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Howdy everyone, Over the last month, we've been gathering and reviewing player feedback from discussions held here, here, and here. Both staff and management have taken in your input, and now we're acting on it. Despite the challenges we’ve faced, one thing remains unchanged: our commitment to this community. After nearly two years of South Tahoma, we’re still fully motivated to build a fair and exciting text-based roleplay experience. And today, we’ve got some exciting news to share: New Framework We’re excited to announce that South Tahoma will be transitioning to a new, custom-built framework: RedM Roleplay. Thanks to Skully, the original creator of this framework, STRP has been granted exclusive access to the codebase. As Skully steps away to pursue new projects, he’s entrusted South Tahoma to carry the torch and bring his vision to life. We're happy to take on this project and offer something new to our players. This new framework will overhaul nearly all of our core systems, including Characters, Inventory, Factions, Businesses, Activities and much more. Some of you may have already seen a preview of the framework in this video which highlights some of the new features in action. That said, the framework is not yet complete. There are still systems to finish, bugs to fix, and custom scripts to migrate from VORP. To keep everyone in the loop, we’ve created a roadmap to track our progress. And if you’d like to get involved, you’re welcome to join our testing team by grabbing the tester role here. Here's our roadmap. (This roadmap doesn’t include specific timelines as we want to stay flexible and prioritize quality over speed. We'll keep everyone updated and include a timeline as we make progress in each area) Map & Whitelisting Changes While assessing our whitelisting and application processes, we noticed a need for accessibility. We intend to eventually translate many of these systems to in game, but for now we've got them moved to a discord ticket bot system for added convenience. This'll help shorten the time necessary to process and review applications. Along with the changes of how we do the whitelist application, we've shifted to making the whitelist system we're anticipating to see in the framework shift, splitting them now into three categories: Traits: Whitelists involving your character's skills and knowledge. Properties: Whitelists involving owning property. This will be your conventional "Job", and where you're employed will tie to the paycheck. Faction: Dealing with groups of people with a common goal. Leadership positions that require whitelists fall into this. You may notice in the new whitelisting system several locations back east on the map. Though we realize this isn't the silver bullet for fixing server population, bringing the variety of locales and opportunities liberates more roleplay concepts. So, in 2 weeks we plan to open the remainder of the map. This gives us time to ensure script support extends to the towns of Valentine, Rhodes, and their surrounding countrysides. It also allows for players to plan for and apply for crucial whitelists in those regions. To alleviate any thinning of playerbase, we wish to highlight the use of our LFRP channel in discord as well as our /setblip feature to alert people to your whereabouts to help find and foster roleplay. We plan to have a system synced between the discord and an in game blip command by the time the map is opened, so keep your eyes peeled for that! Rule Changes In an effort to put a focus on roleplay first over game mechanics when it comes to confrontations, we've made several modifications to the rules. These changes were brought about from hearing concerns as well as possible solutions from the community, attempting to remain fair with our sights focused on fostering roleplay. They are being introduced as of this announcement: Section Change 2.0 Courtesy Added 2.6: Roleplay First You should always seek to provide thorough roleplay in any situation; robbing scenarios especially. Example of Rulebreak: You hold up a player on the trail, tie them up, and begin looking through their inventory while giving the bare minimum roleplay that basically leaves them there without any real roleplay experience. 8.0 Robbery Rules Added 8.1.2: Robbery Restrictions - It is forbidden to steal more than $50 from a player. - It is forbidden to (rob) wipe out a player's inventory with little to no roleplay, or probable cause. 10.0 Posse Limits Changes: Unofficial Illegal, Criminal & Hostile Posses - Limited to Five players. Official Illegal, Criminal & Other Faction Posses - Limited to Seven players. Law Enforcement & Military Posses - Limited to Five players. 12.0 CK Rules Reworded 12.1: Character Kills & Dead or Alive Bounties A 'Dead or Alive' bounty is issued when a character commits a crime severe enough to be listed by LEOs and bounty hunters. A character may be CK’d if: - You are the target of a DOA bounty. - You are chasing a DOA bounty on your own. - If responding to a crime they just committed: you are not liable. - If hunting them after a sighting with no recent crime: you are liable. - You are initiating lawful RP against the DOA bounty. This applies when riding in a posse with lawmen under the above circumstances. The execution must be done by the DOA bounty for a valid CK. And as a reminder from our earlier announcement, Roleplay Quality Management (RPQM) is now a shared responsibility across the entire Staff Team, rather than a dedicated subteam. Our focus is shifting toward a more "Hollywood Western" approach, prioritizing stylized storytelling over strict historical accuracy. Players come here to portray bold, compelling characters in a romanticized version of the wild frontier, and we want to support, not limit that creativity. That said, if you come across something that feels immersion-breaking or out of place, please use the following discord channel in South Tahoma Roleplay discord to submit a ticket about RP quality concerns. We’re also considering retiring the RPQM forum section in favor of handling all such matters through tickets. As long as RPQM remains a supportive process, not an overbearing one, we’re confident this system will serve everyone better. F.A.Q Will the new framework mean we will lose our characters? No. You wont lose your characters progress once we move over to the new framework. How can I help test out the new framework? Make sure you grab the tester role from the STRP discord, we will notify you when testing is available. Do you have an estimated date when the new framework will be ready? We will update the roadmap with a timeline/date soon.24 points
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Title of Suggestion Minimum hours requirement to be robbed What is your suggestion? The publication of the newsletter and the various changes implemented to protect civilian rpers seemed to me, within everything, good and acceptable but in my opinion there is a problem that is not directly faced, and is the fact that, as allowed by the rules, a new player can come to the server, create a character, take two steps out of what is considered a safezone and be robbed is something ultimately bad and should be addressed. While the fact that there is a limit on the amount of money that can be taken from inventories in a robbery is good, it does not address the root problem which is what I stated in the previous paragraph; it can kill the experience of a new user who does not yet adjust to the circumstances of the server and, as has been repeated several times in recent weeks, the indolence about offering roleplay that has been seen historically from outlaw rpers also has a great influence on the experience of a new player. It can drive players off of the server as much as being drylooted. Perhaps the best option is that, in the same way that a character needs 8 hours to rob, they also need 8 hours for a player to rob from them. We can discuss methods on how an outlaw can check right at the time of rp if a character has the 8 hours or not, something like /checkhours (id) or something idk. It worked great in GTA:SAMP so I don't see a way it would work badly here. How will this suggestion benefit the South Tahoma community? A better experience for the new player, and also a challenge for outlaws to improvise rp on the spot about how they're not going to rob a certain player. A good outlaw rper will find a way to make an interaction enjoyable and not awkward with this limitation, a bad outlaw rper won't.10 points
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Yes. I think the 50 dollar cap rule should be reviewed and replaced with this... if somebody who isn't new is walking around with a fuckton of cash they should be free game imo.5 points
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------------------------------------------------------------------------------------------ Valentín Zamora left Guadalajara, Mexico in 1884 with little more than a guitar on his back and fire in his heart! He was young, proud, and full of ambition; trained both as a Mariachi performer and a novice bullfighter, with dreams of making his name far beyond the dusty arenas of Jalisco. However, his path had led him north, across borders, to a wild frontier territory of New Austin, and a state known as Tahoma-- where the rules were thin and opportunity came with a price. Life in America wasn’t what he imagined. The crowds didn’t cheer, the work didn’t come (and if it did, it didn't pay a survivable wage), and the weight of being a stranger in a strange land grew heavier by the day. Somewhere along the way-- maybe in a saloon, or under the cold eye of a crooked sheriff-- Valentín’s dreams took a darker turn. The music never stopped, but the songs grew bitter on some nights. The bullfighter’s grace turned to gunplay. He became an outlaw. ------------------------------------------------------------------------------------------3 points
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Hello fellow Tahomers Limiting robberies to just $50 is a bit underwhelming, as it removes the risk of moving capital across Tahoma. If a high society player gets jumped with $200-500 on him for whatever reason, it should be fair game for criminals as long as the rp is up to par. It's always been a theme of high risk and high reward for criminals, no need to limit things even more. From my experience (robbing solo or with other homitos), whenever the pat down occurs, I have a general rule of thumb of taking x amount of money in correspondence to the rp. Ex. The victim has $170 stashed around his body/pockets/and saddle. /do Would I find x cash in x location? etc etc The rp follows as such, and the criminals are only rewarded with x amount of money found. In some cases, I've taken a percentage of the inventory money as I feel it was in accordance with the rp. One day you score a fat one, while the rest of the days you only find pennies. Criminals rob out of 'necessity'. All of this while having the victim in mind (ooc), no swiping etc. I've been swiped before, I get it. If a player/victim ever felt a robbery was done wrong, just report. Bless2 points
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On LS-RP iirc the census was that people often drove past the players once and checked their IDs before re-routing back. On REDM everyone is paranoid enough when a posse of dudes flank you on horseback out on the trail, so doesn't really work in practice. Outlaws could play it as "nah this person looks like they are already poor enough, not worth it" if that's the case.2 points
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Honestly I'm of the mind of people deserving everything taken from them if they ride around through hotspots without a group or just for the sake of goofing around (unless they're a new player of course), though I think that if the $50 limit was put up for the sake of protecting civilian rpers and to motivate them to flock into the server, we should at least give it a try to see how it plays out on both sides.1 point
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This is a fair point. Moving large sums of money around the State is apart of the game. The little adrenaline rush when the bushes start rustling and ambush ensues while you’re moving $500 to the bank after a big horse deal, planning the logistics and route to not be snagged. Or on the criminal end moving your stash from camp to camp or bank to bank. That’s all out the window with a $50 limit.1 point
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This is something we've bounced around as an idea when discussing the change in rules regarding robberies. I like the idea, and a lot of other people did too. I think the main concern most had was "What happens on the spot when the robber realizes it's a player they can't rob?" I agree that a good Outlaw would just improvise on the spot; I mean it's the most they can do in that situation. If someone is robbing off the trail and jump out at a player who they can't yet see the nameplate of, they're already in the heat of it. It's now their responsibility to take up on how to change this interaction. RP first, right? All around, I like this for a command. +11 point
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100% agree. On LS-RP (samp server) if a person was under level 5 (forgot the exact hours!), they couldn't be robbed, and if a person was robbed, the max limit was $500 in cash (the current ruling on STRP is $50, which is good), otherwise monetary amount was unlimited (guns, drugs). Someone suggested on Discord a different colored name-plate for those who are new, but /checkhours or whatever command could work as well.1 point
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It's not about it being required or not, it's about being able to go with a group of miners/lumberjack and being able to RP a scene together while actually collecting materials which is not made possible with this minigame/clicking system. Either you write and waste yields either it's a silent game of clicking together...1 point
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Open rest of the map is all im saying. Restricting roleplay is always a bad idea. Especially to such a boring place like West Elizabeth.0 points