Argonath RPG - A World of its own

GTA:SA => SA:MP - San Andreas Multiplayer => SA:MP General => Topic started by: Teddy on August 20, 2015, 05:00:17 pm

Title: /group requirements & changes
Post by: Teddy on August 20, 2015, 05:00:17 pm
These are non-retroactive and will apply to future groups.

1) The member requirement has increased from 5 members to 10 members. Additionally at least 10 5 members must be at least 2 weeks (14 days) old. All 10 5 members must have been active within the last 2 weeks (14 days).

2) The requirement for topic age has been increased from 2 week to 1 month.

Retroactive inclusion (affects all groups)

1)  A group must maintain at least 10 hours collectively per month to maintain keeping /group
Title: Re: /group requirements & changes
Post by: Stivi on August 20, 2015, 05:03:10 pm
Does this include business groups too?
Title: Re: /group requirements & changes
Post by: Teddy on August 20, 2015, 05:04:02 pm
Does this include business groups too?

Anyone requesting /group.
Title: Re: /group requirements & changes
Post by: Corey. on August 20, 2015, 05:09:31 pm
 :app: :app: :app:
Title: Re: /group requirements & changes
Post by: Salmonella on August 20, 2015, 05:29:00 pm
10 seems a bit much to me. :/
Title: Re: /group requirements & changes
Post by: [HB]Estro on August 20, 2015, 05:31:23 pm
1 month is little bit more
Title: Re: /group requirements & changes
Post by: Cofiliano on August 20, 2015, 05:43:14 pm
Group vehicles-Make them at least 10 vehicles. I mean since you're putting the conditions for /groups higher and more strict, solve this issue as well.
Title: Re: /group requirements & changes
Post by: Rusty on August 20, 2015, 06:07:15 pm
1 month is little bit more

Stops having people who set-up groups which then go inactive and their group ingame just sits there doing nothing but take up space. 
Title: Re: /group requirements & changes
Post by: Bruce. on August 20, 2015, 06:22:56 pm
I was having a idea of having a group phone number.

Like the leader of the group has to /buygroupphone [number] and when someone calls the number it contacts the higher group member available.
Title: Re: /group requirements & changes
Post by: AK47 on August 20, 2015, 07:25:16 pm
10 seems a bit much to me. :/

Indeed, what if I don't want more then 5 members?
Title: Re: /group requirements & changes
Post by: Bundy on August 20, 2015, 07:28:29 pm
Lol the server has like 20-30 people in total, you think this'll increase the player rate?

We all know what has to happen to increase the player rate, pointed out many times, do with it whatever you want. Peace.
Title: Re: /group requirements & changes
Post by: Satoshi on August 20, 2015, 07:46:24 pm
Having 10 members is a bit too much, indeed.
Title: Re: /group requirements & changes
Post by: LeHott on August 20, 2015, 07:47:47 pm
Indeed, what if I don't want more then 5 members?

Mmhm
Title: Re: /group requirements & changes
Post by: Whiteman on August 20, 2015, 07:52:04 pm
Indeed, what if I don't want more then 5 members?
This.
Title: Re: /group requirements & changes
Post by: Teddy on August 20, 2015, 07:52:57 pm
I should note, and have noted, these are changes we have to make. You may notice the group system consistently encountering problems, this is due to the system mostly being misused and used way beyond it's intention. As a result we need to make change to ensure it can continue to operate for those who want to use it. Or you can keep bitching, we'll revert and it'll eventually just not work entirely.... if that's better for you.
Title: Re: /group requirements & changes
Post by: Traser on August 20, 2015, 08:04:29 pm
It's good, this way groups need to stay active.
Title: Re: /group requirements & changes
Post by: AK47 on August 20, 2015, 08:09:39 pm
I should note, and have noted, these are changes we have to make. You may notice the group system consistently encountering problems, this is due to the system mostly being misused and used way beyond it's intention. As a result we need to make change to ensure it can continue to operate for those who want to use it. Or you can keep bitching, we'll revert and it'll eventually just not work entirely.... if that's better for you.

None is bitching, we just said that it was a bit harsch with minimum 10 members
Title: Re: /group requirements & changes
Post by: Teddy on August 20, 2015, 08:11:24 pm
None is bad girling, we just said that it was a bit harsch with minimum 10 members

We can reconsider limits as we go but we need to keep in mind the limit we are frequently hitting due to a poorly developed plugin.
Title: Re: /group requirements & changes
Post by: Leroy_Kolta on August 20, 2015, 08:27:10 pm
We can reconsider limits as we go but we need to keep in mind the limit we are frequently hitting due to a poorly developed plugin.
Please do reconsider the limits when appropriate.

But, is it possible to re-develop the plugin to make it better instead of having it being "poor"?
Title: Re: /group requirements & changes
Post by: Malik. on August 20, 2015, 08:53:34 pm
Not a smart move, to be honest. The server peak moments are 50 at most if we are lucky.
We won't achieve more activity this way, we should start changing the script not the rules.
Title: Re: /group requirements & changes
Post by: Rusty on August 20, 2015, 08:56:59 pm
He never changed rules he changed requirements to acquire the use of a specific script feature.
Title: Re: /group requirements & changes
Post by: Salmonella on August 21, 2015, 02:30:10 pm
I don't know about the current system's exploits and how people are misusing them, so I can't propose an alternative fix to them either, but I just think 5 members should be enough. Back when peak hours meant 125 players, many roleplaying groups didn't even pass that 5-active-members-threshold. Nowadays there's hardly enough players around for that to be a very realistic goal for a true group. Not a group that just recruits everyone that spawns at LSAP right away.

I'm all for the increased topic age and the cumulative 10 hour effort a month (most groups will probably get that in a day), but I really hope the member requirement stays 5. Like Emmett also pointed out, I can imagine some groups not even wanting 10 members at all, let alone active ones.
Title: Re: /group requirements & changes
Post by: Teddy on August 21, 2015, 04:07:35 pm
But, is it possible to re-develop the plugin to make it better instead of having it being "poor"?

We didn't develop this plugin, we cannot modify. In addition, recreating would take months. Using an upgraded version, would take weeks and weeks of conversion as this plugin is a core plugin to RS5. Legitimately an entire rewrite would be required.

Based on Salmonella making a proper argument against it and not just crying about it, I will change it back to 5.

Title: Re: /group requirements & changes
Post by: Leroy_Kolta on August 23, 2015, 04:21:22 am
We didn't develop this plugin, we cannot modify. In addition, recreating would take months. Using an upgraded version, would take weeks and weeks of conversion as this plugin is a core plugin to RS5. Legitimately an entire rewrite would be required.
So what you're saying is that the core of RS5 is on a framework of a poorly created plugin? I thought the whole point of RS5 was to scrap away the old, fragile scripts and start with new, solid, trustworthy scripts.

Based on Salmonella making a proper argument against it and not just crying about it, I will change it back to 5.
Thank you Salmonella, for your input. Thank you for changing it back, Teddy.
Title: Re: /group requirements & changes
Post by: andy kane on August 23, 2015, 05:57:38 am
How about a business group which needs vehicles to start their actual roleplay/business work for example let's say a dealership,towing company,News Agency whatever their work is mostly based on vehicles to be used by all of them,regardless from the 4 vehicles maximum per groups which is another issue that needs to be changed.
Title: Re: /group requirements & changes
Post by: jenniferr on August 23, 2015, 11:00:36 am
The Number of group vehicles Must be increased also  :)
Title: Re: /group requirements & changes
Post by: Cofiliano on August 23, 2015, 11:03:56 am
So what you're saying is that the core of RS5 is on a framework of a poorly created plugin? I thought the whole point of RS5 was to scrap away the old, fragile scripts and start with new, solid, trustworthy scripts.
Can we get a straight answer on this?
Title: Re: /group requirements & changes
Post by: Stof. on August 23, 2015, 11:14:01 am
I agree 100% that the group has to be active and have 5 members who are active, because what's the point of being a registered group if you aren't active, obviously.

The main issue I have with the /groups is people trying to build a huge /groups list on themselves. I strictly keep my groups "supporter" and "club friend" ranks with people whom I and my group engage with regularly. Yet still even after explaining to some I constantly get bombarded with "set me club friend" "plz make me
/groups" etc. I think the /groups ranks shouldn't be for outside friends, strictly people in the group or joining the group (trial etc).
Title: Re: /group requirements & changes
Post by: Stivi on August 23, 2015, 11:16:34 am
The main issue I have with the /groups is people trying to build a huge /groups list on themselves. I strictly keep my groups "supporter" and "club friend" ranks with people whom I and my group engage with regularly. Yet still even after explaining to some I constantly get bombarded with "set me club friend" "plz make me
/groups" etc. I think the /groups ranks shouldn't be for outside friends, strictly people in the group or joining the group (trial etc).
We had a topic about this and it was impacting the scripts negatively, they are not designed for so much groupmembers.
Title: Re: /group requirements & changes
Post by: Manoni on August 23, 2015, 12:13:01 pm
The Number of group vehicles Must be increased also  :)

If the max required members for a group is 5 players, why would you need more than 6 vehicles?
Title: Re: /group requirements & changes
Post by: AK47 on August 23, 2015, 12:16:18 pm
If the max required members for a group is 5 players, why would you need more than 6 vehicles?

Not enough Infernuses  :lol:
Title: Re: /group requirements & changes
Post by: Stivi on August 23, 2015, 12:24:24 pm
If the max required members for a group is 5 players, why would you need more than 6 vehicles?
Dealerships?
Title: Re: /group requirements & changes
Post by: .Matthew. on August 23, 2015, 01:31:10 pm
Put limitations on the group vehicle types.
Mafias don't need no Infernus, Cheetah or similar. They need classy cars like sentiel, or premier, washington and such.
Title: Re: /group requirements & changes
Post by: Celso on August 23, 2015, 01:36:56 pm
Put limitations on the group vehicle types.
Mafias don't need no Infernus, Cheetah or similar. They need classy cars like sentiel, or premier, washington and such.
*Omg!!! Why? You give officers more advantage of omg.... cops are all the same only want advantages....*

Now that that part is over.

Yes and No with that statement, Yes mafias should use classic cars instead of the sport vehicles but, no, we can't force them to not buy one, what could be done is make thoose sport cars even more expensive.
Title: Re: /group requirements & changes
Post by: Salmonella on August 23, 2015, 01:49:55 pm
Thank you Salmonella, for your input.

Don't sweat it. :^)
Title: Re: /group requirements & changes
Post by: AK47 on August 23, 2015, 02:24:19 pm
Indeed, every group with high end sportscars should be stripped from them. Infernus should be for sale for like $1,000 000ARD +
Title: Re: /group requirements & changes
Post by: Fuzzy on August 23, 2015, 02:54:08 pm
So what you're saying is that the core of RS5 is on a framework of a poorly created plugin? I thought the whole point of RS5 was to scrap away the old, fragile scripts and start with new, solid, trustworthy scripts.
The development of RS5 was a long process and during that the plugin received multiple improvements and fixes, so yes, essentially the version that back then was the best one is now a poor plugin.
Title: Re: /group requirements & changes
Post by: Leroy_Kolta on August 23, 2015, 02:55:11 pm
If the max required members for a group is 5 players, why would you need more than 6 vehicles?
Just in case you happen to have a successful group with more than 5 players?
Title: Re: /group requirements & changes
Post by: Bundy on August 23, 2015, 03:07:52 pm
Indeed, every group with high end sportscars should be stripped from them. Infernus should be for sale for like $1,000 000ARD +
how about planes?
Title: Re: /group requirements & changes
Post by: Ivan_MC on August 23, 2015, 03:17:55 pm
Put limitations on the group vehicle types.
Mafias don't need no Infernus, Cheetah or similar. They need classy cars like sentiel, or premier, washington and such.
Well let's just add only bicycles for mafias, forbite them the entrance in all the ammus and break their PC mouses so they can't hit you with fists. Happy now ?

This is a game and stop moaning about every little stupid thing you find ffs. You play, you die, you spawn, you play again. It is simple as that, you are just making it difficult.
Title: Re: /group requirements & changes
Post by: Salmonella on August 23, 2015, 03:18:22 pm
Let's not try to outrule everything fun for ''realism''.
Title: Re: /group requirements & changes
Post by: Bundy on August 23, 2015, 03:21:23 pm
Let's not try to outrule everything fun for ''realism''.
you know, argo stunt is very fun too, i dont get your point
Title: Re: /group requirements & changes
Post by: Salmonella on August 23, 2015, 03:26:04 pm
freshest argo stunt memes always brought to you by bundy :D

I think the point is that this is indeed Argonath.
Title: Re: /group requirements & changes
Post by: Leroy_Kolta on August 23, 2015, 03:26:16 pm
Ok. I think everyone's questions were answered here. Please post a different topic for your ideas on what should be changed.

Thank you.
Title: Re: /group requirements & changes
Post by: Teddy on August 23, 2015, 03:30:28 pm
So what you're saying is that the core of RS5 is on a framework of a poorly created plugin? I thought the whole point of RS5 was to scrap away the old, fragile scripts and start with new, solid, trustworthy scripts.
Can we get a straight answer on this?

No, the plugin is our MySQL plugin which is the database we utilize for everything, thus it is a foundation to RS5. At the time, it was the best plugin available (and technically still is) and nobody was aware of a technical problem it had up until quite recently.

@Leroy_Kolta @Cofiliano
Title: Re: /group requirements & changes
Post by: Leroy_Kolta on August 23, 2015, 03:45:58 pm
Roger.

Thank you for your answer @Teddy
Title: Re: /group requirements & changes
Post by: Axison on August 23, 2015, 04:36:28 pm
No, the plugin is our MySQL plugin which is the database we utilize for everything, thus it is a foundation to RS5. At the time, it was the best plugin available (and technically still is) and nobody was aware of a technical problem it had up until quite recently.

@Leroy_Kolta @Cofiliano
If i may ask, Are you using StrickenKid's or BlueG's?
Title: Re: /group requirements & changes
Post by: Bundy on August 23, 2015, 05:03:36 pm
freshest argo stunt memes always brought to you by bundy :D

I think the point is that this is indeed Argonath.
hehe good one you almost owned me ther tho shi''''''''' am i lucky
Title: Re: /group requirements & changes
Post by: Manoni on August 23, 2015, 08:39:12 pm
Just in case you happen to have a successful group with more than 5 players?

A successful group of hobos that can't afford their own vehicles?



We have went off topic and all the questions regarding the main subject has been answered, this should be locked now.
Title: Re: /group requirements & changes
Post by: Fuzzy on August 23, 2015, 08:41:05 pm
If i may ask, Are you using StrickenKid's or BlueG's?
Sorry, but does anyone use StrikenKid's?
Title: Re: /group requirements & changes
Post by: Teddy on August 23, 2015, 09:21:18 pm
If i may ask, Are you using StrickenKid's or BlueG's?

BlueGs.

Title: Re: /group requirements & changes
Post by: Axison on August 23, 2015, 10:38:02 pm
Sorry, but does anyone use StrikenKid's?
HAHAHA!
BlueGs.
Thanks!
Title: Re: /group requirements & changes
Post by: Teddy on August 24, 2015, 01:06:40 am
Sorry, but does anyone use StrikenKid's?

True story, even one of his servers he setup uses BlueGs from what I remember ^.^
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