode if they still want it. If it's radical enough of a change to make it vastly different from normal DarkRP, then it would probably be more appropriate as a separate gamemode not to be considered a sequel or customization of DarkRP.
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  2. Post #82
    Gold Member
    LennyPenny's Avatar
    December 2011
    1,146 Posts
    Well he worded himself in an inappropriate way, but he did make a valid point when he suggested making two versions. One for the people who like the old one, and one for the people who'd like an experimental improved version.

    That said, I host no hard feelings if you feel it would be too time consuming.
    I am happy enough if you merely try to work out some of the more common flaws with the old version.
    I've just exagerated it... Maybe I was a bit angry while writing this...

    I am not going to make two versions of DarkRP just because some people want me to radically change the gamemode. It's a ridiculous idea.
    Normale I would call you lazy but you have some nice arguments. We just have to wait until one of us will do it for FPtje (I don't think that that will happen but just in case :) ).
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  3. Post #83
    KatNotDinner's Avatar
    June 2011
    792 Posts
    FPjte, you are a good coder. Why don't you make a "work around" or, in other words make new stuff and make the curent functions for adding jobs/shipments/etc. parse the arguments parsed to them to the new functions so that there's legacy support while improving DarkRP?
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  4. Post #84
    Gold Member
    Simski's Avatar
    February 2007
    13,220 Posts
    FPjte, you are a good coder. Why don't you make a "work around" or, in other words make new stuff and make the curent functions for adding jobs/shipments/etc. parse the arguments parsed to them to the new functions so that there's legacy support while improving DarkRP?
    Probably because
    I would recode DarkRP, but I honestly don't have the time.
    If the projects gets too extensive he'll probably not have enough free time of his own.
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  5. Post #85
    Ah... tits!
    sam6420's Avatar
    August 2009
    4,307 Posts
    Name it darkrp2, both revisions will br played/used and problems avoided.
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  6. Post #86
    Get your own DarkRP Server!
    FPtje's Avatar
    January 2006
    5,610 Posts
    I'm not going to make two versions of DarkRP when it's not necessary.

    I'm already having enough merging trouble with DarkRP and DarkRP beta, which are technically different versions, but the current DarkRP will stop existing when GMod 13 is released: it will be replaced by the DarkRP beta version.
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  7. Post #87
    itty-bitty pretty kitty
    Dennab
    September 2008
    9,837 Posts
    Name it darkrp2, both revisions will br played/used and problems avoided.
    It already is DarkRP 2.

    It should be DarkRP 3.
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  8. Post #88
    L33t modl haxorz..
    Katazuro's Avatar
    March 2012
    1,476 Posts
    Wouldn't it be DarkRP 1 v2.4.2?
    Then comes DarkRP 2 vX.X.X.
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  9. Post #89
    itty-bitty pretty kitty
    Dennab
    September 2008
    9,837 Posts
    Wouldn't it be DarkRP 1 v2.4.2?
    Then comes DarkRP 2 vX.X.X.
    Since DarkRP 1 was DarkRP 1.x.x, DarkRP 2 would be DarkRP 2.x.x
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  10. Post #90
    L33t modl haxorz..
    Katazuro's Avatar
    March 2012
    1,476 Posts
    I kinda based it off the idea of evocity, like evocity 1 v2, and evocity 2 v2 - or whatever.
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  11. Post #91

    April 2011
    42 Posts
    Calm guys, DarkRP will not be remade or heavy modified, at least by its current dev. team.
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  12. Post #92
    CyberGmod Founder PropHuntv2 Home
    Phoenixf129's Avatar
    May 2009
    956 Posts
    Calm guys, DarkRP will not be remade or heavy modified, at least by its current dev. team.
    That's what you think.
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  13. Post #93
    Gold Member
    mikebcbc's Avatar
    August 2011
    108 Posts
    Potato?
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  14. Post #94
    skullorz's Avatar
    May 2009
    930 Posts
    That's what you think.
    Actually, it isn't happening. Ftpje already said he wasn't going to overhaul anything related to the shared.lua or addentities.lua (unless completely optional)
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  15. Post #95
    L33t modl haxorz..
    Katazuro's Avatar
    March 2012
    1,476 Posts
    Gamemode authors updating to Garry's Mod 13 are probably going to update for compatibility, not an overhaul
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  16. Post #96
    Gold Member
    LennyPenny's Avatar
    December 2011
    1,146 Posts
    I'm not going to make two versions of DarkRP when it's not necessary.

    I'm already having enough merging trouble with DarkRP and DarkRP beta, which are technically different versions, but the current DarkRP will stop existing when GMod 13 is released: it will be replaced by the DarkRP beta version.
    Good to know... So the whole thread is useless... Just tell whats the behind the "DarkRP Beta"?
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  17. Post #97
    Gold Member
    Simski's Avatar
    February 2007
    13,220 Posts
    Good to know... So the whole thread is useless... Just tell whats the behind the "DarkRP Beta"?
    He never said he was doing a DarkRP overhaul, he said he was looking for constructive criticism on things in the current DarkRP that he could try to fix in the new version compatible with Gmod13. The "Beta" part just signifies that it's not a finished product yet, as these transitions between versions aren't always stable due to unsuspected bugs.

    Making gamemodes is no walk in the park or else we could make it ourselves, and unless we learn to code lua we can't really blame other people for thinking our idea is too much work.
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  18. Post #98
    Get your own DarkRP Server!
    FPtje's Avatar
    January 2006
    5,610 Posts
    I've started considering Simski's ideas. I've already implemented something he didn't suggest .
    I'm sure it's in his line of thinking though (correct me if I'm wrong :) )

    Faith in Christ, the owner of NLG servers, wanted me to find someone to make a tax system for him. I found myself and put it in DarkRP official. Here's the SVN changelog (yes, it's online already)
    Code:
    [ADD] Progressive tax system (off by default)
    Control with:
    rp_tax - Default 0
    rp_taxtime - Default 600 (ten minutes)
    rp_taxmin - Default 1
    rp_taxmax - Default 5.
    
    Taxes start from twice the money starting amount (500 * 2 by default)
    Maximum tax percentage is reached with 198 * starting amount (100.000 by
    default)
    It's a progressive tax system. With all settings on default (except rp_tax = 1), people's wallets will be taxed every 10 minutes. Taxes start from wallets of $1000,- (twice the starting amount). By default, people with $1000 will be taxed 1% of what they have. People with $100.000 and higher, will be taxed 5% of what they have. Of course the tax percentage is evenly distributed between $1000 and $100.000.

    You can change the settings with rp_taxmin and rp_taxmax.

    Tax money taken from the players simply disappears. If it were to go to the mayor, cops or both, it would give a huge unfair advantage to mayors and cops, which would make sure you'll be seeing nothing but cops and/or mayors.

    This tax system could help even out the high wallet amounts that some people have. I mean if you have 1 million dollar, you'll be paying 50.000 in taxes every ten minutes, which adds up after a while.
    The problem, though would be banking systems that give interest rather than taxes .

    What do you think of this system? :D
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  19. Post #99
    skullorz's Avatar
    May 2009
    930 Posts
    I've started considering Simski's ideas. I've already implemented something he didn't suggest .
    I'm sure it's in his line of thinking though (correct me if I'm wrong :) )

    Faith in Christ, the owner of NLG servers, wanted me to find someone to make a tax system for him. I found myself and put it in DarkRP official. Here's the SVN changelog (yes, it's online already)
    Code:
    [ADD] Progressive tax system (off by default)
    Control with:
    rp_tax - Default 0
    rp_taxtime - Default 600 (ten minutes)
    rp_taxmin - Default 1
    rp_taxmax - Default 5.
    
    Taxes start from twice the money starting amount (500 * 2 by default)
    Maximum tax percentage is reached with 198 * starting amount (100.000 by
    default)
    It's a progressive tax system. With all settings on default (except rp_tax = 1), people's wallets will be taxed every 10 minutes. Taxes start from wallets of $1000,- (twice the starting amount). By default, people with $1000 will be taxed 1% of what they have. People with $100.000 and higher, will be taxed 5% of what they have. Of course the tax percentage is evenly distributed between $1000 and $100.000.

    You can change the settings with rp_taxmin and rp_taxmax.

    Tax money taken from the players simply disappears. If it were to go to the mayor, cops or both, it would give a huge unfair advantage to mayors and cops, which would make sure you'll be seeing nothing but cops and/or mayors.

    This tax system could help even out the high wallet amounts that some people have. I mean if you have 1 million dollar, you'll be paying 50.000 in taxes every ten minutes, which adds up after a while.
    The problem, though would be banking systems that give interest rather than taxes .

    What do you think of this system? :D
    Have the taxes go to the economy, which the mayor can use to buy upgrades for his cops, like armor and weapons.
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  20. Post #100
    One of the million useless Gold Members
    Kittai's Avatar
    December 2010
    707 Posts
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  21. Post #101
    itty-bitty pretty kitty
    Dennab
    September 2008
    9,837 Posts
    Well, at least it's better than kuro's backdoor.
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  22. Post #102
    Gold Member
    Simski's Avatar
    February 2007
    13,220 Posts
    I've started considering Simski's ideas. I've already implemented something he didn't suggest .
    I'm sure it's in his line of thinking though (correct me if I'm wrong :) )

    Faith in Christ, the owner of NLG servers, wanted me to find someone to make a tax system for him. I found myself and put it in DarkRP official. Here's the SVN changelog (yes, it's online already)
    Code:
    [ADD] Progressive tax system (off by default)
    Control with:
    rp_tax - Default 0
    rp_taxtime - Default 600 (ten minutes)
    rp_taxmin - Default 1
    rp_taxmax - Default 5.
    
    Taxes start from twice the money starting amount (500 * 2 by default)
    Maximum tax percentage is reached with 198 * starting amount (100.000 by
    default)
    It's a progressive tax system. With all settings on default (except rp_tax = 1), people's wallets will be taxed every 10 minutes. Taxes start from wallets of $1000,- (twice the starting amount). By default, people with $1000 will be taxed 1% of what they have. People with $100.000 and higher, will be taxed 5% of what they have. Of course the tax percentage is evenly distributed between $1000 and $100.000.

    You can change the settings with rp_taxmin and rp_taxmax.

    Tax money taken from the players simply disappears. If it were to go to the mayor, cops or both, it would give a huge unfair advantage to mayors and cops, which would make sure you'll be seeing nothing but cops and/or mayors.

    This tax system could help even out the high wallet amounts that some people have. I mean if you have 1 million dollar, you'll be paying 50.000 in taxes every ten minutes, which adds up after a while.
    The problem, though would be banking systems that give interest rather than taxes .

    What do you think of this system? :D
    Sounds like a rather interesting concept, and will perhaps help prevent players from choosing a certain profession simply because it has a higher salary :P

    It would be neat if we could find some usage for the money though, although you're probably right about it easily being abused if it was just handed out to the mayor and civil protection. Perhaps they could be unable to extract it directly into their pockets, but it could be used to fund things like events for the people, or perhaps it could be used to buy selling rights for new products in the city, like allowing gundealers to buy a new brand of weapons, or allowing doctors to buy a new brand of medicine (accidentally also allowing drugdealers to get their hands on new drugs)? Something like that could even bring in game politics into play, voting for the mayor that promises to upgrade the thing for your class for example.
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  23. Post #103
    _RJ_'s Avatar
    December 2010
    371 Posts
    I have a small suggestion for DarkRP but I think it may be useful to those who like using alot of jobs for their
    servers. My suggestion is having vertical accordion menus inside of the Jobs tab that can be customized and
    enabled/disabled by the owner, this way you can divide it up into catagories like Government, Criminals, Dealers,
    etc. and that way there won't be a "cluttered" list of jobs which you usually find on DarkRP servers.

    I'm curious as to see what others have to say about this idea.
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  24. Post #104
    ForMod2013
    KnightVista's Avatar
    June 2009
    2,822 Posts
    FPtje, will you change the way the voting system works for the Civil Protection and Mayor? For the reason being that if a server full of gangsters; and are pataking in illegal activities, they won't want any police or mayor influence on the server therefore they will always vote "no" to anyone who wishes to join the government.

    A suggest is that only citizens, and people who hold proper jobs be able to vote at all. Being that gangsters don't actually have a real job other then stick with their group, I believe this may help the solution a little.

    Edit:

    I understand it's possible to change in the shared.lua file under any job the ability to have to vote to join the job or not, but some server regulators don't know about this and the above problem may still exist otherwise.
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  25. Post #105
    itty-bitty pretty kitty
    Dennab
    September 2008
    9,837 Posts
    I've started considering Simski's ideas. I've already implemented something he didn't suggest .
    I'm sure it's in his line of thinking though (correct me if I'm wrong :) )

    Faith in Christ, the owner of NLG servers, wanted me to find someone to make a tax system for him. I found myself and put it in DarkRP official. Here's the SVN changelog (yes, it's online already)
    Code:
    [ADD] Progressive tax system (off by default)
    Control with:
    rp_tax - Default 0
    rp_taxtime - Default 600 (ten minutes)
    rp_taxmin - Default 1
    rp_taxmax - Default 5.
    
    Taxes start from twice the money starting amount (500 * 2 by default)
    Maximum tax percentage is reached with 198 * starting amount (100.000 by
    default)
    It's a progressive tax system. With all settings on default (except rp_tax = 1), people's wallets will be taxed every 10 minutes. Taxes start from wallets of $1000,- (twice the starting amount). By default, people with $1000 will be taxed 1% of what they have. People with $100.000 and higher, will be taxed 5% of what they have. Of course the tax percentage is evenly distributed between $1000 and $100.000.

    You can change the settings with rp_taxmin and rp_taxmax.

    Tax money taken from the players simply disappears. If it were to go to the mayor, cops or both, it would give a huge unfair advantage to mayors and cops, which would make sure you'll be seeing nothing but cops and/or mayors.

    This tax system could help even out the high wallet amounts that some people have. I mean if you have 1 million dollar, you'll be paying 50.000 in taxes every ten minutes, which adds up after a while.
    The problem, though would be banking systems that give interest rather than taxes .

    What do you think of this system? :D
    Taxes should pay for the mayor and cops salaries, as well as some kind of unemployment payment.
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  26. Post #106
    One of the million useless Gold Members
    Kittai's Avatar
    December 2010
    707 Posts
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  27. Post #107
    Gold Member
    Simski's Avatar
    February 2007
    13,220 Posts
    They should keep this part though
    ("FPtje ban successful, you prick")
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  28. Post #108
    Gold Banana
    Banana Lord.'s Avatar
    May 2010
    6,579 Posts
    falco reverted it like an idiot

    maybe you wouldn't be banned if you wouldn't break rules. "oh but I was only prop killing a minge" - vigilante justice is still breaking the law (rules) bud
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  29. Post #109
    KatNotDinner's Avatar
    June 2011
    792 Posts
    falco reverted it like an idiot

    maybe you wouldn't be banned if you wouldn't break rules. "oh but I was only prop killing a minge" - vigilante justice is still breaking the law (rules) bud
    I heard he gets banned for prop-surfing which is a completely valid reason.
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  30. Post #110
    Get your own DarkRP Server!
    FPtje's Avatar
    January 2006
    5,610 Posts
    falco reverted it like an idiot maybe you wouldn't be banned if you wouldn't break rules.
    No shit, saying you disagree in an svn revert commit is simply not the way to go. SVN its a version system, not a communication medium.

    I am open for discussion under the sole condition that it is a genuine discussion.

    Calling me an idiot is not a valid argument.

    Besides I find it to be very suspicious that my original commit with the barricade has just one comment, and the revert commit had 3 within the hour, along with a condescending Tweet just minutes before the commit.

    How about you give me some valid arguments. Let me start off:

    The barricade does not render me immune to getting banned. It just asks if they are really sure they want to do it. Banning me is still as easy as entering a concommand .

    EDIT:
    From the log of revision 1125:
    Drakehawke and I have come to an agreement.

    The current form of the barricade is too intrusive and leading. I'm reverting it
    until I've changed it to the following:
    When someone bans me they simply get a confirmation box with a text explaining
    who I am. They won't get an "FPtje ban fail" message and they won't be called a
    prick when they click "yes".

    This way it's not really intrusive, it doesn't make it harder to ban me and it
    will generally have a better tone.

    I hope you guys can agree.
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  31. Post #111
    One of the million useless Gold Members
    Kittai's Avatar
    December 2010
    707 Posts
    I agree it was a tad bit suspicious, I never seen any commit have over 3 positives on the DarkRP code and it was at 10 within 1 hour and half.

    But I'm glad you guys came up with a decision.
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  32. Post #112
    Gold Member
    Simski's Avatar
    February 2007
    13,220 Posts
    I liked it better when it called them a prick, you should keep that in
    Unless they really are a prick, they should be able to laugh at the humor in that message
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  33. Post #113
    Gold Member
    Simski's Avatar
    February 2007
    13,220 Posts
    I have a suggestion for an optional feature for server owners.
    When you join the game, or when you are killed, you always spawn as the hobo class.

    This feature would be a form of NLR. If someone kills the mayor, the mayor is dead and his profession is available. If someone kills a mobboss, the mobboss is dead and his profession is available. If someone kills a gundealer, the gundealer is dead and his profession is available.

    It should definitely be an optional feature, some people would probably prefer the old system, but some server owners would probably see it as a godsend.
    Considering how many servers have NLR, this feature would help enforce NLR and make dieing something you want to avoid a lot more. RDM will be much more frowned upon and worthy of punishment, more players will perhaps prefer to be arrested rather than killed if they are cornered by the civil protection, raiding other people will be much more of a risk, and there will be a real actual use for Hitmen since they can make an occupied profession available to you.

    Civil Protection... MAYBE should be exempt to this rule since they need to be voted in, but not the mayor.
    Assassinating the mayor can be part of the RP, however I think that if killing a cop made him lose his profession they would fear engaging criminals too much. If they're killed and lose their jobs they might not be likely to be voted back in the force, so civil protection should only lose their jobs through demoting.
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  34. Post #114
    Get your own DarkRP Server!
    FPtje's Avatar
    January 2006
    5,610 Posts
    Move the hobo team to be above the citizen team in shared.lua to make hobo the starting team.

    I thought I had made something in DarkRP that demoted when people die, but I can't find it. But I don't recommend having people be demoted on death. People often die, and if they have to change job every time they die, they'll just be bored with it and stay hobo/citizen.
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  35. Post #115
    Gold Member
    Simski's Avatar
    February 2007
    13,220 Posts
    Move the hobo team to be above the citizen team in shared.lua to make hobo the starting team.

    I thought I had made something in DarkRP that demoted when people die, but I can't find it. But I don't recommend having people be demoted on death. People often die, and if they have to change job every time they die, they'll just be bored with it and stay hobo/citizen.
    Couldn't we try it out as an optional feature though?
    I mean, maybe people would eventually learn to try to avoid dieing if they don't want to lose their job.

    Yes people often die in DarkRP, but maybe a feature like this would encourage players to play more serious. Like not killing people you're robbing unless they act violent, otherwise they can demote you for rdm. Like knowing that it is a huge risk to raid the PD, because dieing no longer means you can just go back to what you did before. Like knowing that getting arrested rather than killed when wanted by the CP means you still get to keep your profession when you've served your time. Like knowing that if you just own a gunstore and sell people guns as a gundealer, you're less likely to be wanted dead than if you work as a moving armory for the mafia or things like that.

    Edited:

    Currently on almost all servers with the NLR rule, it is always more beneficial to die than to be arrested by the Civil Protection. With a feature like this, dieing will no longer just be a slap on the wrist, it will be something you want to really avoid.

    Edited:

    I mean... everyone's always complaining about how the DarkRP community is full of retards, so why be against something that strongly discourages playing like a retard? If players valued their lives as much as they value their professions now, they would have more reason to be cautious about doing things that will get you killed or demoted. Thus the gameplay mechanics will naturally make players roleplay more realistically, because they will have to think about the risks involved in their actions.
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  36. Post #116
    Gold Member
    mikebcbc's Avatar
    August 2011
    108 Posts
    I don't think you heard me the first time,

    Potato.
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  37. Post #117
    Gold Member
    Simski's Avatar
    February 2007
    13,220 Posts
    I have some other suggestions that is more of an improvement of an existing feature than the introduction of a new feature. (TL;DR at bottom)

    Would it be possible to make the roleplaying names be divided into two checkboxes where you write your first and last name, no space or non alphabetical symbols allowed (басдцеьнфо and other such language and accent related symbols could stay). This would to an extent prevent ridiculous and unrealistic names like: RuScOjOe, xxdarkillerxx, fatsie768, A giant walking dong, or <CLK>noob_killaz. Instead, all names will be in the form of: Jerry Martinson, Mike Hunt, Tina Mcdonald, Giant Douchebag; it's not perfect but at least it's slightly more organized and encouraging of serious names.

    Also, I think two other things should be changed regarding RP names.
    1. Remove the global announcement when someone changes RP names. This way RP names will feel more realistic, and could for example be used to change your identity for various gameplay related reasons.
    2. Include a cooldown or a limited amount of times you are allowed to change your RP name. This to prevent extensive abuse of this feature to avoid being identified by the civil protection or other players. Using a different identity every now and then to avoid detection is fine, but not too often.

    Lastly, I have a suggestion for two controversial and optional features.
    A. Force players to set a RP name when they join the server.
    B. Force players to set a new RP name every time they die, being unable to use a previous RP name for at least 2 lives.

    A. Is a more reasonable feature to go along the other suggestions regarding RP names, since it encourages slightly more serious roleplaying by discouraging you from using your accountname or strange nicknames when playing.
    B. Is what I'd consider very controversial as a form of NLR that might be annoying to some, but likewise could be enjoyed by more serious servers with NLR in play. Especially if you include my suggested 1. and 2. changes as they would make it a lot harder to tell who someone is when they die and are forced to change name.

    Edited:

    TL;DR:
    1. Make roleplaying names 2 checkboxes, First name and Last name, no non-alphabetical symbols or space allowed.
    2. Remove global announcements when someone changes name.
    3. Include a cooldown or limit for how often you can change your roleplay name.

    Optional:
    A. Force players to set a roleplaying name when they join.
    B. Force players to use a new roleplaying name every time they die, as a form of NLR.
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  38. Post #118
    Get your own DarkRP Server!
    FPtje's Avatar
    January 2006
    5,610 Posts
    I like how you label your controversial features as "optional", it vaguely implies the others aren't
    In all seriousness, let me first respond to the controversial ones.

    I absolutely hate any Derma screens, pop up boxes and any other bitchslappers when I join or spawn. When I join a server, I expect to spawn and be able to play without first closing an MOTD, having to think about an RP name, choose a character model or any of that bullshit. I join to play DarkRP, not to fill in forms/read gigantic texts. I have a clientside MOTD blocker for this very reason. Anything popping up when you spawn or join is extremely annoying, one of the reasons being the frequency of it happening. So there's my objection to both A and B.

    Now claims 1 and 2:
    1.
    /RPname is often used by minges to get a new identity and be forgotten by the admins. The fun thing is, that it often even works. I've seen it happen: I put a tracker on a Minge, the minge then changes his name. Everyone ignores the Notify, and while everyone hated him before, he now walks around happily, and everyone likes him again. Because of this, I don't think I should remove the notification as it would make the identity change even more hidden.

    2.
    Hmm, I don't think the problem you're addressing is one that is very apparent in DarkRP. In my experience, even the minges only change their names every once in a while to stay hidden. It's not like they change names every minute, since it's not beneficial to anyone. I would make a delay between changing names if it was really a problem though. A reason not to make it is that people often make spelling mistakes which they will want to correct immediately. They will have to walk around with a misspelled name for a long time if there's a delay between changing names.
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  39. Post #119
    Gold Member
    Simski's Avatar
    February 2007
    13,220 Posts
    I like how you label your controversial features as "optional", it vaguely implies the others aren't
    I meant it more as if they were implemented, they would be an optional gameplay mechanic for the server owners. Like the hunger system.

    I am by all means nothing more than an ideaguy, but I don't want to tempt my luck by making demands rather than suggestions
    I like giving constructive criticism for things I enjoy with things I think could make it better or more fun, but I guess I go overboard sometimes with my enthusiasm.
    In all seriousness, let me first respond to the controversial ones.

    I absolutely hate any Derma screens, pop up boxes and any other bitchslappers when I join or spawn. When I join a server, I expect to spawn and be able to play without first closing an MOTD, having to think about an RP name, choose a character model or any of that bullshit. I join to play DarkRP, not to fill in forms/read gigantic texts. I have a clientside MOTD blocker for this very reason. Anything popping up when you spawn or join is extremely annoying, one of the reasons being the frequency of it happening. So there's my objection to both A and B.
    Ah, I guess that's a very fair complaint.
    One of the reasons I personally like DarkRP a lot is because of its simplicity, so you're probably right that it would make it unnecessarily complicated.

    How about assigning them a randomly generated first and last name though, that they could still change free of charge? To encourage the use of more serious roleplaying names that doesn't break the immersion as much as weird and silly nicks and accountnames.

    That's regarding A. though, scrap idea B. entirely because I realize now just how bad of an idea that would be.

    Now claims 1 and 2:
    1.
    /RPname is often used by minges to get a new identity and be forgotten by the admins. The fun thing is, that it often even works. I've seen it happen: I put a tracker on a Minge, the minge then changes his name. Everyone ignores the Notify, and while everyone hated him before, he now walks around happily, and everyone likes him again. Because of this, I don't think I should remove the notification as it would make the identity change even more hidden.
    I like this though, not specifically minges deceiving admins, but players deceiving other players.
    I'd like it as a game feature for players, but at the same time I fully see your point about minges avoiding admins. How about allowing admins and moderators to be able to see players real account names for easy minge detection?

    Changing your name so that another player don't recognize you is something that I think could be fun in the game, except when heavily abused... which brings me to my next point
    2.
    Hmm, I don't think the problem you're addressing is one that is very apparent in DarkRP. In my experience, even the minges only change their names every once in a while to stay hidden. It's not like they change names every minute, since it's not beneficial to anyone. I would make a delay between changing names if it was really a problem though. A reason not to make it is that people often make spelling mistakes which they will want to correct immediately. They will have to walk around with a misspelled name for a long time if there's a delay between changing names.
    I stated myself very badly by not mentioning that 1 and 2 are more of a package deal to fix the same thing rather than separate fixes for different issues. If you remove the notice when players change names, it would definitely make players use name changing to trick other players and such. Which is why either a long cooldown or a limited amount of times you're allowed to change your name would have to go alongside the change to prevent it from being used too frequently.

    I think people would be less likely to make spelling mistakes if they had to make a first and a last name though, with no spaces or non-alphabetical symbols. It would help encourage more serious names, to help the immersion of the game. Likewise, I think it would be more easy to tell if you have to write the first and last name in two boxes, if you wrote anything wrong.
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  40. Post #120
    itty-bitty pretty kitty
    Dennab
    September 2008
    9,837 Posts
    If you want immersion, go outside. Names don't ruin RP, players do.
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