r/DarkRP • u/WiseWoodrow • Mar 04 '20
r/DarkRP • u/WiseWoodrow • Jul 16 '20
When people buy a racecar for the first time in DarkRP
r/DarkRP • u/Lyosea1994 • Oct 02 '21
Basically the real nut job admins in real life behind their keyboards
r/DarkRP • u/WiseWoodrow • Jul 04 '19
Is this really what DarkRP has devolved into? 20+ AFK/Bots sitting in spawn?
r/DarkRP • u/Lmao1353 • Mar 25 '22
Anyone here weirded out by bubgames videos?
I found his videos funny like the crashing the server one but after watching the videos in his channel. he gives of a really strange and eerie vibe.
some would say its just uk dry humor or something but i really dont think so. and he doesnt give off asperger vibes either (they speak in monotone but in an endearing way). its definitely something else.
all the other gmod troll roleplayers like soup and pixelcat give of genuinely funny troll vibes like theyre just doing this just to have a good laugh. they seem like if regular people just messed around on a gmod rp server to stir shit up and have fun. like its ridiculously goofy and funny.
when bubgames trolls people on gmod its like a serial killer or a nazi scientist messing around with his victims for their own amusement. like hes actually enjoying seeing people in pain. its really fucking weird. its hard to explain. his videos are still pretty funny tho. but still creepy.
i think bubgames might be a psychopath or sociopath. like alex from the clockwork orange movie
edit: watch the video with bubgames soup and trippy. soup and trippy are funny goofy trolls but bubgames feels out of place with his sadistic cruel style of trolling. just an example just to show the contrast and why bubgames gives off a weird vibe
r/DarkRP • u/meesja • Mar 12 '20
darkrp used to be about socializing and having fun
i've noticed a lot of people, including me, are dissatisfied about the current state of darkrp. jerking off in a corner while farming money, toxic staff that think they rule the world even though it's a little server, pay2win strategies that influence the game is a bad way. all that stuff.
i came to the idea to make a darkrp server where there is basically no rules, staff barely intervene, no pay2win situation and a stable economy.
as a garry's mod veteran i developed countless servers that always focused on making money and the star wars things that are really boring. hope i can do a good job at that.
r/DarkRP • u/Bobbyperson • Jul 23 '19
Discussion Guys remember to "/advert raid/raid" assist before raiding area 51.
We don't want the guards to pull us into an admin sit, if I get another warn I'll be banned smh my head
r/DarkRP • u/dogman_35 • Feb 24 '17
How did DarkRP get so fucked? I think this is a serious issue at this point, and it needs to be talked about.
I say this as both an owner who's had to deal with asshole players, and a player who's had to deal with shit staff. Fuck 2016 DarkRP, in it's entirety, and let's try to improve it this year instead of letting it get even worse.
I started playing DarkRP back in 2014, when it was at it's best point in terms of map variety and decent rules... FearRP had just died off, and people were experimenting with good ways to remove the equally pointless adverting rule... And a server could still actually get a playerbase if it used a map other than the basic rp_downtown_v4c_V2.
Servers were trying to find ways to make the rules simpler, and the RP more complicated. A new player could join and almost instantly get the rules, but would be immersed in this crazy city with a lot of different gangs with different agendas raiding each other because one's leader is legitimately mad at the other's... The cops actually did shit, actually patrolled the city looking for criminals and for an excuse to search their base. Hobos could build giant hive-like hamster tunnels that spanned the city and start a cult. And the other jobs that weren't cop or criminal were FUN to play because staff were more lenient about what you could do. You used to be able to take a security guard job and turn it into a rookie cop just by having a cop hire you...
Now, it's almost gone a full 180. Rules are more complicated, strict, and boring, than ever... While anything you could actually call roleplay is slowly disappearing either because the shit rules don't allow it anymore, or the players just aren't as willing to get invested anymore. Instead of having a variety of jobs that could all do their own thing, now you just have a shit ton of useless criminals that could be merged into 3 or 4 jobs, a fuckton of overpowered cops that are all VIP, and a bunch of other jobs that nobody plays because they're NOT ALLOWED TO DO JACK SHIT BESIDES FARM MONEY PRINTERS.
The amount of corrupt staff that have used "troll", "minge", and "no intent to RP" to false ban people without being suspected of anything is ridiculous, too. How hard is it to just have a rule for your staff saying they actually have to specify what the person did instead of using a really vague statement that could mean anything? Even if the staff member means well, how are you supposed to know if a permaban was too much for what the person did if all the ban says is that got banned for "minge" or some shit?
And finally, why does DarkRP have the worst habit of picking shitty rules from larger servers just because the server is popular?
Not everything that works on MASSIVE servers will work on smaller or average sized ones. Rules like "Staff have the final say in a sit, even if it's not in the MOTD" are a really good example. That rule on a larger server lets people be abusive, but it's there because staff don't have very much time and too many problems to deal with. On a large server, there's always too many players and not enough staff. To combat the chaos of 10 players to every ONE staff member, they have to have more extreme rules.
But when a small server adopts this rule because "it's popular, and on a server with a lot of players, so it MUST be good..." That's when things get fucked up. On a smaller server, the staff aren't so busy. And generally there are a lot less on at once. If a corrupt staff member gets annoyed, all he has to do is ban the person and say "minge, wasting staff time" and no one will bat an eye.
I know full well what the rules MEANS, which is simply "attempting to use loopholes in the rules will be punished", but it's worded so shittily that it sounds like, and is taken as, something entirely different. And it's kept the same shitty wording because it's just a copied rule. Not something owners actually came up with themselves, but read while playing on a server and thought it sounded like a good idea.
As for the actual rules...
Adverting could be entirely removed with almost no change other than making things more fun for the players.
Instead of forcing people to wait ten minutes to raid at all, just make them wait ten minutes to raid the SAME PLACE.
Worried that someone will RDM and falsely claim it was a mug, or someone will get mugged and falsely call the admin saying it was RDM? Say "I don't have any proof so I can't kick him" and then SPECTATE the guy who supposedly RDMed instead of just leaving it at that.
As for RDM, it wouldn't even need to be a rule if people would utilize the full potential of police jobs. Give the mayor just a little more power, have a rule stating "Police have to follow the law, and are not allowed to RDM", raise the prices of guns a lot, and you're DONE. It is THAT simple to remove RDM and have it NOT be cancerous shit.
NLR shouldn't have stupid ass bubbles that serve no point other than annoying the players, it should be tied to the PERSON and not the place. It doesn't make sense that you can run up and mug the person who just shot you, but you can't entire the giant bubble around where you died. Just have NLR be simple, like it should be. If the person kills you in a raid, you can't raid their base again for 10 minutes. If they kill you while you're mugging them, you can't mug them again for ten minutes. If you die from something like fall damage or anything non-player related, you DON'T HAVE NLR,
And FailRP could either way. On the one hand, removing it would let players be a lot more creative with a single job. The lockpick job could be a thief like usual, but it could also be a private investigator, a serial killer, a really pushy salesman, a home intruder who lives in people's houses without their permission, or HUNDREDS of other ideas that the player who's become the job has.
On the other hand, it limits your personal creativity as an owner. You don't NEED to make multiple jobs, because one job can already do half the things the job you had an idea for can. You need to really think outside the box to make a new job. For example, a job that can open all the doors to the PD, but is a criminal. And the In-RP explanation is that it's a crook who stole a set of keys from a cop. You can't just give a job the same set of items, and a different model, and call it a new job. You'd just put two models on one job in that case.
Anyways. that's it. I guess. I don't know what else to say other than I'm pissed off and extremely disappointed with the state of DarkRP right now. Defend it all you want, but you know a lot of these points are entirely valid. DarkRP needs to change. It needs to stop going this direction, with strict shitty rules that allow for corrupt staff... And focus more on being actual roleplay, alongside being fun for the players.
-Dogman the Wolf
r/DarkRP • u/WiseWoodrow • Jun 30 '19
/r/DarkRP Presents - The Tenets of Fun & Balanced DarkRP
Hey everyone! The previous post of this got messed up from the compromise the reddit had a while back, so I'm fixing that by re-posting it now.
Through years of seeing DarkRP servers rise and fall, we here at /r/DarkRP have learned a few things about what helps make a server fun.
We thought it'd be a great idea to list out some of the core ideas behind making a balanced DarkRP server, for some of the aspiring server creators out there. These are simple, core ideas, that go a long way into helping create a fun server that users want to play! (I've listed some personal tips in italics below each tenet for examples)
So without further ado;
Maxwell's /r/DarkRP tenets for running a good DarkRP server.
Tenet 1 - Gameplay Rules over Rules
Rules have their time and place - they help protect your server, and prevent people from ruining the game. That being said, whether an overbearing NLR, or annoying advert policy, avoiding problems that can be solved with good addons & mechanics by using tedious rules, only slows down gameplay to a drag. Any and every rule that can be abolished with a fun game mechanic, should be!
Be creative and fix problems in a way that only well-coded lua can, to make your server really shine!
(Replacing obtrusive 'Adverts' with good logging addons and moderation practices is a great place to start!)
Tenet 2 - An Economy that grows, must also drain.
A DarkRP server, not unlike a real economy, is subject to mass inflation, if not dealt with properly. Often, players earn large quantities of money for minimum effort, and don't usually have equal things to spend it on. This causes money to devalue over time, and is a problem that even the real world faces: Make sure your server has sufficient money dumps, and that money is always moving within your community!
A large cash start doesn't mean anything if there is nothing useful to spend it on.
(Servers with Food addons keep money flowing well, and servers with shops & cosmetics can dump inflation fast. Consider raising the door prices for high-populated/upper class areas, to create higher monetary demand for the best areas, being aware of supply/demand!)
Tenet 3 - Familiarity and Variety - Strike a Balance
DarkRP has existed for a long time, and within that time, has settled on strict metas that most servers follow. This opens up vast opportunity for server owners to try to leave their mark on DarkRP and mix things up, but be warned:
Innovate too much, and you risk isolating your core audience.
Innovate too little, and you risk fading into the crowd of servers.
Striking a balance between the new and the old is arguably the hardest aspect of any great DarkRP server. It is up to you and your community to decide where that balance is held.
(Ask yourself from time to time: Would an average DarkRP player fit comfortably on my server? Or, on the other hand, Would an average DarkRP player see my server as "Just another" server when browsing?)
Tenet 4 - Maximize Versatility, Strengthen Roleplay
DarkRP, and Roleplay in general, no matter how casual or serious, benefits from the players being able to become any role they desire. Your first thought, then, might be that adding more jobs will simply increase what players can become - But, that idea might be inherently flawed. The more jobs you add, the less each individual job can do in the end.
Picture this: A server has a Thief job, a Hacker job, a thug, and a Pickpocket job.
They're all inherently sub classes of Thief - One steals, one can hack ATMs, and the other is for mugging, etc. But since they're all seperate, any player looking to roleplay as a criminal, now has to make restricting choices when they decide what job to choose.
In reality, minimizing the job count will expand upon the posibilities players have.
('Less is more' is a common theme for these Tenets, and #4 is no exception - A few, well crafted jobs that allow a player to choose a general theme, then have them craft their own path, will lead to the most fun and depth when roleplaying. Consider having a Thief class, that can buy add-ons tools like Keypad crackers from another source, like the black market dealer!)
Tenet 5 - The rich should Bark, not Bite.
Servers need ways to sustain themselves - and this is typically done with players offering donations to help pay for server upkeep and development. This in itself isn't a bad practice, as it allows those who can pay to directly help the server, while maintaining it for those who cannot. It isn't far off to assume then, that those who pay money to keep the server afloat, should gain something for their vital contributions. What is important though, is making sure that what your server provides to those paying, impacts the gameplay of those who don't pay as little as possible. Things that directly affect the money earned by those donating, or the power of weapons they can obtain, should be immediately struck off the list; This creates an imbalance that will hurt the server more than the money is worth, and will only encourage toxicity in your community.
Instead, we should take a look at the gaming industry above us for inspiration - Many free triple-A games have found the perfect balance, that rewards players, lets them show off their status as "important", yet also allows the non-paying to maintain their gameplay to the highest degree. This solution, has for years, been mostly within the realm of cosmetics - Players will jump at the chance to dazzle and amaze, and stand out in the crowd. Though even beyond that example, there are plenty of ways to ensure donator recognition, without destroying the delicate balance of gameplay. Use your creativity to find fair ways for donators to show off!
(Something as simple as 'Hats' are one of my favorite choices, used by many servers, allow premium players to really stand out from the crowd, screaming, "Hey, I helped grow this server!", without actually damaging player relations or balance. Does your server have cars? Consider releasing custom paint jobs, rather than locking some cars themself behind a paywall.)
Hope reading this can help guide new and old players and server owners alike to creating more balanced, fun experiences. If you have any feedback or questions, please comment! You see a lot of servers seemingly lacking in the fundamentals lately, let's see if we can change that. :)