Jump to content

Community Newsletter - Literally 1884


ST-RP
 Share

Recommended Posts



PRo1H3R.png


It's been over 500 days since South Tahoma Roleplay opened our doors. 7,000 characters and 2,300 whitelist applications later, and we're still standing after our fair share of adversity, peaks, dips and valleys. Nobody could argue that the text-based roleplaying scene is significantly smaller than our 'voice roleplay' counterparts, and the RDR2 crowd for such roleplay is even smaller than the GTA playerbase.

The STRP project has come with its fair share of problems and issues, but none more prevalent than the technical side of things. This newsletter exists to give you a full, uncensored deep dive into why we've decided to perform a full database wipe, construct a new lore in a geographically restricted setting, and a true-to-text gameplan of our future.

This newsletter has been broken down into various 'spoilers', so you can choose to read the more 'in depth' sections as you wish. If you're interested in a more streamlined version, kindly scroll below the spoilers to visit the timeline, and FAQ's.

With love,
Bill, Blueice, Bailey, Karner and the ST Staff

 

UMn6AGb.png
This section talks about RedM, CFX, Resource Usage & VORP - and the extreme difficulties of building a RedM server with 3rd party script authors. This is the primary motivation for our hard reset; and also forces a database wipe, to allow harmonious migration.

Spoiler

The RedM (CFX) project is unfortunately quite difficult to work with, especially for a part-time team of folks volunteering to put their free time towards the development side of things. To keep a long story short, STRP is built up of 'resources'. These are all the scripts, maps, addons, etc. that create the 'South Tahoma Roleplay' server. Most resources have a different author (featured below: BCC, Crp, Gum, Hero), and this is largely how most RedM servers are made - with a stirring cauldron of multiple scripts from multiple authors, with the only thing keeping everything tied together being the framework, in our case, VORP.

DimlCaC.png

This approach has its upsides. The ability for quick plug-and-play features with minimal configuration is handy, and of course most of all, we aren't doing most of the work. Someone else has taken the time to develop the script, and we're just paying for it. However, this approach has some serious (and irrefutably noticeable) downsides. The primary problem is with encrypted scripts. Now, when we buy a script (for the purpose of this analogy, let's take Stables!), there are three primary components. The Config, the Client and the Server file. In 80%+ of purchases, we're only free to edit the Configuration file - so this is where the stables go, how much the horses cost, what colour x horse coat is, and so on and so forth. Typically beyond our access are the Client and Server files, which is essentially "what makes the script work". This system is in place so script authors (rightfully) don't get their work stolen and republished, but comes with some rather severe side issues.

Primarily, if we (the STRP team) come across a bug, error, or something we'd like to change in the Client or Server files, we'll struggle. Many developers are open to communication with their customers, and will entertain bug reports, etc. - but many aren't; and this leaves us in frustrating situations where we have scripts (like Housing, like Mining, like Lumberjacking, like CIR, like Notepad, like Rumours, like Printing Press and way more) that have fundamental flaws, but the original developer just isn't responsive or doesn't want to make changes.

Server Hitches

We've been putting up with this system since day one; as our team is small, and we haven't really had another choice. However, we've now come across a new challenge in the form of server hitches (or what has commonly come to be known as 'memory leaking', even though it isn't actually that).

When a server hitch happens, a player experiences a plethora of issues that frankly make the experience rather awful. Many of your blips will turn into the image1055.png icon, many of your prompts (for interacting with doors, horses, menus and otherwise) disappear entirely, and many of you will receive periodically accelerating input lag; making the overall experience pretty terrible.

The team have been attempted to diagnose these server hitches for 3 months now, and with that, we've been entirely unable to pump out any new, homemade features. This has led to a situation where our entire development team is spending any time they've put aside to contribute to the STRP project towards bug fixing and 'putting out fires', rather than making anything exciting. It's safe to say, this has had an impact on morale, too (both player and developer).

The fact that we have 238 Resources doesn't help, and this is the number after removing unused MLO's, and archaic scripts that no longer serve a function. For comparison, the top 3 RedM servers have 193, 186 and 144 resources respectively.

The culmination of the above frustrations leave us with a rather demotivated development team, and a project that is (due to resource-capping) without a clear future, as far as 'new features' go. We're of course able to continue waiting for the catalogue of scripts to keep updating day-by-day, continue plugging scripts in here-and-there with minimal control to keep things 'fresh', but we think we can do better. We know we can do better.

QwJPs1d.png

We've been doing some window shopping, and have come across an alternate framework to VORP called 'Feather'.

"Essentially, working with a lighter framework with better libraries allows us to build from it with less restrictions. VORP has heavy database queries with poor caching and very poor schema and a lot of 3rd party scripts are the same if not worse. Feather, however is lightweight and easily modifiable. Pair this on top of starting completely fresh allows us to build a tight set of user-facing tools and features on a very strong foundation focus rather than a "Let's throw it in and hope it works" approach."

Karner, Head of Development

Utilising a new framework, that allows us to 'branch off' our creativity with less restrictions with more opportunity to modify the core is an exciting prospect for Bill, Blueice, Karner and some part-time developers that work with us. The prospect of creating our own scripts, with full accessibility and opportunity to customize, modify and most important FIX is something that has enthused many of our techheads.

However, this isn't possible to do gradually, nor is it possible to transfer assets fully from one framework to another.

 

2woysIG.png
A written note directly from Lead Development Karner, talking about the difference between the STRP 1884 relaunch in Early 2025, versus the actual integration of STRP 2.0's bespoke scripts; which will come slightly later, but will not cause (yet another) hard reset. Additionally, a note on how easy server hitches (the memory leak) are to tackle, if we don't have to use 3rd party scripts and resources.

Spoiler

"In terms of development, there's been some conflation between the reset and the new scripts. Hopefully this newsletter clears the air in some miscommunications and by now you are correctly informed that the reset and the new script changeover will not be happening at the same time, and there will only be one set of data changes (i.e. only 1 time things are deleted).

This next part is talking about "STRP 2.0", "STRP 1884" or "STRP: Off Without a Hitch" (I personally prefer the latter). Our main motivations are spoken for but here is the plan, from me. STRP 2.0 is going to be designed and planned around a MINIMUM VIABLE PRODUCT (MVP). This product is aiming to smoothly replace every core script we have with minimum interruption and feature loss. Key examples of this are:

  • Character Customisation: Players should notice NO difference other than a new UI.
  • Character Needs: Players should feel no difference to this at all.

However, there are going to be some sweeping changes that will take a small migration period. These are things like:

  • Properties: Moving over to a newly designed system that intends to bolster in game freedom and economy.
  • Factions: Decoupling of "roles" and "societies" (see below).
    • Roles: Your roles should be additive not authorative (i.e. you can now have gunslinger AND horse trainer without "horselinger" being added).

Unfortunately, there are going to be some missing parts, but we're hoping to minimise these as much as possible. For example:

  • Lumen_Printing: A third party script that will 'take a back seat', where we will revisit in a possible 2nd milestone.

That being said, we are building these scripts on the back of an intense, and robust set of utils and caching methods that I am building myself. This includes a ThreadManagement system, this means that now we can track exactly WHICH THREAD is causing a "hitch", find it and squash it.

image.png?ex=674ad6a2&is=67498522&hm=842

We can also use a MemoryTracker system I wrote where a resource, should we suspect a memory leak, can be tracked and will flag when there's a memory leak and how bad it is (as well as actually clear it).

image.png?ex=674ae8c0&is=67499740&hm=55c

image.png?ex=674af0e2&is=67499f62&hm=9b6

Combine this with correct caching, which reduces database calls, a bit-level mathematics library, custom rng instances (We can now seed and force outcomes! Woo!), better management for prompts and AI... and we can build some really nice things. In fact, we've already started.

This will actually make STRP one of TWO fully bespoke servers out there and I'm excited."

 

ZSO8utf.png
This section talks about key elements of the RDR2 Text experience that have nothing (or little) to do with the technical side of things. We're discussing things like Whitelisted Jobs, the Economy, the Map, the Lore, and the more Administrative (as in, paper-heavy) decisions to construct the fictional State of Tahoma.

Spoiler

One thing a hard reset allows us to do is revisit core systems with a fresh set of eyes, after viewing them struggle or fail for the better part of 500 days. The two main culprits of such are of course the economy, and the centralization of the playerbase. At this point, it's obvious to us that even in spite of the immensley creative community we have here; and the plethora of ideas that sometimes hit, and sometimes miss; a playerbase of our size (even when we were maintaining ~110 players) simply isn't enough to maintain 11 towns (Saint Denis through to Tumbleweed). A smaller map, focused on the counties of West Elizabeth and New Austin (with 6 ranches), will allow us to focus the playerbase, server narrative and whitelisted roles in a smaller setting; and gives us the option to expand on an 'as needed' basis, which is significantly easier to do than to constrict a larger map.

Economy

The economy in current-1900 South Tahoma Roleplay is of course, inconsequential. The balance of income and expenses has been an entire miss; and generally speaking, it's quite easy to earn money if you try to do so. In a recent poll, a large majority of players declared they'd like "the dollar" to have more weight behind it.

rMbMC2I.png

Of course, the economy is a balancing act. We're of the philosophy that the economy should be difficult enough to get rich, so everyone doesn't have thousands of dollars in the bank; but in the same breath, easy enough so it doesn't become a barrier or irritation to the roleplay experience. Upon our fresh start, we'll be overhauling every single configuration file that pertains to income and outcome, and generally speaking - everything will cost less, but every job will earn less, too. You can expect to see a lot more things simply costing cents, rather than multiple dollars; and we'll be putting a heavy focus on faction/communal related yields, rather than individualist ventures.

What we mean by this - is that farmers who work at a farm, with other farmers, will be able to grow crops that allow them to actually turn a business-level profit, but at the same time, local civilians who want to have a vegetable patch, are able to do so without consequence, but won't necessarily be able to make a fortune off of the back of their carrots.

Setting

We received some intriguing feedback pertaining to the setting of South Tahoma; but nothing more brain-scratching than the below polled question, which asked if the general populance would like the map and playerbase to be more centralized.

1tpulau.png

A plurality of voters opted for 'Strongly Agree', followed by a slightly lower amount of 'Strongly Disagree'. In total, about 53.1% of those polled would like to see some centralization, 33.6% disagree with such, and the rest remain somewhere in the middle. We're looking at a small majority here, and looking at the practical state of affairs across the entire map (which largely has told us and the playerbase that attempting to sustain 4 counties with a playerbase of our size is largely impossible), alongside the statistical data; that a shake up may be beneficial for the server.

LWO7Sgd.png

The decision was made to opt for West Elizabeth and New Austin, as they held the majority vote of favourable counties and towns; and the decision was made to rewind the year to complement that, as well as support the statistical data that told us 64.7% of those polled would prefer to see the date rewinded (and some of you wanted to go waaay back 😁). We'd like to note for transparency purposes that 30.1% of players believe that the ideal year for a RDR2 text experience is in 1900, so we're pleased that the current year was a bit of a hit, too.

 

 

XyOpMZh.png
This section focuses on the gratification of roleplay that isn't considered 'passive', the interlinks (or lack thereof) day-to-day roleplay and our current 1900 server lore, and the Law vs. Outlaw experience; all of which we'd like to make more practical in the roleplay experience of South Tahoma 1884 - however some of these practical changes may be delayed, in favour of core scripts.

Spoiler

Generally speaking, the quality of 'the roleplay experience' in South Tahoma RP has been pretty good. As a generalisation, the characters we've seen, the stories crafted and the conflicts that have come out of the server have been for the most part healthy - but with that said, there's a few core problems that we'd like to identify and tackle in South Tahoma 1884. None more prevelant than the fact that day to day roleplay is inconsequential to the world narrative.

The South Tahoma Lore is largely made up of a novel-esque depiction of a Southern State, alongside some adjective-heavy descriptors of each of the Counties. It focuses on the historical elements of the server, and illustrates the geography quite nicely. However, it doesn't give players anything to chew on; and the lore hasn't been changed in the 2 years of our server existence, even when major events have occured - like the West Elizabeth Insurrection, or New Austin Conflict.

In South Tahoma 1884, we aim to construct a much shorter lore, that is grounded much more as a 'server narrative' that can be reliably references in both in game passive roleplay and decision making. Two major financially-opportunistic events in both New Austin and West Elizabeth will help drive roleplay a certian direction, and we'll be taking regular reviews of the server narrative to incorporate any sensical major events into the lore.

Blackwater

"Blackwater serves as the capital of Tahoma and the major freight hub for commercial export. Flanked by businesses and industrial opportunity, the lakeside town experienced healthy financial injection from combined prospecting efforts in Gaptooth Ridge and Mount Shann. Most commerce flows through the town; being the last place they may find an offer that doesn't include brandished arms in the last vestige of civilization before the New Austin territory to the west."

Gaptooth Ridge & Tumbleweed

"Gaptooth Ridge and its myriad of healthy mining veins and ore deposits saw an intense gold rush, first noted fruitfully in 1872. The population of the territory surged in response, and more American migrants added to a simmering pot of cultures, clashing with the Mexican-American and Native American populace both physically and socially. 

Tumbleweed boomed from a workplace encampment and busted to its current state, a slow depletion of minerals in Gaptooth Ridge leading to the town slowly bleeding away its once bright-eyed populace. As an unforseen consequence of the diminished mining operation, Tumbleweed now plays host to a rising scourge of the very same criminals and outlaws that once preyed on the workers and wagons that streamed out from golden hills."

Beyond that, one of the larger selling points of a Red Dead Redemption experience is the ever-eventful Lawman vs. Outlaw scene. A multitude of threads, discussion, arguments and discourse later; and seemingly there's still a troubling divide between players of the respective sides. There's only so much we can do to continue to attempt to heal this divide, but it starts with acknowledging what we can do as staff.

We're aware that generally speaking, illegal roleplay isn't rewarding. A combination of the era disallowing activites such as car theft, drug dealing, and other typical illegal ventures that may be seen on more modern roleplay servers, as well as the simple script limitations of RedM have meant that our illegal sceen are often limited to trail-side robberies, which are very hit and miss. We're also fully aware that our heists & schemes have an extremely long turnover time; due to the fact that our Senior Administration team have a lot to do before we even get to reading them. This is something we'd like to remedy. There's a lot of untapped potential as it pertains to illegal gunrunning, property and train robberies (that aren't scriptable right now due to being encrypted), and many other avenues of roleplay for criminality that goes beyond the typical highwaymanism that we'd like to explore, once our core, homebrewed scripts are up and running.

On the flip side, we know that lawman roleplay sometimes doesn't feel rewarding either. There's an awful lot of work that goes into a lawman's roleplay between making their arrest, and seeing their assailant swing. Evidence is difficult to gather in an era where forensic analysis just didn't exist yet, and witnessess come and go in a server climate where players sometimes simply stop logging into their characters. As well as that, we've duely noted that court roleplay is very niche; and there's only a very small handful of players that enjoy judicial roleplay, and seemingly many more that simply do not.

A carefully decided timeline may allow us strip the more engaging parts of Law & Order, and inject those elements into the server; allowing for a more collaborative effort to be made as it pertians to the Law v. Lawless scene; rather than an OOC atmosphere of "us vs. them".

 

9PpqR2N.png
This section talks about the state of the South Tahoma Staff Team, tackles recent looming complaints, and identifies some areas that we'd like to focus on with South Tahoma 1884; to ensure that our basic mission statement of "the role of the staff is to facilitate fun and engaging roleplay above all else" is followed in all available faculties; from handling /reports, to answering tickets, to engaging in community discourse.

Spoiler

There's been a lot of discussion regarding the staff team of South Tahoma Roleplay. The text roleplaying sphere in Red Dead Redemption is pretty notorious; the community isn't without it's dramas across a multitude of servers, managers and administration - and as a generalisation, after we've taken some critical time to encourage self reflection, peer review of past and present decisions, we're firmly of the belief that the STRP staff team is generally pretty good, but of course not without fault.

Obviously, there's a lot of processes, discussions, protocol and such that goes on behind the scenes; and we'd always encourage anyone who wants to make the project better, anyone who has ideas of how to improve things, anyone who wants to challenge the status quo in the interest of a better server, or anyone who thinks being an administrator is easy to apply for staff.

We took some time to do an inhouse 'year in review' for our staff, and arrived at some pointers that we'd like to share with the wider community.

  • Different persons respond differently to different tones.

The internet is a very difficult place to communicate, because you don't know who you're talking to; this difficulty is only accelerated due to the fact that we're communicating (largely) to you guys through text channels (whether it be /b, the forums, a discord ticket, etc.). This means it's quite difficult to know the 'right' way to talk to someone, and often, irregardless of tone - we can be accused of getting it wrong. Contrary to belief, it's extremely rare that staff members will be maliciously or purposefully mean, aggressive or argumentative, and often directness (especially when disagreeing) is looked at as hostility.

  • A 'proper' response with full punctuation, grammar, lack of emotes and internet colloquialisms can be looked at as being condescending, snobbish or patronising.
  • A 'robotic' response stripped of personality can be looked at as being disingenuous and impersonal, which largely becomes a problem because many of the playerbase 'know' many of the staff.
  • A 'personable' response is a mixed bag; in where some players welcome a more casual tone (whether it be taking a moment to laugh about a bug, taking a moment to vent mutual frustrations over RedM's framework, etc.), and some players see themselves as being made fun of.

We'll make a conscious effort to keep our attitudes appropriate for the mode of discussion. This means that if staff members are yapping in the #general channel for example; you might see us without our tie up all the way around our collar, but in more 'official' channels - like a ticket, #server-questions or ingame /b in an administrative sit; we'll do our best to keep a neutral tone, unless we of course are confident that the recipient player(s) know the responding administrator to the level where everyone would be comfortable with a slightly more laxed approach. After all, this is a video game.

Of course, if you ever do feel like a Staff member has crossed the line, you may opt to Staff Report them.

  • Lack of Transparency

Often, we're recipient to frustrations about 'the way things work'; whether this be in game /reports, appeals, whitelisted job decisions, RPQM investigations or anything in between. Now, there are areas of the forums that do exist to give players an uncensored deep dive into 'how things work' in certain areas, such as how /report works and what to expect and how RPQM works, however before South Tahoma 1884 launches - we'll be publishing an independent thread under the Community Information subboard that lets players know exactly how a Whitelisted Job application is handled, exactly how a forum player report is handled, and other things that have been recipient to confusion surrounding 'the process of'.

  • Discord Moderation

Discord is an extremely beneficial tool for us here at South Tahoma, actually, a necessity. The very way in which server whitelists work with CFX/RedM is based on Discord integration, so it's a necessary part of our platform. There's things such as the ticket system, announcements channel and community updates that allow us to relay information to the community in real time; which is a great help to us.

There's also elements that are less than great. A few months ago, there would only be problem messages in the primary #general chat every now and then. Now, a culture has developed. We briefly touched on this in our previous newsletter, however failed to concentrate efforts on specific repeat offenders, or recycled unhelpful or unnecessary topics.

We'll be making a conscious effort to nuke #general, and the people inside of it that are constant problem people. If you happen to be reading this, and are one of those persons; now's the time to cut it out. Administrators will be much more generously handing out mutes, relying less on warnings (that often go unnoticed), and if necessary, players will suffer in game bans if they are adament in using informal channels to generally cause chaos for no productive reason.

 


All in all, there's a lot to look forward to. We'd like to reiterate that the leading motivation for this hard reset was the technical side of affairs; which have reached an unfortunate stagnation where our entire development team are overly frustrated with 3rd party scripts and our inability to properly diagnose and fix issues - essentially forcing us to build a skyscraper with one arm tied behind our back. Of course, other elements such as the playerbase decline, the constant dying & reviving of roleplaying hubs (without consistency from the previous lore), and the irrelevant server lore that disallowed meaningful roleplay contributed.

We'd like to offer a brief FAQ section, along with an expected timeline of affairs; to keep you fully in the loop.
 

RSpOXpA.png

Sunday 1st December
The lore is released.   |   A new 'Character Bios' section is released for those that want to pre-write their characters.

Friday 6th December
Whitelisted Role Applications Open (incl. newly Whitelisted Leaders: USMS, Apache Tribe, County Sheriff's).

Friday 13th December
Faction Applications Open   |   Rules Update

Friday 20th December
Whitelisted Leader Applications Close & are replied to. Remaining Whitelisted Roles remain Open until at capacity.

Early January 2025
STRP 1884 launches with key inhouse script replacements, and necessary 3rd party scripts for first quarter operation.

Summer 2025
STRP 1884's 3rd party scripts are replaced with inhouse scripts, without another data migration; so everything can be retained.

 

BYqQghB.png

Q: Why have you done this to me and my character?
A:
The decision was made to perform a hard reset for a multitude of reasons, largely covered above, however the plethora of 3rd party resources and various technical issues; and the key lack of centralizing our small community into an intimate setting where roleplay could be appropriately supported were the key reasons above all else. We found that more isolated concepts such as ranches could flourish due to their inherently secluded community, but the 11 towns (from Annesburg to Tumbleweed) could never see extensive concepts due to a plethora of reasons.

Q: OK, but why does my character have to be deleted?
A: The 'MVP' that was spoken about in Karner's earlier note dictates that a few of these core script replacements (largely, those by VORP) will simply require a database wipe to allow sensical migration; rather than attempting to essentially 'rewrite' every single character for a new framework (Feather) down the line.

Q: I just got here! Why have you done this now?
A: 
Unfortunately, this is a sentiment that could be reasonably applied all-year-round. There's always a new character who just got whitelisted, a new property that just got approved, a narrative unfinished or a story untold; and there's never a 'perfect' time to reset everything. We decided to opt for Winter 2024, as a combination of the upcoming holiday season and the already-declining playerbase seemed like the best of an impossible circumstance.

Q: Why can't I remake my 1900's character?
A: We've put a lot of effort into constructing a brand new story, with brand new key buildings and roles, with a brand new year, brand new laws and a brand new constricted setting - to allow characters to essentially 'rewind' their life 16 years and selfinsert into a brand new context above all else would be a disingenuous effort to create something fresh. However, persons who have their heart set on a certain archetype ("I want to own a stables again", "I want to be a rancher again", "I want to be an artist again", etc.) are of course more than welcome to do so. People can and should roleplay what they want to roleplay, we just ask that you allow your creativity to flourish and drum up something that's era appropriate.

Q: Why don't you just relaunch in Summer 2025?
A: Because of Karner's talented noodle; we're able to perform a 'soft launch' at the start of the year, and then inject our MVP down the line without the need for wiping the database yet again. This will mean the development team can approach the MVP at their own pace, whiel players are welcome to get their new stories underway. We're confident that server hitches (commonly mistaken as 'memory leaks') won't be present in the January launch.

Q: Have you rushed this decision?
A: 
We have been discussing our options since April 2024, and considered a multitude of options other than a hard reset; however primarily due to the impossibility of migrating a SQL database from VORP to FEATHER, this was the best option.

Q: What's a 'Faction Application'?
A: We're wanting to put a heavy focus on factions in STRP 1884. Currently, we get the feeling that many Factions feel like they're working 'under' Faction Management, or are unheard of. A new invite-only Discord that will replace the STRP Community Discord will host critical discourse between approved factions, their leaders and members, a newly appointed Head of Faction Management and their team; to hopefully encourage a more symbiotic relationship between Factions & FM, rather than one that feels like a battle. Ergo, while we won't stop you playing as a 'group of friends', we're encouraging faction applications as a 'proof of concept', which will come with a myriad of benefits.

Q: How many character slots will there be?
A: At launch, 3. Logic being a Main, an Alt, and an auxiliary slot for one-shot characters, events, etc. We may opt to up this limit on a 'as needed' basis.

Q: What Law Agencies will be present?
A: At launch, New Austin Sheriff's Office, West Elizabeth Sheriff's Office, United States Marshal Service.

Q: Can I play as a Native?
A: A pre-existing 'official' faction of Apaches will be supported by Faction Management, along with an application for the Chieftain of such; however you are welcome to roleplay as a nomadic native or a small band of native american friends if you do not wish to roleplay as an Apache.

Q: Will I still be able to go to New Hanover, Lemoyne and Guarma?
A: Physically, yes - however it will be excruciatingly inconvenient. No scripts, no map, no support at all. If necessary, we will construct a basic rule under 'Common Sense' to avoid these counties entirely. Guarma will not be included at all.

Q: Will you expand the map if the playerbase outgrows New Austin & West Elizabeth?
A: Of course.

Q: Will the forum content be saved?
A: Yes. Any 'community content' will be held in South Tahoma 1900, for as long as our storage allows.

Q: Will my Administrative record also reset?
A: Nice try.


Au4cx0s.png

W449ANx.png

9ptbu5a.png

FPMkuJd.png

2PykJhd.png

VIuwYSM.png

image.png

  • Like 18
  • Love 7
  • Reward 2
  • Hat Tip 2
Link to comment
Share on other sites

Excited to see what can be facilitated by scriptwork for criminal and lawman roleplayers. From my experience with persistent worlds is that "downtime" is inevitable - it's difficult to always generate roleplay through player-to-player conflict as players don't want to always be "losing", adversaries can't be online all the time, and not every character falls into the criminal or lawman subtypes. The (arguably) quintessential roleplay experience - mediums based on Dungeons & Dragons -  is a good example of what I'm talking about. Though, unless we're out here roping up goblin bandits or dynamiting dragons I'm sure this will be a hurdle and worth a talk so we stay grounded in the setting.

  • Like 1
Link to comment
Share on other sites

Being a part of another community it's nice to see that you are being transparent with the community and letting us know the whys of the decisions you are making. I am new to this server as I mainly play a texted based GTA server but look forward to the changes and maybe actually getting a chance to RP with people now that we will be in a smaller area! Keep up on the open communication and you'll have people that will stand by your decisions. 

  • Like 4
  • Hat Tip 1
Link to comment
Share on other sites

This shift in direction is a brave decision and I have every hope that it will pay off.

Myself and the management of this server may not have always seen exactly eye to eye, but I think out of every RP community I’ve ever played in, the management here are the most mature and receptive to their playerbase that I’ve ever seen.

Can’t wait for this to drop and I know plenty of other people (even some who haven’t touched RedM since RDRP) are eager to see this released

  • Like 5
  • Hat Tip 1
Link to comment
Share on other sites

Looking forward to South Tahoma: 1884. I hope, if anything, this only brings our community closer together (literally) and we have an even better experience than the amazing experiences we've had so far. Showing love to everyone I met, both in the cowboy world and outside of it.

See you, virtual cowboy.

  • Like 2
  • Love 1
  • Hat Tip 1
Link to comment
Share on other sites

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...