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Jeremy Coomeracci

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Jeremy Coomeracci last won the day on August 4 2023

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About Jeremy Coomeracci

  • Birthday January 27

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  1. Important part I think some people are missing; he isn't ASKING for custom jobs, just trying to prepare for if they DO implement them. That being said I understand it's starting to get a bit desperate given the low playcount as of the last few months. But I am adamant that custom jobs will not be what revives the server. Not only is it something I believe AU offers (look at how many jobs they have it's ridiculous), it's been proven through previous updates that just adding new jobs doesn't attract and retain players. Part of why people have left is because the gameplay has grown stale, and needs to be revised. I've tried to bear that in mind with my suggestions in the past, but a big problem is there isn't enough to do, and the jobs at the moment don't really interact that much. Police will obviously always interact with criminals through arrests & raids, but there's no player-job interaction beyond that. This is getting to be a long response so i'll wrap it up quick, but creating a massive flow of potential new jobs might seem like an easy fix to Orbitals problems, but it will more than likely be the final nail in the coffin. The server needs some new, serious GAMEPLAY changes to balance both economy, and player experience/interaction. It will be hard work, but hard work is what it will take to get Orbital back to the Number 1 Australian DarkRP slot.
  2. Problem is Australian Underground has pretty much everything Orbital has, plus more jobs (to an oversaturated degree mind you) and a constant playercount of 30+. Not promoting them by any means, however if Orbital wants players again it needs to stand out somehow from AU.
  3. I can see where you're coming from with some of these, but a lot of these suggestions would slow down gameplay a LOT. DarkRP's meant to be a sort of arcade RP experience. If you'd like a more comprehensive RP experience (with courts & whatnot) try GTARP. As for more roles, less is best. A lot of servers cram dozens upon dozens of jobs into their job list and it makes the server seem sloppy. Orbital is generally pretty neat with it's layout & job list. And sorry to shit on yet another idea, but that's a big fat NO to the RPG change please. The fewer in circulation the better. They damage through props (meaning most bases are near impossible to defend against them) and ideally I wish they'd replace the RPG with another premium gun, but that's a discussion for another day.
  4. Also wanna say upon further reflection I could agree with this, as theres the fenced off alleyway between mall & hotel. Perhaps this could be redone into a spawn area allowing the mall to continue existence, and keep spawn in a nice looking area.
  5. Would have to disagree here. Most DarkRP maps i've played have had a small travel distance between PD & Spawn (RP_Downtown immediately comes to mind from Iconic + most other servers). It's not that I think spawn should be on the polar opposite of the map, however having it two buildings down from spawn is an issue in my opinion. It doesn't reward good gameplay on the PD side, as it takes not even 10 seconds to sprint back into PD to fight again. Having it moved a bit further away will hopefully make cops have to at least plan their fight a LITTLE bit, rather than just zerg rushing PD which isn't fair to attacking parties (especially when you consider how many doors they need to picklock, they're usually outnumbered, coordinated taser rushes wipe raids, etc.) I agree it would be an inconvenience to PD, which is exactly why I think it is necessary
  6. Just wanna through out there I've put up a new post and towards the end I mention the Nightclub Building should be revamped. I would also like the Club to be a possible raid (thieves raid the vault for cash just like the bank, and launder the packages of cash thru the Black Market NPC)
  7. Guess what, Jeremy's complaining again! Well this one's less of a whinge compared to my other posts, but it's still an issue I wanna bring up. Orbital has a really nice map. It's unique to other DarkRP servers (usually just RP_Downtown) so it pains me that so little of the map is witnessed, played around and used. I want to make some suggestions on how we can utilise the map better to hopefully encourage a bit more coverage. I'll also be careful to ensure none of the map changes counteract my previous suggestion of adding entity raids to existing buildings, though those suggestions may come up throughout the post so feel free to check my previous suggestion for context! Change #1: Spawn I want to get this one out of the way quick-smart, because it seems to be the suggestion I cop the most negative attention from. Orbital Servers has this massive mainstreet culture which while I don't want to disturb too much, I genuinely think it's taking away from a large part of the gameplay that is DarkRP. The current room for spawn looks really good, but I think it's just in too convenient a position that allows for constant mainstreet minge with no consequence. Having the spawn so close to the action also means PD raids are incredibly easy for the defending party as they essentially spawn at their base. It also contributes to the only bases appearing on mainstreet being the warehouse to the right of spawn, the garage building, Whittaker's & Cafe Baltic. These are fine bases and i'm not throwing shade at them, but there are so many good, under-utilised buildings that are being ignored because nobody ventures beyond mainstreet. I propose that spawn is moved to the Liberty Mall building. I love what the Roots have done with the mall building and it's new interior, however it is ultimately pointless because nobody travels that far. The downtown area where Liberty Mall is located is also very picturesque which I think would be a lot more inviting to new players than where it's currently at. The new location comes with a variety of advantages. -Obviously it's a much nicer area to step out to. -PD actually have to travel a small distance to defend raids (meaning they have to think when defending rather than throwing themselves at the enemy until they inevitably win) -Mainstreet will still be a prominent hotspot for activity, but players may actually start checking out new areas of the map rather than just what's immediately in front of them. -Mainstreet gets an extra building to use in place of spawn. There is also the argument that it could take the place of the Nightclub building, which also addresses many of the issues I list above, however i personally think Downtown is much nicer more inviting area to start off. I also have some plans for the club building coming up! Change #2: Kappel's Kappel's is next on my shitlist. While I love the idea of having a cafe-style building right by the fountain, it just isn't properly laid out for a good cafe, and nobody uses it! I mentioned this in my previous suggestion, but I think Kappel's, along with the rest of the bottom half of that massive building, should be replaced with a Hospital. Orbital Servers seems to have this irrational fear of Hospitals and I don't know why. The server has never had a proper hospital building in all it's time (this has also been a problem across Iconic and Supremacy). It has had small, clinic style buildings that are not in popular areas thus rendering them useless. I would like to see a proper, full scale hospital building in the bottom half of that massive building complex. -If the change is implemented, the top half would remain the massive gun store. -The main entrance would be facing the fountain, however if the Spawn change is taken onboard and people are spawning from Liberty Mall then you could have a second entrance accommodating that. -You could either keep the staircase along the side of the building complex, or have an access-ladder type method of climbing up. -In reference to the last post, the Hospital would also serve as an entity raid building (stealing illegal drugs) Change #3: Club Mara Villosa I love the idea of the Nightclub Building. When it was first added I was so excited to have a dedicated Nightclub Building and spent so much time thinking of ways to build the coolest club inside of it. There's one issue with it though that has stayed the same through every change, it's Just. Too. BIG. It's important to note that Nightclub Entities (your lights, speakers, screens etc.) can only be placed on world surfaces (walls, floors & ceilings of the map). They cannot be placed on or against props, nor can they be Physgun'd into place. I've built many clubs in many buildings, but I just can't get a good club going in Mara Villosa because the walls and ceiling are too high and far apart. I like the location of the club building, and if my previous post is implemented and a Jewellery store is added in that other base in that area we could easily have a luxury style zone in the map. With this, I would like the interior to be made smaller so Nightclub Manager's are actually reasonably able to build clubs inside (as I said it's too big, we don't have enough entities to be able to fill the whole current building). Would also like to note that I think the hypothetical New Club Building should still have a safe in the back (or upstairs if one is added) that could potentially serve as another bank style raid. Just gives us more to do yano? As always comments and discussion are appreciated, so lemme know what you think of these changes. The main one for me is the Spawn change cause I feel we DESPERATELY need it moved or Orbital will always be nothing more than a mainstreet minge server (and ay props to you if you enjoy that cause i really wish I could).
  8. are they nice looking, functional bases or those matte coloured boxes that are an eyesore for me to bear?
  9. I get where you're coming from, but this would just make things confusing and difficult. Confusing for new players wondering why a meth cook just killed them for killing a cop (the cop and cook are in the same org), as well as difficult for that exact reason. Considering how large some of these organisations are, this would just contribute further to the issue of the server moving from a DarkRP server to a Deathmatch server with occasional building
  10. A problem with the server in it's current state is not a lot of people build bases anymore. This is an issue when a large portion of jobs revolve around raiding places which in turn gives another large portion of jobs the task of defending bases and saving people. I'm hoping by offering these new types of raids that raiding classes will have more options than a Bank & PD, and in turn police will have to manage who they save & when. How would the new raids would work? The new raids aim to be similar to how the bank raid works, but with the catch of you need to actually deliver the items once complete (using a similar system to Illegal Cityworker Packages). You can't add a second bank, so these jobs are more like heist work where you deliver the goods to a buyer at the end. A new Black Market NPC would be added to the game to deliver these items to. Multiple would need to be added to prevent continuous police stings, but I would imagine they would be primarily underground (sewers) or down more obscure areas of the map. So to summarise: -Raiders raid the place same as they would a bank. -Once vault timer hits 0:00, one of the raiders on the list receives the package (only 1 package per raid that holds ALL the goods/payout) and all raiders receive an immediate wanted status. -Raiders must then safely deliver the package to the Black Market NPC whilst wanted (ergo AOS applies if found by police). Once the package is delivered the payout is given to the package carrier, and it is up to them to distribute any loot with gang members accordingly. -All packages would pay a cap of $50k, rather than banks $100k as they are smaller jobs. I would apply a 10 minute cooldown so they can be ready again without too much delay (although they obviously won't pay the full $50k straight away, they need to charge). What are the new raids? So far i've managed to come up with three new raids, but more could be added over time/at Management's discretion. Here's what i've come up with: Jewellery Store Raid A new jewellery store would be added to Orbital. I would recommend retrofitting the empty building in the Nightclub Zone of the map (the one in the wall). The base is barely used as it is and would add to a "Glitz & Glammer" vibe to the zone giving it some much needed character. I would propose three doors for this raid. The entrance door which can be locked or unlocked, a service window/entrance (similar to the Bank's) and finally a small vault door (with the diamonds inside). Essentially it would be a small bank layout, with a bit more decoration (cases with jewels/jewellery in the lobby). Power Station Raid A new, small power station could be added to the map. I would recommend creating it in that warehouse on the hill near fountain (the one next to the power generator). It could be built more into the wall to allow for more space in the raid. The payout would be a package of uranium rods (despite the obvious lack of any nuclear reactors in the map, lets just go with it). I would propose four doors for this one: Entry door, then a couple of large rooms between the 'vault' and the entrance. The fourth door would be wall mounted (like the burrow base near fountain) and contain the vault inside (literally just exposed uranium bars with a timer on it like banks). The large rooms could be filled with all manner of industrial equipment and piping as obstacles for a more dynamic firefight (fighting in a labyrinth-esque room rather than a large open space). Hospital Raid The hospital could be revamped for this one. I would highly recommend the entire lower half of the Kappel's building (the at fountain) is completely refit to be the server's official hospital. Hospitals are something this server has lacked forever and it would be nice to get a good, dedicated one rather than a pissy little clinic. With all the space + the high traffic of the area it would allow for a full fledged hospital with Medic-Only doors (meaning no one can buy them, but all medics can control them). The hospital would have an entry foyer, some wards, hallways and of course a pharmacy (where medicine is stored). The Hospital raid would be focused on the pharmacy. The vault would be a large cabinet of shelves containing many chemicals and drugs the raiders would sell to the NPC. Upon raid completion, however, you could also drop a single shipment of health packs & possibly a random drug or two (meth/weed) for players to take off with as it is super close to Bank & PD so we should reward the risk. This raid is also the only one that can have legitimate defenders. Medics may keep 1h firearms for self-defense but may also be inclined to hire Security Guards for the hospital further creating jobs for players. This one's a double whammy as the Kappel building (along with the entire bottom floor of that massive mass of buildings) is hardly used, so this could be a great change for Medics AND for raiders.
  11. Can we get a dedicated night version of the map? I'm talking proper night sky with stars and reduced map visibility. Lit street signs, that kinda thing. Not asking for it to be a permanent change to the map, perhaps the server could just alternate between the day & night version every 3-4 days. It would make it harder to see illegal shit from far away, make the Nightclub Manager actually operate at night and overall just be a cool little change to shake things up.
  12. Okay so it's a Coomeracci post, it's gonna be lengthy. Deal with it. (I'll add pretty colours to keep you engaged ) Coming back to the server this time round there seems to be a theme with a lot of complaints i've heard, being that the server has "died". i wouldn't say it's exactly dead, but it is definitely less popular than it used to be. I've heard people suggest economy wipes, some select few have suggested full server resets (even as far as saying remove all staff ). I don't think a full reset is necessary obviously, but the issue presents itself plain as day. It just isn't as fun as it used to be, but why? Nothing lasts forever, sure, but i've been watching this cycle since old Supremacy so i've had a lot of time to think about what changes i'd like to suggest. Now not all of them have to be taken on board, it's just my opinion after all, but I do genuinely love this server and all the degenerate bastards it houses. So I wanna see it continue and (hopefully) Thrive Starting out, I think the issue boils down to money. WE HAVE WAY TOO MUCH OF IT!!! The reason for this is we have way too many sources of pure income (money generating from NPCs) which is causing this hyper-inflation every. single. time. The Roots took the right steps adding cases, more knives & skins to give people something to buy but even that's not cutting the metaphorical mustard here. What we need are more methods to remove money from the economy, and exchange it between players. I'd like to give some examples of things i'd add, change or remove for our future hypothetical economy wipe. Drugs Yep, drugs. We love em, we make em, we bake em, we take em. Unfortunately, I don't think enough of us take em, and not nearly as often as we should. Weed & meth are the go-to money making drugs and it makes sense! It's super fun running a mega weed or meth business and making big money, but if all the money comes from NPC's we're just gonna drive ourselves into an economical oak tree at 80KpH (yer economy's dead bruther). I think we should promote player deals rather than NPC by giving drugs stats (specifically for combat but i'd be open to funny effects too, similar to craft(able) beers in Deep Rock Galactic). Things like damage resistance, bonus damage, health regen & melee attack. They would have to have drawbacks too naturally (significantly reduced health on comedown, dmg per use, obscured vision etc.), but this way drugs have a functional use atop their cosmetic "for fun" approach they currently have. I still think NPCs are important and shouldn't be removed, but they should definitely have their sell price reduced (drug dealers around the world are all placing hits on me right now but lads its for the greater good believe me). tl;dr drugs should be sold to people not just in Nightclubs (also they make u do crazy shit) Rent Wouldn't it be funny if the housing crisis found it's way to DarkRP??? I propose as a means of constant money removal from the economy we move to a rent based door system. As I understand it, the current system is 1% of your current wallet per door. One time purchase and it's yours. What I propose is you pay X amount of money per Y amount of time. The parameters would be entirely up to the Roots of course. This could also be used to encourage/discourage setting up in certain parts of the map. Mainstreet could have incredibly high rent so people actually have to consider if they can make enough money from their business to setup there, rather than have an idle base for 6 hours in the best building and do nothing with it . IMO any excuse to promote map exploration and usage is a win in my books. This is also a good opportunity for Hotel Owners (particularly the one near mainstreet) to be able to set what they charge for rent per door (I imagine rent on hotel doors would be comparably low compared to the rest of mainstreet so the Hotel Owner can decide if he wants to be a tightass or generous businessman. AdvDupe2 This is never a fun one to bring up, because the response usually exclusively negative, but bear with me here. I think AdvDupe2 should be made available to all players. YES I know the issues it would inevitably cause, which is why I propose a time frame where new players can't use the tool until they've reached that playtime. It would be at the discretion of the ROOTS once again, but I would propose 4-6 hours. Enough that new players genuinely interested in base building, buying or selling don't lose interest. There will 100% be D-bags who abuse it, spam it, do bad shit with it. These are the some shitwads who are propblocking spawn, placing spammy textscreens everywhere and building racist shit (based I know, but against the rules nonetheless). I personally believe the benefit outweigh the risk, and here's why: Everyone having access to AdvDupe2 suddenly opens a huge pool of customers and merchants of base dupes on the dupe market. The dupe market is fundamentally dead at the moment due to lack of engagement. There ARE things on there, but it just isn't populated enough. New players could buy cool bases to use and actually SAVE their bases! For next session. Speaking of, now new players actually have a reason to build a base because it will save across sessions. I guarantee the reason there are so many empty buildings is because players just can't be assed building a base every damn session. Us full-time base builders suddenly have a new market to appeal to. Any Joe Schmo can build the basic utility base with fading windows etc., but we can sell regular users really nice decorative bases. Even bases with basic functionality (no Wiremod obv bc users can't have it all). Frankly builders these days desperately need some creativity. Perhaps regular users with this tool will be able to demonstrate this key building skill we so sorely miss. Convenience Store Owner Quick one, but I think they should add a convenience store owner job. They could sell shipments of food from the Australian Foods Pack mod or individually like any dealer sells singles https://steamcommunity.com/sharedfiles/filedetails/?id=1367371490&searchtext=australian+food They could also sell cigarettes, for those too poor to buy a vape https://steamcommunity.com/sharedfiles/filedetails/?id=1517464837&searchtext=cigarette More of a for fun job, but still something people can sink money into! Oil Refiner Nerf. The shit. Out of. The Refiner. Yes, it can be expensive to setup, but there is virtually no risk to the job. I understand IRL oil is FUCKING expensive, but this is a game. Part of balancing should be a Risk/Reward system. Drug jobs take active attention and can risk lost product if defending a raid (thus incentivising hiring guards). Legal jobs like Gun Dealer & Miner have slower, steadier incomes as they don't present as much risk selling shipments or mining legal metals. Oil Refiner has no business making as much money as it does and it's irked me for a while. I'd say it has been a BIG contributor to the economy inflation this cycle round, and so I wanna see it nerfed to the fucking ground. It shouldn't pay nothing, after all it is expensive to setup. But as the risk of the job is minimal to non-existent (Seriously you don't even need a base, people can't steal your valuables and you don't even have to worry about Junkies like do) it should pay slightly more than other legal civilian jobs (nowhere near on par with illegal, high risk jobs). Medic Quickly pertaining back to a previous segment, if Drug changes are made I personally believe it should be a legal default that Medic's may prescribe drugs legally. Mayors may outlaw this Default Law but I think having it the stock standard could lead to some funny, cool and outright corrupt RP. Karma I think it should affect lotteries. There I said it. Karma is the perfect potential money sink already sitting in the game, just waiting to be used. There should be good perks for having 100 karma (reduced jail sentence is nice but not enough to make it worth it since most Police interactions end with American results...). Improved lotto chances, reduced rent (see earlier paragraph ), perhaps even a higher armour cap if such a thing is possible per player rather than class/rank based. The catch would be karma price would be raised CONSIDERABLY (i'm talking enough to make it a core mechanic thus regular money sink). We do a lotta KILLING in DarkRP, so we often find out karma is low-0. If low karma increased rent, auto-hit players, increased jail sentences and provided no buff to lotto results, it's possible players would take it seriously. This is a mechanic that's important enough to show up on our HUD, shouldn't we make it worth taking up that slot? *Quick note I do not think low karma should affect armor negatively (100 should always be base) nor do I think it should REDUCE lotto chances, only good karma should increase upon the base rate. In conclusion I think it's important we take this issue seriously. As I said i've seen this cycle span multiple servers, with multiple owners multiple times. Difference is I actually really like this server. It's full of assholes, the staff are all jerks (especially you Pharam), and overall it's my favourite way to spend an unpleasant afternoon. And perhaps the server will just die. Perhaps no one will care. Perhaps I should just shut up and build another Nightclub. But I feel if we just put a little more focus into the core essence of what makes the game fun (Money and Player Economy), player engagement might start rising up again. As it stands Orbital is kind of a Club Penguin with guns server for mentally-ill loners at the moment, and perhaps everyone's fine with that. Not my server, not my say. But if you do share my sentiment with any of this feedback please feel free to share & discuss. I may have things you disagree with, there may be things you wanna suggest! Let's get a discussion going! tl;dr: Just kidding you fucking illiterate primate read the damn post or get outta my sight.
  13. I love the hotel suggestion, particularly automated rent. It's true that it can already be done (simply buy all hotel doors and add peoples names to the door. If you hit the door limit have a hired guard buy the hallway doors), but automating the process would make life so much easier.
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