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Messages - SeraphRakov

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Suggestions / Re: OCRP - character description
« on: April 30, 2013, 04:46:53 PM »
+support, this would cut down on meta so much. But should the knowledge reset (except for org) on death? That is how NLR is phrased. Also , gov't officials (excluding secret service, I guess? kind of ruins the secret) should always have their name above their heads, as they should be carrying nametags or be well known like the mayor.

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Suggestions / Re: Multiple Characters
« on: April 30, 2013, 04:43:33 PM »
+support, and after reading a bit more we seem to share the same points of view. I feel a bit trapped having to specialize for the type of rp my character and their skills fit. Having two or more would definitely broaden the area I could have more legitimate roleplay in. But I really don't want the two to interact directly, (like you said with item transfer and such.)

3
Suggestions / Re: Player banks
« on: April 30, 2013, 01:19:43 AM »
+support definitely. This is a great idea, I'd love to see a place where I can SAFELY store my guns/ammo and not worry about looters/mugging.

4
Suggestions / Re: Herbalism — Agricultural nations only grow weed.
« on: April 28, 2013, 05:49:00 PM »
Herbalism should extent to plants that aren't weed. The fact that it's such a single-minded skill which is used solely for crime is outrageous when there is a surplus of different plants (with gmod models) in the world.

You ought to be able to grow other plants such as watermelons, oranges, bananas et cetera. If they were given a bonus over the store bought ones (such as a speed boost or increased healing), they'd be more readily bought by players and grown by players. There would then be fruit shops cropping up in the city too, promoting passive RP (if the player wanted to sell to others, or he could sell to the NPC for less).

But that's my opinion.
This is a really well thought out idea. +support

5
Accepted Suggestions / Re: Stop tasers from finishing
« on: April 28, 2013, 05:46:36 PM »
How is it silly?

Look at if from a realistic point of view, they're high-voltage electric shocks designed to cripple people temporarily. They can kill people with heart problems, in real life.
Why not make to where a player can't be affected by tasers in rapid succession? I've been killed several times by cops firing simultaneously with tasers.

6
Suggestions / Re: Repair Wrenches
« on: April 28, 2013, 03:40:33 PM »
I support this, there is hardly ever a tow truck driver and even if there is, they often do not come and take your car to the park so you can fix it. It is so annoying because now my car is broken and nobody will fix it and there is no tow truck driver.
That's because half the towtrucks tow ONE car then quit. It's a boring job, and I don't really blame people for wanting to not do it.

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Accepted Suggestions / Stop tasers from finishing
« on: April 28, 2013, 03:34:00 PM »
It seems incredibly silly that the electric taser should finish people already hit by it. Just make it not affect unconscious people, if at all possible.

8
Suggestions / Re: Hint delays
« on: April 25, 2013, 05:56:51 PM »
I had the furnace spam as well.

9
Suggestions / Re: Repair Wrenches
« on: April 23, 2013, 11:08:18 PM »
+++SUPPORT!

I think we also need to be able to use gas cans!
I don't support gas cans anymore. You should keep an eye on your gas, that can always be prevented unlike your car being destroyed.

I want to see the wrench back with a new skill, allowing people to roleplay as a mechanic. They could even start up a garage at industrial for stuff like this, so it'd promote RP as long as you required a skill to use the wrench. None of the current crafting skills, but a completely new one.

I agree with the no gascans idea, but I love the idea of Automotive Training or w/e it will be called. I'd love to be a mechanic with my spare points. Nice addition Kronic.

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Suggestions / Re: Repair Wrenches
« on: April 23, 2013, 08:48:38 PM »
+support. Removal of wrenches didn't make towtrucks more popular, it just forces friends to interrupt their RP to tow the cars. 90% of the time they quit as soon as they tow one car. And other players' bad driving/lagspikes can wreck your car pretty quick.

11
+support I thought it should be like that from the beginning.

12
Fixed Bugs / Re: Cant craft after trading
« on: April 21, 2013, 11:19:28 AM »
A temporary fix I can offer is to trade again, that fixed it for me a few times.

13
Suggestions / Re: Zombie Apocalypse RP Server
« on: May 24, 2012, 08:47:29 PM »
I was with you on OCRP when this was suggested, and I think it's a great idea. Even better on evocity. We could re-purpose certain places for new use, like barricading up KFC or other places.

Definite +support

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