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~Legend~ · 1233

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Offline ~Legend~Topic starter

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on: December 30, 2011, 07:39:45 pm
Thinking about the cash lost on death, potentially you could end up losing a fortune while quickly moving or simply carrying money. It would be particularly bad if it was due to an accident (or something you couldn't control; a rulebreaker for an instance)

It's fine in beta, but I can imagine people being not so happy when it comes to the real thing.
Taking into consideration scripted jobs that give money directly to hand of player, it would be bad if they earned through fair means, but by chance ended up getting killed.

While it should encourage more bank usage, I don't know if it's a major issue as such, and most RPG based games don't seem to mind a lot.
I think generally people with a decent amount of money keep it in their bank anyway, or it would be more convenient to?

Other solutions as an alternative to perhaps going back to the 1.9 cash storage system might be to set a restriction on how much cash can be carried at hand.
Excess money coming in could go directly to the bank or fall into an overflow slot until the player makes room.
A restriction could be added on how much money you can lose at any one time in addition.

Another idea may be to make all state buildings "safe zones" from losing money on death, or the feature could only come into play within known high intensity crime areas.


Offline Marcell

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Reply #1 on: December 30, 2011, 07:43:00 pm
Thinking about the cash lost on death, potentially you could end up losing a fortune while quickly moving or simply carrying money, simply due to an accident (coming across a rulebreaker w/e).
1. make a screen
2. ask scripter for refund



Offline ~Legend~Topic starter

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Reply #2 on: December 30, 2011, 07:50:13 pm
1. make a screen
2. ask scripter for refund

Trying to make it as convenient for players and Admins. An investigation may be necessary, and there would be cases when the results would be minimal or not satisfactory enough to make a player eligible to claim the money (even if it was completely legit).
I don't know if Managers/Scripters etc. would be so willing of having to check up these requests, as I can expect that players may appeal quite a few times - if the beta's anything to go by. I don't think it would be overly efficient in the long term. ;)


Offline Marcell

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Reply #3 on: December 30, 2011, 07:55:25 pm
well, another thing that could be made is losing the cash you're suspossed to lose only when someone /c loots you, it's not like hackers are going to loot you



Offline ~Legend~Topic starter

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Reply #4 on: December 30, 2011, 08:09:13 pm
I can think of a number of ways of taking on security measures to avoid having such problems, but they are probably deemed by most as tedious.

I suppose a good idea or script implementation may be one that balances the factors that it affects, without causing any (or little) conflict.


Offline Kessu

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Reply #5 on: December 30, 2011, 08:37:04 pm
well, another thing that could be made is losing the cash you're suspossed to lose only when someone /c loots you, it's not like hackers are going to loot you
This.

Only lose money if someone takes it from you.


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Offline ~Legend~Topic starter

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Reply #6 on: December 30, 2011, 10:41:36 pm
On a similar note, would be good if it was possible to return to the spawn screen without having to /kill each time.


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Reply #7 on: December 30, 2011, 10:46:53 pm
On a similar note, would be good if it was possible to return to the spawn screen without having to /kill each time.

Not possible with the current version of VC:MP. However, an idea to fix that (which would require a bit of rewriting) is to borrow the other servers' systems of having pickups or designated areas to change duties, like the existing driver duty here.

Let's say you want to become a cop; you would spawn as a civilian and go near a police station. Then you would use something like /c officer. Your skin and team would be changed, you'd be given armor and weapons, and you would be put on cop duty. Then you can use /c civilian to change back into a regular civilian.



Offline Marcell

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Reply #8 on: December 30, 2011, 10:50:13 pm
Not possible with the current version of VC:MP. However, an idea to fix that (which would require a bit of rewriting) is to borrow the other servers' systems of having pickups or designated areas to change duties, like the existing driver duty here.

Let's say you want to become a cop; you would spawn as a civilian and go near a police station. Then you would use something like /c officer. Your skin and team would be changed, you'd be given armor and weapons, and you would be put on cop duty. Then you can use /c civilian to change back into a regular civilian.
/c duty would also reduce amount of newbs deathmatching due to free cop's guns on spawn, so yeah it would be good
i actually wanted to suggest idea which adds a skin that spawns near PD and make /c duty instead of current spawn-as-a-cop, but my net didnt work for a week

and hell we're getting kinda offtopic here



Offline ~Legend~Topic starter

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Reply #9 on: December 30, 2011, 10:54:01 pm
That would sound very good.

Beta testing has shown a couple of problems with being restricted to a skin in the new setup. Of course, you could /q each time. :P


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Reply #10 on: December 31, 2011, 01:47:08 am
Why wasn't that done instead? Going back to the spawn screen after a death is more of a DM-style server system anyway. Having pickups/using commands to physically change your skin/job is more RP'ish in the modern GTA MP world. ;)



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Reply #11 on: December 31, 2011, 02:31:54 am
Though 0.3z r2 does not offer the option to skip the spawn screen.



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Reply #12 on: December 31, 2011, 02:35:24 am
Though 0.3z r2 does not offer the option to skip the spawn screen.
If you can set the skin after the user is spawned, you could just have only the civilian skin available on log in or death, and then they can spawn as that and go choose their skin using the commands via the method you mentioned.



Offline Klaus

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Reply #13 on: December 31, 2011, 02:38:25 am
Having pickups/using commands to physically change your skin/job is more RP'ish in the modern GTA MP world. ;)
True, though I feel the spawn-screen is more user-friendly, defiantly when most new players here are not familiar to RPG.


Offline Kessu

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Reply #14 on: December 31, 2011, 03:59:28 am
True, though I feel the spawn-screen is more user-friendly, defiantly when most new players here are not familiar to RPG.
This.

Guys, Ideas section is up there :D


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