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HUD – Roleplay vs Gaming

Home Forums Feedback & Suggestions HUD – Roleplay vs Gaming

This topic contains 22 replies, has 10 voices, and was last updated by Profile photo of Logan Rodriguez lolindir-elephas 4 years, 7 months ago.

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lolindir-elephas

said

As the HUD and its use for gaming/farming or as roleplay support has been topic a lot in the sim OOC group chat - and me not finding a thread about it after some people told to do one - here now a thread to discuss the very system itself.

 

Personally I see this system, paired with some details of the sim vision and rules, as more a risk and blockade for roleplayers than a benefit, here is why:

  • The system allows farming, and people who jet around to just click items gain a big fortune over people who prefer to roleplay. Numbers of up to 8.500$ in the hands of single players have been reported already. Now one can say that such farmers do not bother roleplayers because they do not play - this can be countered by time: They can farm today, gain their benefit, and land a huge impact in roleplay later.
  • Linked to above point is the impact on the economy. While it makes sense to control the IC availability of certain items, a better way in my experience is either a semi-enforced lore page that tells what is available and for which price, or to introduce an outright class/role system where different roles have different goods and other benefits. So far the farming/gaming done by players does heavily impact the game economy, e.g. the projectile prices (e.g. 1.000$ for pistol bullets). Farmers can easily gain unfair advantages to roleplayers
  • The healing system needs to be a bit expanded. A price for 250$ for  a med kit and else the only option of laying 2 hours per HUD vitality stage in the hospital (there is really not much RP seen there at all) is off, damaging both the fun for likely the maiority of players as the clinic folk surely in particular. Also here I would like to suggest to consider rather an expansion of the class system (the fighter, the lucky, etc.) so that not every zombie attack or scavenging takes vitality driving people into am OOC/AFK phase in the hospital. One has to consider that 6 hours for a near full healing goes beyond many people total SL playtime.
  • Weapons, especially fire arms, should be incl. ammo more available. The sim holds fighters, even military, and given the realism of the location, time and situation, a high availability would be logical too. In my personal experience from now like 4 other post apo sims, least people really abused the availability of firearms with ammo. Such I have seen even in Weapon-Metered post apo sims.

 

Anyways, before I go too deep into my personal opinion, I would like to invite people, members and admins of course, to discuss and offer more perspectives.

February 12, 2015 at 5:42 am
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February 12, 2015 at 7:27 am
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February 12, 2015 at 8:04 am
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February 12, 2015 at 10:33 am
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February 12, 2015 at 10:35 am
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February 12, 2015 at 3:14 pm
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February 12, 2015 at 6:40 pm
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February 12, 2015 at 7:54 pm
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michaell hallison

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February 13, 2015 at 9:26 am
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