Draqo2x
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Draqo2x last won the day on March 19
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I apologize that your literature level is that of a first grader.
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Draqo2x started following Alleyway Bug V2 , Trafficking Organized Crime , < - Player-Owned Chop Shop Business? - > and 2 others
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Right now, most organized crime RP on the server tends to center around drugs, weapons, and robberies. While those situations definitely create conflict, they don’t always lead to longer investigative storylines that keep people engaged over time. Adding a carefully controlled, rule-heavy human trafficking storyline- one focused on investigations and rescue roleplay rather than profits.. could open the door to deeper, more meaningful narratives for both criminals and law enforcement if it’s handled the right way. Rather than turning this into another "money-making system" or something people grind, it would probably work best as a slow-developing story tool. The real goal would be to create opportunities for long paced character arcs involving one, or more criminal organizations, detective work, undercover operations, and rescue efforts. Concept: The intention wouldn’t be to reward the crime itself, but to create more detailed RP stories built around organized crime investigations, missing persons cases, undercover assignments, and eventually; rescue operations. Of course, something like this would need clear restrictions and active staff oversight to make sure it stays focused on storytelling and is handled respectfully, rather than becoming just another mechanic people try to optimize, or farm and abuse. At its core, the focus should always stay on: storytelling, consequences, and investigative RP- not profit. Example Scenarios: Organized crime RP: A criminal group could slowly fall under suspicion due to patterns of suspicious behavior, giving detectives something more substantial to investigate than "isolated incidents." Investigation RP: Law enforcement could work actual missing persons cases- following leads, running surveillance, interviewing witnesses, and putting together long-form investigations instead of only reacting to crimes as they happen. Undercover RP: This could also create opportunities for undercover work, confidential informants, and long-term evidence gathering that builds toward major story payoffs. Rescue RP: It could lead to high-stakes rescue situations where PD or other characters coordinate efforts to locate and safely recover victims, creating tense and emotional RP moments. Why this could improve RP: If implemented carefully, this kind of storyline could lead to some of the most memorable RP on the server. Because it naturally creates ongoing consequences and emotional investment, it encourages stories that feel impactful rather than crimes that start and end in a single session. This should function more like a narrative event system than a gameplay mechanic. That means: No automatic payouts. No farming mechanics. No repeatable “missions." Staff approval required for major arcs. Heavy consequences for criminals. The goal is to create investigation RP, not a new crime meta. How it could actually work: Instead of anyone being able to start this RP, criminal groups would have to apply to staff with a storyline proposal. This would include: Who is involved. The intended story direction. Boundaries and rules. Expected duration. How escalation would work. Staff could then approve, deny, or modify it to make sure it stays appropriate and story-driven. This would prevent people from using it irresponsibly. This will also give the approved staff a more proactive role in the community. As always, please give your thoughts on the matter below, your opinion is valued and appreciated. Thank you.
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Add more roleplay animations! (Roleplay QoL Update?)
Draqo2x replied to Draqo2x's topic in Suggestions
Why is everyone on this server so fucking horny? Like.. go touch some grass, dawg. -
I think this concern only really applies if the system is implemented as a simple steal car → press button → get money loop. That’s exactly what I was suggesting should be avoided. The whole point of the idea was to move away from consequence-free car theft and toward interaction-based RP with actual risk and requirements. If it’s just a marker you drive to, then yeah, I would agree that adds nothing. But if it's built around RP requirements instead of automation, then it actually reduces the kind of behavior you're describing because you can't just silently farm cars.
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Right now, the server doesn’t have a chop shop system, and adding one could open the door to a lot of new RP opportunities. It could expand criminal roleplay, create more business interactions, and add some variety to the economy without just introducing another simple money-making mechanic. Rather than turning it into just another scripted drop-off point, a more RP-driven approach could be to introduce chop shops as actual locations or even player-run businesses that encourage interaction instead of quiet, instant transactions. Concept: The basic idea would be to add chop shops as places where stolen or illegally obtained vehicles could be dismantled for profit through roleplay. Instead of instant payouts, this could push players toward actual criminal RP, like setting up deals, finding buyers, or working with a business owner willing to take the risk. This would add more depth than just another crime activity and would instead encourage social RP between criminals, civilians, and law enforcement. Example Scenarios: Criminal Interaction: Instead of just driving a stolen car to a marker, a player would need to actually find someone willing to buy it or strip it for parts. Business Opportunity: A mechanic or salvage yard owner could secretly participate in dismantling vehicles while still operating a legitimate business on the surface. Police Investigation RP: Law enforcement could look into suspicious businesses, investigate stolen vehicle reports, or track patterns of criminal activity tied to certain locations or people, even go as far as going undercover to try and sell "stolen" vehicles. Criminal Networking: Players would need to build connections and trust to get access to these services rather than simply knowing a location. How can this improve RP?: A chop shop system could add another layer of progression for criminal characters while encouraging interaction instead of isolated gameplay. It helps shift crime away from solo grinding mechanics and more toward story-driven roleplay. Some potential benefits could include: More variety in criminal RP. Increased player interaction. More investigation opportunities for PD. New business RP possibilities. More purpose for stolen vehicles beyond joyriding. Better long-term criminal character development. It could also give newer criminal characters a way to get involved through connections and RP rather than needing large operations right away! Possible Implementation: There are a few different ways this could be implemented depending on what best fits the server’s design: Option 1 | Server-owned location: A fixed chop shop where players can process stolen vehicles, possibly with timers and risk factors involved. Option 2 | Player-owned business: Approved players could operate chop shops through mechanic or salvage businesses, with the assistance of staff oversight to keep things balanced. Possible balance considerations To keep things fair and prevent abuse, some balancing factors could include: Processing times instead of instant payouts. Vehicle value based on class or rarity. Cooldowns to prevent farming. Risk of police alerts. Required RP interaction. Logging systems to prevent abuse. Players vehicles who are stolen reset after a timelimit. As always, your opinions are valued, and appreciated. Please let me know what you think below, thank you!
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Rather than enforcing FearRP through strict mechanics, another approach could be adding passive stress prompts that gently encourage more realistic character reactions without actually forcing players to act a certain way. The idea would be simple: small immersive text appearing after intense situations to help players naturally carry their character’s emotional state forward instead of just moving on like nothing happened. Example Prompts: After a gunfight: "Your hands are still shaking from the adrenaline." After being arrested: "Your heart hasn't quite slowed down from what just happened." After being badly injured: "A sharp pain hits your side whenever you move too quickly." After witnessing violence: "What you just saw keeps replaying in your mind." This wouldn’t force actions, apply debuffs, or take away player freedom in any way. The goal would simply be to provide small reminders that help encourage more believable reactions and maintain emotional continuity during roleplay. Why this could improve RP: A system like this could naturally encourage stronger roleplay habits instead of relying purely on rules or staff intervention. It could also help newer players understand reaction-based RP by subtly showing how characters might realistically respond to stressful situations. Features like this can add a layer of psychological realism while still keeping the experience enjoyable and player-driven. The focus would be immersion, not control. Possible implementation: This could be triggered through simple checks like recently taking heavy damage, being arrested, being near violent activity, or dropping to low health. A cooldown system could also prevent messages from appearing too often so they stay immersive instead of feeling repetitive or intrusive. Overall, the idea would be to enhance atmosphere and roleplay depth without restricting how players choose to play their characters.. I think it would personally be a good addition. Thank you for reading, as always please provide your input and opinions below, as they are valued.
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Add more roleplay animations! (Roleplay QoL Update?)
Draqo2x replied to Draqo2x's topic in Suggestions
I agree! It would make things feel a lot more realistic, and dynamic in roleplay scenarios. -
No, I'm sitting in a dead server, bored out of my mind. I've nothing better to do, so I figured I'd try to make some contributions to the forums, I apologize my technical writing is a bit bleak.
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I think the server could greatly improve immersion by expanding the available roleplay animations. Instead of needing to create entirely new animations from scratch, it might be worth looking into pulling animation data from frameworks like Clockwork HL2RP or similar Source RP schemas that already have large animation libraries built out. A lot of these frameworks already support things like: Smoking animations. Wall leaning. Notebook writing. Radio use. Searching/patdowns. Injured idles. Sitting variations. Hand interactions. (handover/receive) Investigation poses. Since these already exist within the Source animation sets, it may just be a matter of integrating or porting the animation tables rather than creating entirely new ones. This could save development time while still expanding RP expression. Why this would help: Right now most interactions are just characters standing still during conversations. More available animations would allow players to show emotion, status, and intent through body language instead of only text. This would especially benefit: Mafia meetings. Police investigations. Business RP. Interrogations. Street interactions. This could allow Diverge to quickly expand RP immersion without major development overhead. The goal wouldn't be feature bloat, just giving players more tools to visually roleplay and make interactions feel more alive. Please give your thoughts on the matter below, your opinion is valued and appreciated. Thank you.
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There's a physics bug in the alley section where the ground transitions from a slope into a flat area (the section with the manhole cover). When walking across this spot, player movement suddenly changes and it feels like you're standing on a sloped or low-friction surface even though the ground appears flat. Walking over the flat patch causes your character to slide forward/abruptly stop. You cannot immediately stop moving/sliding until you leave the area. Movement feels like you're hitting a hidden ramp or ice surface. Vehicles react like they hit an invisible object or bump. Likely cause: This looks like a collision issue rather than a visual bug. The ground mesh is probably slightly misaligned, has overlapping collision, or a bad displacement seam. The physics collision likely isn't perfectly flat even though the texture is, which causes the engine to treat it like a slope. If rebuilding isn't possible, placing a properly aligned nodraw collision brush over the problem area could smooth out the physics and prevent sliding. These can help confirm the issue: vcollide_wireframe 1 mat_wireframe 1 cl_showpos 1
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Haven't had any issues with him, seems like a decent person from what I've heard.