Argonath RPG - A World of its own
GTA:IV => IV:MP - Liberty City Multiplayer => IV:MP Ideas & Suggestions => Topic started by: Nadim Jones on November 27, 2018, 07:07:22 pm
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I notice that most of players doesnt understand the "heal a player" part in the medic tuto part.
My suggestion is to change that cmd to the following :
the medic comes near a player and /heal ID
A message will be shown to the player : "Jay_Gatsby offered a heal"
here he can /acceptheal or /refuseheal .
and if i /refuseheal, the medic wont be able to /heal on me again for 5minutes (to avoid spam).
opinions ;)
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I like the idea, but 5 mins is kinda alot...i think if we got it down to 2 mins would be perfect
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I like the idea, but 5 mins is kinda alot...i think if we got it down to 2 mins would be perfect
yeah i just gave a random number. :P
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Mostly the medic goes to the patient, so he had already accept that "heal" why to reject it later?
In a story that the patient goes or find a random medic that could be nice.
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Mostly the medic goes to the patient, so he had already accept that "heal" why to reject it later?
In a story that the patient goes or find a random medic that could be nice.
what if someone just randomly stand near you and /heal your id while you didnt ask. or he wrote a wrong id.
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No need for a delay period (just move away from the player nagging you) but sure, okay, supported.
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Medics can spam all the IDs around them, obviously expecting someone to accept their heal, you know, this might eventually become just another way of grinding ez money, or might not.
the medic wont be able to /heal on me again for 5minutes (to avoid spam).
What if the player would need a medic before 5 minutes?
No need for a delay period (just move away from the player nagging you)
Do you really think just moving away can work? There are certainly some annoying players you can't get rid of. ( ͡° ͜ʖ ͡°)
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Let's say some guy hates me and is on medic duty. If he refuses to help me while I'm dying because of his idiocy out of roleplay, and a cop who knows their laws sees this and grabs evidence, that guy can be charged for his idiocy.
"Act 6.4
Death of another person without the intent to kill, but where the person's death occurs as a result of the negligent or reckless actions of the defendant is manslaughter."
and if i /refuseheal, the medic wont be able to /heal on me again for 5minutes (to avoid spam).
So if you are suddenly about to die from heart failure and a medic tried helping you just a second ago, you will die. Is that what you want?
Medics can spam all the IDs around them, obviously expecting someone to accept their heal, you know, this might eventually become just another way of grinding ez money, or might not.
I doubt it'll become a money grinder, though there is a slight possibility..
what if someone just randomly stand near you and /heal your id while you didnt ask. or he wrote a wrong id.
Well, the first scenario is lack of RP and just makes that player look lazy. We should raise awareness on it, but I think that's as far as we can go. We can't force roleplay.
Second scenario, they can just RP with you instead unless they have some bullshit reason not to, like hate OOC (just an example).
Hope you find my feedback constructive and it helps you adapt an efficient idea which is implemented! :D
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Guys do I missing any new update?
So far if you are patient type /heal [medic ID] and you are ok, other wise stay quiet and die if you dont want to get heal or you dont like the current doctor. From the medics side, its their duty to heal others if they dont like to do it then where is the point to join this job...oh yeah the missions...
So where is the point to add cmd for accept or refuse heal when the one is dying for it and the other one is his duty to do it?
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@Serifis Exactly. :)
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but but ain't /heal the command for patient to use, not medic??? :thonk:
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I notice that most of players doesnt understand the "heal a player" part in the medic tuto part.
My suggestion is to change that cmd to the following :
opinions ;)
The problem is that new players seems to be stuck on this part of the tutorial. They don't seem to understand that they need someone else (or they can't find someone else) to use heal on them. The way the cmd is at the moment is fine in my opinion, it prevents unwanted heals which you have to pay for. Also puts the patient in the decision of accepting or needing medical help. Maybe the tutorial needs to be slightly different in the way of explaining or an npc needs to be used? Who has suggestions for that?
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I think that just highlighting the fact That you need to use the /heal command instead of the medic is enough.
Since it took me some time to figure out how this works and in SAMP the system works opposite.
In the /help list just add it like /heal MedicPlayerId to be used by you
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Maybe the tutorial needs to be slightly different in the way of explaining or an npc needs to be used? Who has suggestions for that?
Yeah i think that would be better than changing the cmd then hmm, maybe it should be more clear with the description thats it.