Argonath RPG - A World of its own

GTA:IV => IV:MP - Liberty City Multiplayer => IV:MP General => Topic started by: Surena on September 23, 2019, 11:18:02 pm

Title: [IV:MP-BETA] Bounties and GPS tracker implementation
Post by: Surena on September 23, 2019, 11:18:02 pm
We've been thinking about adding new functions to the new server script aside of the form which the community can still fill in to request certain jobs and commands.

What we have currently added in beta phase:

- Bounties  |  Will give the player the ability to set a bounty on someone, can be only seen for criminals and who succeeds will earn either money or respect  ||  /setbounty ; /bounties
- Tracker     |  Will give the player the ability to put a GPS tracker under a vehicle and follow it  ||  /placetracker ; /updatetracker

Small trailer of the scripts of how they could be used in a potential roleplay;

https://www.youtube.com/watch?v=w8s1QbzQnzM

Please participate in the poll!
Title: Re: [IV:MP-BETA] Bounties and GPS tracker implementation
Post by: Liam Jake on September 24, 2019, 12:55:15 pm
Lol.../setbounty roleplay? seriously? This is a deathmatch feature, people will start setting random bounties or set bounties when someone shoots them, really? whole criminal/server will go for the bounty to earn some cash. If this is to be added, server will turn to a deathmatch arena and not roleplay. (A bounty is a feature that exists in GTA online where players can set bounty with their phones and then the whole server uses their weapons to get that guy for money)

This feature would be amazing in a deathmatch server but not in a roleplay server man, tell me how will bounty increase roleplay other then whole players having a shootout just to get the bounty guy? If someone is a attacked, he can call a friend and have a meeting with him (properly roleplayed) or call the police. But heck, the bounty thingy will just fuck that up. Big NO from me.

and from your video, none of that will happen, let's face it and not lie to ourselves. People will just /bounties /buy weapons -> goes and attacks the guy for money then leaves. Not even a single communication. I mean, the idea itself can't be roleplayed imo, You can roleplay all that without the bounty script, tell your boss or whoever assigned you to kill him give you money, that's how real life works.
Title: Re: [IV:MP-BETA] Bounties and GPS tracker implementation
Post by: Kolta on September 24, 2019, 01:43:47 pm
Lol.../setbounty roleplay? seriously? This is a deathmatch feature, people will start setting random bounties or set bounties when someone shoots them, really? whole criminal/server will go for the bounty to earn some cash. If this is to be added, server will turn to a deathmatch arena and not roleplay. (A bounty is a feature that exists in GTA online where players can set bounty with their phones and then the whole server uses their weapons to get that guy for money)

This feature would be amazing in a deathmatch server but not in a roleplay server man, tell me how will bounty increase roleplay other then whole players having a shootout just to get the bounty guy? If someone is a attacked, he can call a friend and have a meeting with him (properly roleplayed) or call the police. But heck, the bounty thingy will just fuck that up. Big NO from me.

and from your video, none of that will happen, let's face it and not lie to ourselves. People will just /bounties /buy weapons -> goes and attacks the guy for money then leaves. Not even a single communication. I mean, the idea itself can't be roleplayed imo, You can roleplay all that without the bounty script, tell your boss or whoever assigned you to kill him give you money, that's how real life works.
You don't go to the player, kill him and just go. You have to roleplay the whole situation or it will be considered as deathmatch. You probably know deathmatch is against the rules.
Title: Re: [IV:MP-BETA] Bounties and GPS tracker implementation
Post by: Mac Taylor on September 24, 2019, 02:48:43 pm
Bounties idea is not good at all in my opinion.

Even if we have a rule saying that you must rp before killing a bounty player, I am not sure if people will follow it all time.

There are few questions about it though

Requirements for the player to setbounty ?

High level of respect ? Well I am sure with the current system anyone can reach high level of respect in couple of days if he grinds weed 24/7. Which is not good. People will start grinding just to reach to the respect level required for the bounty.
This means it will increase grinding more...

What are the requirements that are needed for the player you going to set bounty for?
As I said above, people may get high respect and reach set bounty easily as the current system, means that they all may not be qualified to use it but actually they can use it and may even set bounty on new players or random people for no reason.
Death matching is killing another player for "no reason" or without "roleplaying" means that if people sets bounty for random people just to kill them and earn money then it will be considered as deathmatch.


For GPS tracker, I think it should be restricted somehow to be fair for everyone. If anyone can use /placetracker then it will not be fair. People will set trackers on random players to know their locations..etc
Realistically, such devices are not much available for everyone in real life. It's more available for law enforcement agencies only. (At least that's what I know)

Title: Re: [IV:MP-BETA] Bounties and GPS tracker implementation
Post by: Liam Jake on September 24, 2019, 02:53:04 pm
You don't go to the player, kill him and just go. You have to roleplay the whole situation or it will be considered as deathmatch.
Roleplay the whole situation? tell me how will you roleplay the situation? " /me talks with the bounty guy /l hey sir i want to kill you to claim the money " This is some bull crap roleplay, you don't need script support to roleplay that. Please explain how players gonna roleplay bounty.

It should work like this (no bounty or whatever is needed) - Jason was attacked and almost killed but managed to escape.
- Jason hires a hitman to kill the guy who tried to kill him (all ic and not /bounties dm shit)
- Jason has two options, either call the cops or hire a hitman.

You probably know deathmatch is against the rules.
Stop acting smart and start reading right. I never said deathmatch is allowed, I said the whole idea promotes deathmatch. You probably don't know how roleplay works, if you do, you would know that you don't need bounty script to roleplay killing a guy who tried to kill you and that it can be all ic.
Title: Re: [IV:MP-BETA] Bounties and GPS tracker implementation
Post by: Serifis on September 24, 2019, 03:17:58 pm
I said the whole idea promotes deathmatch.

Role play promotes deathmatch...when you have to deal with a scene that has good and bad side then is hard to avoid "bang bang". Im 100% with you when saying if you want to rp something you NO need scripts or "special ideas" to bring activity back and such...just need people who really want to rp...Anyway I wanted to comment the deathmatch part mostly, thank you.
Title: Re: [IV:MP-BETA] Bounties and GPS tracker implementation
Post by: Liam Jake on September 24, 2019, 03:19:28 pm
I said the whole idea promotes deathmatch.

Role play promotes deathmatch...when you have to deal with a scene that has good and bad side then is hard to avoid "bang bang".
This idea has no good or bad rp scene, it is just straight deathmatch.
Title: Re: [IV:MP-BETA] Bounties and GPS tracker implementation
Post by: superh2o on September 24, 2019, 03:33:14 pm
Nice idea didnt watch the video all the way tho.

You are missing 2 elemments to make it a rp thing.
Just like for example in John wick you have a group of people who approve and take the money for the hit, and you have bounty hunters who pay the i this case the continental, for services from body armor to weapons to a nice and cool coctails.

First people must pay and be tested and accepted as bounty hunters then on monthly Base they pay a fee to be notifyed about new contracts.

Person who orders the hit must pay up front the bounty and the continental fee, even before it aproves in this case i suggest to make a system like property ordering only the player who ordered the thing and a manager would know who ordered what, in essence managers would need to approve every hit, and bounty hunters would need a set of rules how to cash in the kill.

Hits can only be ordered by criminals who have some rep lvl.

Anonymus hit orders for a larger fee could be a thing also. Or would require higher rep lvl.

Bountys can only be set when a player gets online so to prevent spawn kills.
Title: Re: [IV:MP-BETA] Bounties and GPS tracker implementation
Post by: Kolta on September 24, 2019, 03:33:49 pm
you don't need script support to roleplay that. Please explain how players gonna roleplay bounty.

It should work like this (no bounty or whatever is needed) - Jason was attacked and almost killed but managed to escape.
- Jason hires a hitman to kill the guy who tried to kill him (all ic and not /bounties dm shit)
- Jason has two options, either call the cops or hire a hitman.

You probably know deathmatch is against the rules.
Stop acting smart and start reading right. I never said deathmatch is allowed, I said the whole idea promotes deathmatch. You probably don't know how roleplay works, if you do, you would know that you don't need bounty script to roleplay killing a guy who tried to kill you and that it can be all ic.

Are you mad because the bounties are scripted? Because this is hilarious actually.
 
Roleplay the whole situation? tell me how will you roleplay the situation? " /me talks with the bounty guy /l hey sir i want to kill you to claim the money "
If you have ever done a criminal roleplay such as kidnapping or non-scripted bounty hunting, you should know yourself but it feels like your experience is 0.
Title: Re: [IV:MP-BETA] Bounties and GPS tracker implementation
Post by: Surena on September 24, 2019, 04:18:24 pm
Just to clarify, nowhere have I stated how this idea is going to be implemented. I like how people just straight assume they can /setbounty and destroy enemies without rules or even the script itself blocking that. DM this DM that. We ain't even got a stable playerbase at the moment so DM'ing should be the last thing to cry about... Oh and not to mention, the people who have disliked the idea with no proper elaboration will be counted as invalid votes (sorry but the rules beside the dislike button seems damn simple so obey 'em)

Moving onto some WWIII comments. This is gonna be loooong and rough, so come along for the ride... :lol:

Lol.../setbounty roleplay? seriously? This is a deathmatch feature, tell me how will bounty increase roleplay other then whole players having a shootout just to get the bounty guy? Big NO from me.

and from your video, none of that will happen, let's face it and not lie to ourselves. People will just /bounties /buy weapons -> goes and attacks the guy for money then leaves.

You don't go to the player, kill him and just go. You have to roleplay the whole situation or it will be considered as deathmatch.
Roleplay the whole situation? tell me how will you roleplay the situation? " /me talks with the bounty guy /l hey sir i want to kill you to claim the money " This is some bull crap roleplay, you don't need script support to roleplay that. Please explain how players gonna roleplay bounty.

It should work like this (no bounty or whatever is needed) - Jason was attacked and almost killed but managed to escape.
- Jason hires a hitman to kill the guy who tried to kill him (all ic and not /bounties dm shit)
- Jason has two options, either call the cops or hire a hitman.

You probably know deathmatch is against the rules.
Stop acting smart and start reading right. I never said deathmatch is allowed, I said the whole idea promotes deathmatch. You probably don't know how roleplay works, if you do, you would know that you don't need bounty script to roleplay killing a guy who tried to kill you and that it can be all ic.

Dude, you most likely don't play a single damn minute on the server yet you cry about deathmatching, but I digress. Instead of shitting you would've better asked how it is going to be implemented which is the thing I left out on purpose because that hasn't been decided 100% yet. What you can be certainly sure about is the fact that the bounty cannot be got by the same person. And again, this is in beta phase and is being checked on most perspectives before it is added into the main script in the new server script overhaul. Next time blend in on the idea and give constructive criticism. And no, we have matured enough to not think about deathmatching anymore, now stop using that as an argument everytime you see an idea that contains shots fired. (And be kind to others, you wouldn't have liked others coming up against you neither)...

Bounties idea is not good at all in my opinion.

Even if we have a rule saying that you must rp before killing a bounty player, I am not sure if people will follow it all time.

There are few questions about it though

Requirements for the player to setbounty ?

High level of respect ? Well I am sure with the current system anyone can reach high level of respect in couple of days if he grinds weed 24/7. Which is not good. People will start grinding just to reach to the respect level required for the bounty.
This means it will increase grinding more...

What are the requirements that are needed for the player you going to set bounty for?
As I said above, people may get high respect and reach set bounty easily as the current system, means that they all may not be qualified to use it but actually they can use it and may even set bounty on new players or random people for no reason.
Death matching is killing another player for "no reason" or without "roleplaying" means that if people sets bounty for random people just to kill them and earn money then it will be considered as deathmatch.


For GPS tracker, I think it should be restricted somehow to be fair for everyone. If anyone can use /placetracker then it will not be fair. People will set trackers on random players to know their locations..etc
Realistically, such devices are not much available for everyone in real life. It's more available for law enforcement agencies only. (At least that's what I know)



Thank you for your constructive criticism.

Currently we had in mind that only high ranked criminals would have access to the /setbounty command. What would be determined to be high ranked is a discussion for a different script we can't say much about yet. Also you seem to compare this idea with the current server system but that is wrong. The new server script won't be like this one in many ways (in a good way, of course).

Requirements haven't been decided yet, but you can give your suggestions if you want to tip in some help.  ;)
Also rules will be set accordingly to give a fair (AND REALISTIC) playground.

As for the GPS tracker, well you can get them for dirt cheap on AliExpress so it is widely available, but yeah. One requirement that is set by now is the fact that you cannot throw a GPS tracker onto a moving vehicle, it has to be stationary. Second of all, tracking others by means of a GPS tracker (Not CB) will be highly illegal and thus laws against it can be made by the LCPD.

I said the whole idea promotes deathmatch.

Role play promotes deathmatch...when you have to deal with a scene that has good and bad side then is hard to avoid "bang bang".
This idea has no good or bad rp scene, it is just straight deathmatch.


I am going to buy a carving knife for my meat in the kitchen to make my wife a nice dinner, oh shit it's straight deathmatch. I am going to make love with my wife for kids, oh shit it can cause HIV and death...MATCH. I am going to sell the same DM arguments that are soooo 2018, oh shit it's expired...deathmatch... YOU MURDERER!
No but seriously. Stop assuming and ask damn questions, your minds' f***ed about this idea for real.

you don't need script support to roleplay that. Please explain how players gonna roleplay bounty.

It should work like this (no bounty or whatever is needed) - Jason was attacked and almost killed but managed to escape.
- Jason hires a hitman to kill the guy who tried to kill him (all ic and not /bounties dm shit)
- Jason has two options, either call the cops or hire a hitman.

You probably know deathmatch is against the rules.
Stop acting smart and start reading right. I never said deathmatch is allowed, I said the whole idea promotes deathmatch. You probably don't know how roleplay works, if you do, you would know that you don't need bounty script to roleplay killing a guy who tried to kill you and that it can be all ic.

Are you mad because the bounties are scripted? Because this is hilarious actually.
 
Roleplay the whole situation? tell me how will you roleplay the situation? " /me talks with the bounty guy /l hey sir i want to kill you to claim the money "
If you have ever done a criminal roleplay such as kidnapping or non-scripted bounty hunting, you should know yourself but it feels like your experience is 0.

Man I like you.  :lol:

Nice idea didnt watch the video all the way tho.

You are missing 2 elemments to make it a rp thing.
Just like for example in John wick you have a group of people who approve and take the money for the hit, and you have bounty hunters who pay the i this case the continental, for services from body armor to weapons to a nice and cool coctails.

First people must pay and be tested and accepted as bounty hunters then on monthly Base they pay a fee to be notifyed about new contracts.

Person who orders the hit must pay up front the bounty and the continental fee, even before it aproves in this case i suggest to make a system like property ordering only the player who ordered the thing and a manager would know who ordered what, in essence managers would need to approve every hit, and bounty hunters would need a set of rules how to cash in the kill.

Hits can only be ordered by criminals who have some rep lvl.

Anonymus hit orders for a larger fee could be a thing also. Or would require higher rep lvl.

Bountys can only be set when a player gets online so to prevent spawn kills.


Thanks for the compliment!

As for your suggestion, we will look into it. Thanks for chipping in some suggestions about how we can implement it, appreciated.  ;)
Title: Re: [IV:MP-BETA] Bounties and GPS tracker implementation
Post by: Kowalski. on September 24, 2019, 05:35:11 pm
I'm gonna be an insane WWII veteran who somehow still has his 1911 and run around in public, despite police trying to stop me, I'll go completely berzerk and shoot! OH NO IT'S FUCKING DM.

It all comes down to HOW WELL you roleplay. Not everything is a bloody deathmatch, and kills/shooting are part of the server despite being used as a roleplay element.

You can't go out with a pistol and just start shooting. You must roleplay the loss of your sanity, such as yelling at people, yelling randomly, roleplaying with your gun such as brandishing, firing in the air, and interacting with civilians and cops. So @Liam Jake stop whining, not everything's deathmatching FFS.

As for the idea, I like it. :)
Title: Re: [IV:MP-BETA] Bounties and GPS tracker implementation
Post by: steammies on September 24, 2019, 06:03:17 pm
Totally supported. Funny how people complain about DM when there's hardly any player playing the game.  :lol:
Title: Re: [IV:MP-BETA] Bounties and GPS tracker implementation
Post by: Mac Taylor on September 27, 2019, 11:06:44 am
Alright first of all, I would like to say that there is no need for provocation or any kind of hostilities towards others for just giving out an opinion. Keep it civilised, please.

Secondly, I have thought of it, it's good only if much more requirements and rules set for it.
Of course we will need the HQ's for that, however, let's think first about how the system will work. If you just suggest "let's have a bounty system in the server" of course you would find people unsupporting it as most of them if not all will think that you are suggesting a DM idea.

One of the points I would like to talk about, let's not name it "Bounty System" as everyone out of Argonath or inside Argonath from other servers who don't play IV or wish to play it and sees this idea will think that it's a DM.
Let's name it "Hitman System" I am sure the point of it, is to encourage people roleplaying and in return they receive money or respect..

Then remember all of that are just suggestions and we are discussing, HQ and James will still review this, so no need for hostilities towards others.

Discuss those points :

- changing the name to "Hitman System" instead of "Bounty System" due to the fact that Bounty system is a more feature for DM servers. (At least everyone knows that it's for DM servers.)

- Discuss the Requirements and how shall the system works after that we can make a new poll with multiple options of how the system shall work as given in this discussion. And finally HQ and James will review the whole thing.


Wrong board by the way, move it to IVMP suggestions better, @Board Moderators.
Title: Re: [IV:MP-BETA] Bounties and GPS tracker implementation
Post by: Surena on September 27, 2019, 10:33:39 pm
Name changing can be done easily afaik. About the requirements I am on it with HQ.

As for the wrong board, it actually fits in the development board - as the script basis itself is scripted already thus not belonging to your suggested board - but I cannot post there soo...  :D
Title: Re: [IV:MP-BETA] Bounties and GPS tracker implementation
Post by: Mac Taylor on September 28, 2019, 02:33:17 am
Name changing can be done easily afaik. About the requirements I am on it with HQ.
Great, bring it here after that so public can voice their opinions.
Title: Re: [IV:MP-BETA] Bounties and GPS tracker implementation
Post by: skillz on October 02, 2019, 06:51:35 am
I like the idea of a Hitman job, but not everyone can be a hitman.

A hitman is a quiet hunter, and should meet some rules in Argonath. This could be a hidden job with a NPC in the dark world meeting the NPC use /applyjob, what meets the players requirements of having a high respect level, weapons, passport (to ensure we meet roleplay purposes).


Player side:
- Any player who holds passport / license may use /setbounty on a player id, with a minimum of $5k+ so no poor offers. 


Hitman side:
- Bounty stores in the Hitmans list such as they use a command /hitlist and displays "[Player Name] - [Why] Tried to kill my family" - [Reward] $5000+" .
- Hitman chooses inside the bounty list /acceptbounty id, once accepted them move to Hitmans Job


Hitmans Job
 Hitman can find that player in a roleplay manner without any force of death match, approach the target in a appropriate way. If they target is aware and armed, I see it as a self defense mechanism without any death match if the target is threatened in their own life scenario. If dead - that is the end, if the target kills hitman then hitmans respect level should be decreased for a failure and no reward is given nor paid for.

if the hitman fails, the accepted bounty. Then the Hit stays as is for the next hitman to have a chance until completed.

Targets task - if Alive or is aware of a hit
It be good if the target does contact police, provide a description and if a name etc. to trace down hitman

If their in a group then perhaps they can take into their own hands for protection gang.
Title: Re: [IV:MP-BETA] Bounties and GPS tracker implementation
Post by: Surena on October 02, 2019, 05:10:50 pm
I like the idea of a Hitman job, but not everyone can be a hitman.

A hitman is a quiet hunter, and should meet some rules in Argonath. This could be a hidden job with a NPC in the dark world meeting the NPC use /applyjob, what meets the players requirements of having a high respect level, weapons, passport (to ensure we meet roleplay purposes).


Player side:
- Any player who holds passport / license may use /setbounty on a player id, with a minimum of $5k+ so no poor offers. 


Hitman side:
- Bounty stores in the Hitmans list such as they use a command /hitlist and displays "[Player Name] - [Why] Tried to kill my family" - [Reward] $5000+" .
- Hitman chooses inside the bounty list /acceptbounty id, once accepted them move to Hitmans Job


Hitmans Job
 Hitman can find that player in a roleplay manner without any force of death match, approach the target in a appropriate way. If they target is aware and armed, I see it as a self defense mechanism without any death match if the target is threatened in their own life scenario. If dead - that is the end, if the target kills hitman then hitmans respect level should be decreased for a failure and no reward is given nor paid for.

if the hitman fails, the accepted bounty. Then the Hit stays as is for the next hitman to have a chance until completed.

Targets task - if Alive or is aware of a hit
It be good if the target does contact police, provide a description and if a name etc. to trace down hitman

If their in a group then perhaps they can take into their own hands for protection gang.

Only high ranked criminals may set a bounty for money or respect. Becoming an high ranked criminal will differ from how it used to go through weed only though.
We are even thinking to let high ranked criminals be set based on activity and status on the streets (like a Boss of a crime family definetly has higher status than poor guys trying to make a living with stolen meth or weed). Not to mention, bounties do not correspond to instant manslaughter in roleplay, it can be robbery and/or destroying properties/vehicles too.

As for target tasks; targets will be most likely other criminals not civilians so I do not see how a criminal can (or will) snitch himself (example: for producing weed) while he was robbed or killed for the bounty set.
Basically if you want to kill or steal from civilians it will be considered a kidnap and that will follow a different procedure.
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