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By bs18
#29705
So I'm a bit new to Unturned and Pandahut servers, but maybe my perspective could be useful..

First off, roles are obviously way off balance.. from what I saw #10 was slightly better than #13, but not by much. Almost everyone is a bandit, a few cops, and one or two weaponsmiths/armorsmiths/builders. One part of that that bothered me is the /role 1 day cooldown. Makes it a bit difficult to experiment with multiple roles to see which you like best when you have to wait a day for each for like 10-20 roles. Another thing that stood out to me was raiding.. pretty much any time I saw a chef, weaponsmith, armorsmith, builder, etc. set up a base/shop it got raided fast. That pretty much killed my motivation for trying to switch to one of those types of roles, and stick to bandit robbing people in those roles.

So with that, hopefully there's a fix to raiding? A few other RP servers I've been on have banned offline raiding, and it's actually kind of peaceful. I think that would fit RP more than the constant raiding going on. People might not even want that, so maybe a compromise between no offline raiding and what's going on now. Also, maybe even remove zombies in Seattle/Moscow.

Another part is police. From what I've seen, most of the time they don't do anything. Even when they're a sizeable number of them, there's rarely any arrests and too much of a focus on kidnappings (with them standing outside doing nothing). I rarely see them responding to robberies. Again, I have yet to try the police role, and maybe there's more going on from what I've seeing, but almost every robbery or kidnapping I've seen so far goes successfully even if officers show up (unless victim stops it). From the guides I've seen there should be way more arrests, there's a lot of crime. Maybe this is due to officers being outnumbered so much so often, but still. Also, maybe make it more known to people to do /police location when they're being robbed/kidnapped, might help.

There are a lot of rules, and it was mostly clear, but sometimes you can make mistakes. I think a little leniency for new players would be great.

One more thing: I'm a donator, but I don't understand why we have the ability to buy ammo/attachments, really screws with weaponsmith role. Just because people had it before doesn't mean they have a right to now.
#29733
A one-week raid cooldown definitely won't work, but I disagree with the rest of the post.

It's not like RP = cops and robbers only, that's the point of having a variety of roles. I've seen a lot of younger people enjoying other roles like builder, weaponsmith, armorsmith, mechanic. While police/bandit is obviously going to be popular for younger people, it doesn't mean you should just forget about role balance. I definitely disagree about it being something we can't do anything about. If ideas like the one I suggested about raiding were implemented, people would be more willing to try out new roles instead of going the default bandit role. People won't leave because they didn't get the first role they thought of. People settle for things all the time, and many, many games have caps for certain roles/classes. It's not something new.

When I talked about a shorter cooldown on /role, I was thinking something like 4-6 hours. That will allow people to change roles more frequently, but why is that a problem? So many people at bandit/police that there's often a shortage on the other roles. It doesn't need to be a 5-minute cooldown since it would obviously be abused, but people shouldn't be forced into a role for too long either.

As for your reply on the ammo/attachments perk on donators, there's more than enough perks for donators as it is. There's no need to take out half a weaponsmith's job for it.

Reducing the cooldown will allow new players to experiment with various roles on their first few days, instead of settling into bandit automatically. Just as important is more effective policing that will reduce the number of bandits and again encourage trying out more civilian roles.

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