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#6349
Okay so if you was to be a shop keeper you'd set up a shop sell some guns then you'll log off and do stuff then you come back and your shop is ripped to peaces forcing them to
  • A-Not want to be the role
    B- Go round selling there items without a shop
so an idea to counter this issue is to make shop raiding off limits to the bandits but instead allow them to rob the shop for money or guns but the shop is not destroyed so they do not decide to sell to people on the road or they don't decide to change roles

Some ideas to enforce this
  • Place a metal sign making people know your a shop inside and outside the base(add it to all shop roles kits)
    The shops can only be 2x2 or 4x4
    Make the bases be made in pre-built areas e.g. Seattle
Ultimately it will just help the server because it allows people to have shops that are there until they decide to sell it on or remove it themselves

Thanks for reading i hope some people agree with my views
#6427
This is one large issue with Weaponsmiths. I would just tear down my shop each time before logging off just so I wouldn't have to get the material again the next time I was online. But it's still a hassle and you can't hold much to sell later on. The ability to not have your shop destroyed while being offline would be nice and all, but it's gonna be hard to actually enforce. Unless someone is watching over the base 24/7, SOMEONE is gonna break in when they think no one is watching. Not to mention, with the amount of Weaponsmiths there would be a lot of shops if people weren't scared of them being destroyed. And that would lag the server down some.

It's funny, most people need a Weaponsmith to make money, so you would think they wouldn't try breaking into shops, but most don't care as long as they get some sort of loot out of it.
#6434
This is one large issue with Weaponsmiths. I would just tear down my shop each time before logging off just so I wouldn't have to get the material again the next time I was online. But it's still a hassle and you can't hold much to sell later on. The ability to not have your shop destroyed while being offline would be nice and all, but it's gonna be hard to actually enforce. Unless someone is watching over the base 24/7, SOMEONE is gonna break in when they think no one is watching. Not to mention, with the amount of Weaponsmiths there would be a lot of shops if people weren't scared of them being destroyed. And that would lag the server down some.

It's funny, most people need a Weaponsmith to make money, so you would think they wouldn't try breaking into shops, but most don't care as long as they get some sort of loot out of it.
Exactly, in fact, Id much prefer a traveling weaponsmith, due to it more accessible to players (traveling = more people reached than stationary), extremely unlikely to be de_stroyed by bandits, No server lag, with raided buildings, and , people dont care about how you do you weaponsmith practices. TBH, at the end of the day, its about making the most profit, and people having weapons in this crazy place we call Seattle.
#6437
Exactly, in fact, Id much prefer a traveling weaponsmith, due to it more accessible to players (traveling = more people reached than stationary), extremely unlikely to be de_stroyed by bandits, No server lag, with raided buildings, and , people dont care about how you do you weaponsmith practices. TBH, at the end of the day, its about making the most profit, and people having weapons in this crazy place we call Seattle.
I have a feeling the reason you say this is because you just travel around selling guns and such that you find. Idk if you ever had a shop, but most the time I've been on and you were a Weaponsmith you were just a looter. Not saying that is wrong, because Rag said that was okay, but the role was to supply weapons to the people of Washington. It also gives people a way to make money, by selling weapons and other things to the Weaponsmith. Sure being a Weaponsmith can be dull and a lot of waiting. But if you're just out looting that isn't playing the role completely as it was intended. I will concur, you do have a point about "traveling = more people reached" because not everyone is willing to burn their /tp on a buy or sell and have to wait out that timer to do it again.

Which brings me to say, Weaponsmith needs a second or third look at.

1. Buy prices are gonna have to come down for Weaponsmiths, or the sell prices need tweaked up more. People just end up searching around for guns due to the cost that the Weaponsmiths have to sell them at if they don't have any in stock. And lets face it, the majority the Weaponsmiths don't have most things in stock because the fear of a raid; which would destroy their fun.

2. Think of allowing Traveling salesmen. I'd say a good 95% of those that play Weaponsmith are just looting and selling; even if that wasn't the original primary role of a Weaponsmith. Probably 10% of that 95% actually had a shop at one time but lost it and gave up on the shops.

3. Crack down on those that are still trying to sell weapons to others without being a Weaponsmith. Make the Police bust these people for selling illegally. "Illegally selling/attempted to sell without a Weaponsmith license" or "Selling without permit" could be the cause for arrest. The cops can judge on what's a fair ticket for such actions. This would push more people to use a Weaponsmith.

I'm tired so I can't think of anything else. If I do, I will be back.
#6471
This is one large issue with Weaponsmiths. I would just tear down my shop each time before logging off just so I wouldn't have to get the material again the next time I was online. But it's still a hassle and you can't hold much to sell later on. The ability to not have your shop destroyed while being offline would be nice and all, but it's gonna be hard to actually enforce. Unless someone is watching over the base 24/7, SOMEONE is gonna break in when they think no one is watching. Not to mention, with the amount of Weaponsmiths there would be a lot of shops if people weren't scared of them being destroyed. And that would lag the server down some.
Well a idea to enforce it could be making Seattle a raid free zone but that also makes a opertunity too make a new role for real estate agent because if you was to purchace a row of houses in seatle you could sell them too the public provide them with power food water then it could actually make a safe community and you could argue that everyone would buy a base there so there would be no point in bandits but to counter the issue you could make a payment to the estate agent to live in the house/base i will probably make a thread about this after i commented.
#6472
Exactly, in fact, Id much prefer a traveling weaponsmith, due to it more accessible to players (traveling = more people reached than stationary), extremely unlikely to be de_stroyed by bandits, No server lag, with raided buildings, and , people dont care about how you do you weaponsmith practices. TBH, at the end of the day, its about making the most profit, and people having weapons in this crazy place we call Seattle.
I have a feeling the reason you say this is because you just travel around selling guns and such that you find. Idk if you ever had a shop, but most the time I've been on and you were a Weaponsmith you were just a looter. Not saying that is wrong, because Rag said that was okay, but the role was to supply weapons to the people of Washington. It also gives people a way to make money, by selling weapons and other things to the Weaponsmith. Sure being a Weaponsmith can be dull and a lot of waiting. But if you're just out looting that isn't playing the role completely as it was intended. I will concur, you do have a point about "traveling = more people reached" because not everyone is willing to burn their /tp on a buy or sell and have to wait out that timer to do it again.

Which brings me to say, Weaponsmith needs a second or third look at.

1. Buy prices are gonna have to come down for Weaponsmiths, or the sell prices need tweaked up more. People just end up searching around for guns due to the cost that the Weaponsmiths have to sell them at if they don't have any in stock. And lets face it, the majority the Weaponsmiths don't have most things in stock because the fear of a raid; which would destroy their fun.

2. Think of allowing Traveling salesmen. I'd say a good 95% of those that play Weaponsmith are just looting and selling; even if that wasn't the original primary role of a Weaponsmith. Probably 10% of that 95% actually had a shop at one time but lost it and gave up on the shops.

3. Crack down on those that are still trying to sell weapons to others without being a Weaponsmith. Make the Police bust these people for selling illegally. "Illegally selling/attempted to sell without a Weaponsmith license" or "Selling without permit" could be the cause for arrest. The cops can judge on what's a fair ticket for such actions. This would push more people to use a Weaponsmith.

I'm tired so I can't think of anything else. If I do, I will be back.
I do agree with your points, but I am far from a looter. Unlike looters, I sell and do businesss with anyone who comes across me, and the guns I do come across go back to players at a reasonable price. It may seem that I am, but it is a lot safer than running a set store, and more efficient
#6482
I do agree with your points, but I am far from a looter. Unlike looters, I sell and do businesss with anyone who comes across me, and the guns I do come across go back to players at a reasonable price. It may seem that I am, but it is a lot safer than running a set store, and more efficient
So you are saying you're breaking the Weaponsmith role by selling without a shop?
That was a huge thing with Rag in the beginning, that he was going to start stripping the role from players that didn't have a shop but would just sell as they were out and about. Hell if a mod isn't even following that role to the T, why would anyone else see a problem with doing it that way? Rules and role guidelines were setup to be followed, and the Mods should be up holding those rules and role guidelines and passing it on to others. But if people are just getting away with playing the roles the way they want to then why are there any rules or guidelines in the first place?

Sure, I did just say that the traveling salesmen should be thought of accepting, but hell, that doesn't take effect unless Rag agrees upon it. And until then, Weaponsmiths should be following the rules and have a shop.

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