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Jack Sneddon

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Posts posted by Jack Sneddon

  1. I have been playing this server since 3.0 and since then there has been an obvious decline in enjoyment of the server which leads to the end of a .0 being very low populated. I think there is lots of reasons for that but I think we need to look at the differences in .0s

    Crafting

    One of the biggest changes since 3.0 was the implementation of crafting and the increase of gun prices. I don’t remember exactly how much they were but around 5k in todays cash is about how much a gun was as compared to now where if you don’t buy from a crafter you will be buying guns for upward of 10k on civ which is more than double than what it used to be. I know a lot of gangs have crafters but there has to be multiple things in line for a purchase of firearms from crafters to work. 

    1: The buyer needs to have storage to store all the guns they buy which usually are bought in bulk.

    2: The buyer needs to have enough money to be buying bulk guns.

    3: The buyer needs to make the transaction and store the guns which could be quite time consuming to setup a deal and then do that.

    This hike in gun prices limits a lot of things within gameplay aspects and not just having less money which I will give examples of later on. In no way am I trying to hate on crafters because if you find that enjoyable thats cool. But I also think a lot of the population is lost because these crafters already are fully grinded out and have nothing left to do. This is also where input from a crafter may be good on why you leave.

    Conflict

    In its current state I think that majority of combat players don’t find it enjoyable. I think there is a lot of things that contribute to that.

    First the kit system is one of the main reasons that I think conflict is not fun. Right now you just respawn with your kit for free instantly and you spawn in a karuma and go back for free. First of all I think one of the maon problems right now is just the constant pushing where teams dont really fight as teams and just keep pushing solo and solo and solo. Since the kits are free you don’t have much regard for your life and you see things where people will just fly their karumas into the middle of the zone and hop out. With the reintroduction of buying kits you would see more team play where teams push together and don’t just full push into zone like zombies one by one.

    I also suggest a short death timer maybe 30s to force teams to sort of push together and wait for their teammates to respawn. I think the main worry would be the money needed for these conflicts. I think if you saw the reintroduction of warpoints that lots of people have stacked up it would allow for people to spend less money on kits overall. I also think that making conflict kits cheaper but only while in conflict would also allow more people to play conflict then before kits where free because the main reason people didn't show up is because there wasn’t much incentive so I think having a overhaul of the conflict system entirely would be a good idea but that is for another time.

    Finally I think allowing combat reviving without 100%chance  would also make sure people aren't losing as much money at conflict and make fights a little more exciting and forcing people again to fight with their gang.

    Also caps are too aids

    Too Much to Do on the Server

    Right now there is too much to do on the server which is spreading players out too much. I think things such as cocaine shipment and every major being in the game right now kind of aren’t needed. I think removing and adding back majors for example would make it a lot more fun when a major is added back because it makes for a feeling of demand for the major which will make people want to do it. I think this will also make more fun for the cops letting them go to majors some of them have never been to before instead of dying front door knox everyday.

    Introduction of a Council System

    This is a feature on most other servers but if you aren’t familiar there is a council of server members that meet however much. They all have to introduce new ideas to their councils. This means there would be say a

    Conflict Council

    Runs Council

    Major Council

    Cops Council

    Staff Council

    just as examples. These would be members of the server that would be rewarded and required to find new ideas that would go through an approval system to eventually get added. This would be an applied for position that would incorporate ALL sides of the server to insure there is a fair system at play. Creating this would be a big step in the right direction because it would allow for direct input from players and what they here and see everyday playing the server.

    TLDR: The server needs help id imagine you dont read it all which I would atleast read the last part because that would be the biggest starting point for moving the server in the right direction.

     

     

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  2. 1 hour ago, Matt Darhk said:

    The argument that Class 3's affect your roleplay is the oddest argument that I've heard since the begging of time. The only thing that adding them does is make the combat oriented civilians and cops happy, and in their own "part/community" of the server. I'd argue that trying to force combat oriented players to RP hurts the roleplay part community of the server more, than Class 3's ever will.

     

    Can a person who enjoys roleplay explain to me how a gang doing a Class 3 major across the map from you affects you or legal run roleplay compared to them doing it with a Class 3?

    I appreciate the passion, truly, but the unyielding call for Class 3s needs to be met with a steadfast, unwavering response: The chain is broken. We’ve seen this dance play out before, and the return of that level firepower was the beginning of the end, as our roleplay lost something fundamental before devolving into a toxic, aggressive morass. This is about more than arguing where and when to draw lines between different faces of instruments of murder. This is about the soul of what we play.

    Our interest here is to rise above the mere shallowness of playing ‘TAG,’ Black Swordsman. In every case the call to bring back Class 3s proves a lack of imagination and ambition of what we CAN do inside of those Class 1 constraints. Those are not restrictions. They are invitations to invent, to plan, to add verisimilitude to the world we’re weaving with others.

    It’s about the story we have yet to tell, the stratagem we must devise and the character arc we haven’t found. Their call for the return of Class 3s is a demand to refuse the promise of the dynamics, innovation and simple craftsmanship inside what we have to play with. So, this is not an answer, but rather a request. Call to the worlds to come and languages still unknown, to warging strategies untested, and larger arcs as yet unexplored. Call us not to go back, but to rise and make our world a more realistic, thoughtful inclusive thing we build together.

    • TF 1
  3. 16 minutes ago, Squilliam McGuire said:

    Jack,

    I appreciate such an insightful response, and I agree wholeheartedly that the essence of roleplay in Arma 3 modded servers extends far beyond the mere acquisition of class 3 weapons. Your emphasis on the intricate tapestry of narratives, character exploration, and societal dynamics is precisely what makes roleplaying in such environments so captivating and unique.

    Indeed, the allure of high-powered weaponry can sometimes overshadow the depth and richness of the storytelling experience that these servers offer. Your reminder to appreciate the diverse array of strategies and interactions available, from diplomacy to stealth, is a valuable one. It's these elements that truly allow players to delve into the complexities of their characters and the world around them.

    Moreover, your point about the current shift towards non-lethal approaches as a boundary of creativity is particularly intriguing. Embracing alternatives to violence opens up new avenues for roleplaying and challenges players to think outside the box, fostering a more nuanced and engaging experience.

    In essence, you've aptly highlighted that the true essence of roleplay lies not in the quantity of kills or the firepower of one's arsenal, but in the depth of storytelling and the exploration of human emotions. It's about weaving narratives that resonate on a profound level, transcending the virtual battlefield to touch upon the essence of what it means to be human.

    Your perspective serves as a poignant reminder to cherish the art of storytelling and character craft, and to embrace the richness of roleplay beyond its surface trappings. Thank you for sharing your insights and inspiring us to redefine our approach to roleplaying in Arma 3 modded servers.

    Best regards,
    Squilliam McGuire

    IMG_3462.thumb.jpeg.53d261a8a828524df41d638ab5478bb0.jpeg

  4. Ah, Jordan, your enthusiasm is appreciated, but it's also a bit narrow for the range of what roleplay in Arma 3 modded servers actually offers. In your fervor for the return of class 3 weapons, one might think you do not understand the deep, multifaceted experience that roleplaying provides. It's not just the weapons you have at your disposal, but the exploration of your character, the dynamics of society, the stories that are created.
    To make high-powered weaponry your main draw is to slight the potential for deep, intertwining narratives. Actual roleplay isn't about the most dazzling gun battle or the most intense action scene, but the ability to get lost -- and help others get lost -- in a universe that's been carefully built. It's navigating a web of emotions, alliances, and conflicts, and bypassing all the easy answers and the violence.
    In addition, the current shot toward pistols and then to the immediate non-lethal says that this is a boundary of creativity. This a push to find new ways to interact in the game. That encouragement to use diplomacy, negotiation, stealth and countless other strategies is not often seen past the simple answer of just using some sort of iron sight or laser dot.
    So instead of complaining that no one has class 3 firearms, we should take this time actually examine the real heart of roleplay. It's a chance to transcend a mere series of gunfights and to reach the limit on the real bounds of our characters. We might find that the most powerful weapon we have isn't an actual firearm at all -- it's the way we, as humans, tell stories. It's being able to weave a tapestry that hits all of the highs and lows of emotion, and really gets at a deeper, and very human level. The real battlefield is at the end of our minds, and of our hearts -- it's not only a richer experience, but also probably the one we would truly find more fulfilling. Let's not rush back to class 3 weapons, let's use the time now to redefine roleplay -- not as a contest to see who has the most kills, but as the absolute art of storytelling, and character craft.

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