Map Change = Player reset

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    • Re: Map Change = Player reset

      there was a reset that happened fairly recently, prob doesnt make sense to do it again but i dont really mind resets.
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    • Re: Map Change = Player reset

      I had planned for there to be no reset. However resets keep things fresh and fun.

      Id be for a reset on every map switch but i know some players like to keep stats and work on them over multiple maps.



      At the time of posting this the next reset is planned for when we go back to uptown after the linesse rotation. so probably in 6 months.

      Im curious how others feel about maply resets tho
    • Re: Map Change = Player reset

      Well we have a rotation of the following maps:

      rp_uptown_v3
      rp_freemancity_kbm_v1a
      Linesse_r4
      (I don't think we've bothered to keep any others, these are the only three that "stick")

      What if we did a reset every full rotation? So in other words, we started on Linesse_r4 and now we're almost done with rp_uptown_v3. So what if we reset every time we start Linesse_r4? Since the start of Linesse_r4 is the start of the full map cycle? Plus the plan is to stay on each map for around 3 months, and November 20 is just after the 3 month mark on uptown.
    • Re: Map Change = Player reset

      TF2274_r.2.0 wrote:


      Well we have a rotation of the following maps:

      rp_uptown_v3
      rp_freemancity_kbm_v1a
      Linesse_r4
      (I don't think we've bothered to keep any others, these are the only three that "stick")

      What if we did a reset every full rotation? So in other words, we started on Linesse_r4 and now we're almost done with rp_uptown_v3. So what if we reset every time we start Linesse_r4? Since the start of Linesse_r4 is the start of the full map cycle? Plus the plan is to stay on each map for around 3 months, and November 20 is just after the 3 month mark on uptown.

      I like that idea, but I feel like the start of uptown should be the reset since the highest valued property is 2.5m . Have that be the starting point and work us up to better maps with more expensive properties
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    • Re: Map Change = Player reset

      Syle wrote:


      Yeah jorune has a poiint. Alot will be spent on locks and houses.


      Agreed no reset for now. If y'all really really really insist then maybe every two or three full completetions of the map cycle. (Aka at the end of linesse) could be a reset(this is just a suggestion), however it's impractical to have a reset every map change. My opinion is players don't want to see their monetary accumulations be depleated every 3 months.
    • Re: Map Change = Player reset

      Well when it comes to doors and locks, the problem is that if we restrict locks too much then players will dislike the server. Too many locks and we get the AFK thing that we currently have.

      So idk about a solution. At the moment, my plugin implementation which makes it where you can only carry so many planting or printing supplies at a time will force players to get out of their apartments to restock much more often. No more /plant or /print and just being charged some money. Once my plugin has all the bugs worked out and can go live, there will be planting items. VIPs will be able to use /plant and /print to automatically use the materials from their inventory, but non-VIPs can still plant and print, they will just have to use the items manually.

      The items used for planting and printing have a mass. Inventory now has a mass limit. For legacy support, all existing items have no mass. It's only planting and printing items that have this. I set it up so you can do about 2 rounds of planting (since I'm a troll, you can plant 5 plants with a full inventory of planting supplies, and 3 plants at a time) on a full inventory. Of course, if you reuse your flower pots then you can do more than that.

      I think the above changes will help to solve the issue of everyone only being AFK. Also other jobs will be more active and require player engagement, but will have a higher monetary reward versus the afk jobs.

      Here's another idea as well. Right now locks and lockbreakers are 1K each. What if we keep the 1500 locks limit, but divide the price of locks and lockbreakers by 10? So have locks be 100 dollars and lockbreakers be 80. If lockbreakers are slightly less expensive then it can help deflate the econ a bit. Of course, we wouldn't make this price change until after a econ reset.
    • Re: Map Change = Player reset

      TF2274_r.2.0 wrote:


      Well when it comes to doors and locks, the problem is that if we restrict locks too much then players will dislike the server. Too many locks and we get the AFK thing that we currently have.

      So idk about a solution. At the moment, my plugin implementation which makes it where you can only carry so many planting or printing supplies at a time will force players to get out of their apartments to restock much more often. No more /plant or /print and just being charged some money. Once my plugin has all the bugs worked out and can go live, there will be planting items. VIPs will be able to use /plant and /print to automatically use the materials from their inventory, but non-VIPs can still plant and print, they will just have to use the items manually.

      The items used for planting and printing have a mass. Inventory now has a mass limit. For legacy support, all existing items have no mass. It's only planting and printing items that have this. I set it up so you can do about 2 rounds of planting (since I'm a troll, you can plant 5 plants with a full inventory of planting supplies, and 3 plants at a time) on a full inventory. Of course, if you reuse your flower pots then you can do more than that.

      I think the above changes will help to solve the issue of everyone only being AFK. Also other jobs will be more active and require player engagement, but will have a higher monetary reward versus the afk jobs.

      Here's another idea as well. Right now locks and lockbreakers are 1K each. What if we keep the 1500 locks limit, but divide the price of locks and lockbreakers by 10? So have locks be 100 dollars and lockbreakers be 80. If lockbreakers are slightly less expensive then it can help deflate the econ a bit. Of course, we wouldn't make this price change until after a econ reset.

      This might encourage me to start making money again
    • Re: Map Change = Player reset

      Another idea that is actually Eas's idea is to have doorhacks be a one-time use, but be cheaper and not have a cooldown.

      In fact, when I began modifications to Eas's base RP plugin, that's how he had it. You'd pay a couple hundred for a door hack, and you use it once. There'd be no cooldown, just the cost of hacking the door.

      I ended up changing it back to the way we all know and love doorhacks, but it would be an interesting thing to test out.
    • Re: Map Change = Player reset

      TF2274_r.2.0 wrote:


      Another idea that is actually Eas's idea is to have doorhacks be a one-time use, but be cheaper and not have a cooldown.

      In fact, when I began modifications to Eas's base RP plugin, that's how he had it. You'd pay a couple hundred for a door hack, and you use it once. There'd be no cooldown, just the cost of hacking the door.

      I ended up changing it back to the way we all know and love doorhacks, but it would be an interesting thing to test out.


      Yea, this could also encourage people to play. But you could also do this with lockpicks, maybe in a combination with a new job?

      --> A "Lockpicker Job" with experience.
      Like on level 1 you got 5% chance to Lockpick a door (when you own Lockpick(s)) even when there are 1500 locks
      On level 2 15%
      On Level 3 30%

      If you fail you'll get Crime based on the locks on the door maybe like 5x the Locks on the door...ye that would be 7500 but then you would really need a Cop to bribe to get out of jail. Also you should get experience when you fail and when you succeed
      If you succeed you get 5-10% of the Locks


      This is just a idea, maybe someone would also like this
    • Re: Map Change = Player reset

      Mike wrote:


      TF2274_r.2.0 wrote:


      Another idea that is actually Eas's idea is to have doorhacks be a one-time use, but be cheaper and not have a cooldown.

      In fact, when I began modifications to Eas's base RP plugin, that's how he had it. You'd pay a couple hundred for a door hack, and you use it once. There'd be no cooldown, just the cost of hacking the door.

      I ended up changing it back to the way we all know and love doorhacks, but it would be an interesting thing to test out.


      Yea, this could also encourage people to play. But you could also do this with lockpicks, maybe in a combination with a new job?

      --> A "Lockpicker Job" with experience.
      Like on level 1 you got 5% chance to Lockpick a door (when you own Lockpick(s)) even when there are 1500 locks
      On level 2 15%
      On Level 3 30%

      If you fail you'll get Crime based on the locks on the door maybe like 5x the Locks on the door...ye that would be 7500 but then you would really need a Cop to bribe to get out of jail. Also you should get experience when you fail and when you succeed
      If you succeed you get 5-10% of the Locks


      This is just a idea, maybe someone would also like this

      Very interesting take on the crime/breakin system. I'm not opposed to it, it'd get people off their asses and make noone 100% safe
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    • Re: Map Change = Player reset

      I'm afraid that won't work. I like the idea, but it won't work because the only way to keep the lockbreaker thing mentioned above balanced is with crime. However, this system would easily allow people to abuse the bounty system to make a ton of money.

      Basically one person, while no cops are online, could get insane crime leading to a massive bounty (think in the range of 10K or even 100K+). Then a friend takes the bounty, doorhacks/cuffsaws their buddy out of jail, then they split the bounty and repeat while no cops are online. In the future when jail time is capped at 240 seconds, it would just be a maximum 4 minute jail time for this massive bounty.

      Also, I don't think it would work well as a job. I think it would be more of a useable item. The idea needs refining, but the concept is good.