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Emperor Taint Rat Legend X

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DarkRP Server Rules (Compat Test)

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Posts posted by Emperor Taint Rat Legend X

  1. There are a lot of little adjustments and tweaks/UI elements that will make menial tasks much easier and much needed information accessible, etcetera.
    For the sake of brevity lets get right into it.

    - Allow the creation of shipments with ALL crafting materials
    (Iron, Sapphire, Diamond, Gems, Oak, Eggs, Goon Chunks etc etc..)
    The purpose of this change is that it would drastically reduce crafting time, in some extreme cases from 20 minutes to 20 seconds.

    - Display how much time is remaining when you use Premium Fuel and include similar timers for any other timed buff that does not have an obvious expiration
    The purpose of this change is to prevent players from consuming more fuel before they need to or destroying their jackhammers if they do not realize it has expired.

    - Add additional inventory/bank slots to the Suga shop 
    This change is self explanatory and implementation is simple, over the course of the past two to three years dozens and dozens of items have been added which include unique pets that take up 1 inventory slot EACH, in order to compensate we should have the ability to purchase one additional inventory slot per unique item added since the Suga shop and additional inventory slots were first implemented.

    - Make it impossible for the bank to be reduced below 5,000,000
    This change is self explanatory, banks do not function without money, allowing the money to go to $0 is an oversight.

    Please leave comments with additional suggestions.

    • Thanks 1
  2. If your materials would eject outside the map they will do so. Make sure if you place it on a wall/ceiling that you can access the other side.
    It would be nice if "eject" literally just put the stuff in your inventory but then you have stealing mats from someone being way too easy so I don't see an easy fix other than being vigilant and/or doing the math and only putting in however much materials you plan on using.

  3. I agree with all of this ESPECIALLY buffing mini printer tokens, they literally just blow up unless you can micromanage 200 children and better yet, when one blows up they all blow up.

    Minis could be left the same if they did not require failsafe - AN ITEM YOU CANT EVEN BUY IN THE F4 MENU ANYMORE.

     

    but yes buff procs too definitely, they're so ass. and also raise the inventory slots cap in the suga shop so I can actually use them if they're ever viable again.

     

     

  4. 49 minutes ago, Rubik said:

    Although this is a bug, I personally use this as more of a feature - double tap C to keep the menu open vs one tap and hold for quick access. I'm going to leave this bug report open for a bit to get some more feedback, but as of right now I think this one can slide. 

    Agreed, its been like this for years and years now, its pretty much muscle memory at this point.

  5. 3 minutes ago, Tene said:

    i assume this is saying if your raid starts when the bank is under 5m you cannot raid it, but if its over 5m you can continue to raid it even if the money inside it drops below.. unless you mean a literal mechanic that just starts dropping less money or completely closes the bank.


     

     

    maybe add in more cash rewards too since xp, while still being a good reward, won't be a major incentive to sit inside of the vault for long periods of time when if it's xp you're trying to achieve you could do anything else to get more.. maybe a ton of xp + cash that is deposited (would take x% from each investment which would result in more payout if the 75k cap was removed)

     

     

    again, is this mechanic based or rule based? if it's mechanic based then I think as i said before the amount of money being dropped from the bank should start to decrease after reaching certain milestones, ie: let's say you get around 50k per bag normally (not accurate but is example), when it hits 5m you only get 25k per bag, then 4m 12.5k, 3m 6.75k, etc (or even less per bag after hitting that amount of money left in bank), instead of there just being a set cap on when the bank vault will never open past, this way if you're raiding it and it hits 5m, you can still continue to raid it, but you're not going to be making a lot of money or draining the bank fast enough to be able to make it reach numbers near 0.

    If it's rule based then I'm really not sure how we'd punish for someone reducing the vault to 0$ when they're simply just raiding the bank as its intended to be raided.

    Yes, sorry I was speaking purely mechanic based, there should be zero incentive to clean out the vault, robbing the vault when it is below 5/10 mil should just give you an error message like the "there must be 40 players to rob the bank" message.

    I wouldn't expect staff to monitor that, they're already swamped constantly 

  6. 48 minutes ago, Mori said:

    This needs way more thought. I don't think there should be a job that can only work once per day also what about the regular bank c4? If someone uses small c4 does big c4 just bypass this. Also how many big c4 raids can be done if it bypasses this?

     

    Of course the bank needs to be fixed it has been dead for a while because 4 hooligans educed it to zero and ruined it lmao because all the random people's money that put in money and never log on is completely gone. There should never be a way for anyone full bank investment to be removed.

    Small c4 can and should still be usable every 20 minutes, I was referring strictly to big (crafted) c4

  7. After speaking with several community members about this in the discord, I noticed it's a pretty unanimously recognized problem, the bank is toast.
    I've heard members even say that they've afked the bank for days just to go to bed and see it at $0 the next morning.


    I've made this post twice before but I didn't bring any solutions to the table but this time I will, so lets cut the shit and get down to brass tacks.

     

    The Problem is that the Bank is always at $0 and players have little power to fix the issue themselves, as a community we have tried and failed, the reason being is that five defenders working together for two or three days can have their entire progress reset by one raid in 10 minutes.

     

    My proposed solution:

    Removing or significantly raising the cap on how much money can be invested and increasing the interest rates by a bit.
    Afterall, this is how banks work in real life, the more money in the bank the more interest you build over time, however of course you have a chance of losing money to a bank raid this is where part two of my proposed solution comes into play, Incentivizing bank guards for their effort.
    What is the best incentive for getting players to play a job, well we don't have to look far to figure that out; just look at the single most played job on the server, I have seen up to 9 players on shipwreck diver at once despite it being capped at 2, the reason being obvious, exp.
    Incentivize bank guards and managers by giving them copious amounts of exp, it should give more exp than even diver, after all you would literally be responsible for the whole servers money, give additional incentive for doing a good job, and punish/reduce the exp and rewards for guards doing a bad job, on top of that defending a raid should have huge exp/money payouts itself.

     

    Chesmond also made a good point when it comes to how you could just raid the bank again 20 minutes after your first raid until the entire thing is empty, and we both agreed it would be much healthier if you were completely unable to rob the bank when it is below a certain threshold, for example 5 mil, if the bank is below 5 mil you cannot raid it at all, this way it will always have enough money in it to start to recover, and secondly only allowing 1 successful raid per player per day like force drop.

    All around bringing incentives higher for raiders, defenders and investors alike.

     

    tl;dr 
    - Raise investment cap to 10,000,000 - 100,000,000 from 75,000 per player or no cap at all


    - Reward Bank Managers and Guards with a significant amount of exp


    - Reduce raids per day from ∞ to 1


    - Do not allow raids to reduce the vault to $0

     

    As always, feel free to leave comments on this, if you have any other ideas that might help the development team fix our giant empty room with a vault door I may edit them into this post.

     

    • Like 3
  8. Its not hard for a new player to get started if they wanted too, especially now that one way fence bases, even shitty ones can take 3 or 4 c4 easily.

     

    Just make a basic fence one way base, add a shooting slot and gg, you've stopped the shitters from getting in. (Which is 98% of raiders.)

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