| Make RP Servers Possible | Here's What We Need

Jai Campbell shared this feedback 10 hours ago
Not Enough Votes

I used to be in a lead position in the world's biggest GTA roleplay server. That server brought in hundreds of thousands of players, and created a massive roleplay scene for Grand Theft Auto.


Today, GTA roleplay is such a big deal that Rockstar purchased the main modification that makes roleplay on GTA 5 possible, FIVEM, which now has more daily players than GTA Online itself. They implemented their own payment system so that they can take a cut from every server and are now clearly considering making servers like this a more official thing in GTA 6, considering their investment into it.


I introduced this topic with GTA to show you how massive roleplay servers are on games, GTA is the biggest, but games like Skyrim, Minecraft, DayZ, Arma, Roblox, and other huge games all have humongous roleplay communities. This is a trend that has been on the rise for 20 years, and is now mainstream.


I've always loved the idea of creating a massive roleplay community in SE1, but with the lag that was there with lots of players, it would have been impossible.


I think SE2 has the opportunity to create MASSIVE roleplay communities; it is the absolute perfect sandbox to bring space roleplay servers to the world at a serious level. However, if we want this to happen, we need to voice our opinions now and make sure that SE2 is built in a way that supports this. If we really want massive roleplay servers, then we need to make sure the developers know this.



• ------------------------------------------------------------------------------ •

| Here are some features that we NEED in order to support roleplay servers (And honestly, large servers in general): |


  • The ability to despawn and spawn grids on a personal level.

• If players have vehicles, they can't always be spawned, especially when they're offline. There needs to be support to despawn and spawn personal grids. With options to despawn them where you are currently, and also in a hanger/like SE1.


  • Server meshing.

• Why should one server be used to support people that are 100,000KM away from eachother? If we want to support large servers, we need to make it so that multiple servers can be used for one game mode. What I mean by this is if you are on planet A, you are in server A, but fly to planet B, you would automatically (and hopefully seamlessly) be moved to server B. This should not be manditory, as it's not needed for small servers, but large servers would need this option for maximum stability with lots of players. This means a battle can take place in different areas of the galaxy without affecting the stability of players no where near that.


  • Proximity chat - Voice AND Textbased

• Voice - Lots of settings need to be possible for this to support lots of types of servers. Some servers will be ok with people talking to eachother ship to ship with no boundaries, whilst some more serious servers will want things like hailing other ships to speak to them, and proximity chat only being between players in the same room.

• Text-based - Currently, the largest GTA roleplay server is text-based, so don't let this opportunity slip. Text-based roleplay servers are often more realistic than voice rp servers, as actions are carefully roleplayed out and immersion isn't broken by accents, mic volumes, and poor voice rp (I'd fail at roleplaying a cool alien with my Scottish accent). Text based chat should have settings such as proximity range, command inputs, and the ability to be different colours based on what is sent (rp servers use this to show what type of message is being sent).


  • Ability to create custom menus, UI, popups, use of APIs, etc - Honestly a lot of this may be possible via mods.
  • Automatic downloading of workshop mods upon joining a server.
  • Scripting.


• ------------------------------------------------------------------------------ •

These are some of the essentials that Keen needs to think about from the start to make roleplay servers and large servers in general possible on SE2. Large servers will still need to impose their own rules and limitations to avoid server load and klang, but as long as Keen has the possibilities in mind and is happy to support the infrastructure behind it, I think SE2 could be home to many large servers.


Keen, I've been part of serious roleplay communities for over a decade and have lots of experience with helping to run the largest gta roleplay server for several years. If you need a direct contact to support you with how these communities operate and what they need, I'd be happy to help, or I can put you in contact with other people.

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I used to be in a lead position in the world's biggest GTA roleplay server. That server brought in hundreds of thousands of players, and created a massive roleplay scene for Grand Theft Auto.


Today, GTA roleplay is such a big deal that Rockstar purchased the main modification that makes roleplay on GTA 5 possible, FIVEM, which now has more daily players than GTA Online itself. They implemented their own payment system so that they can take a cut from every server and are now clearly considering making servers like this a more official thing in GTA 6, considering their investment into it.


I introduced this topic with GTA to show you how massive roleplay servers are on games, GTA is the biggest, but games like Skyrim, Minecraft, DayZ, Arma, Roblox, and other huge games all have humongous roleplay communities. This is a trend that has been on the rise for 20 years, and is now mainstream.


I've always loved the idea of creating a massive roleplay community in SE1, but with the lag that was there with lots of players, it would have been impossible.


I think SE2 has the opportunity to create MASSIVE roleplay communities; it is the absolute perfect sandbox to bring space roleplay servers to the world at a serious level. However, if we want this to happen, we need to voice our opinions now and make sure that SE2 is built in a way that supports this. If we really want massive roleplay servers, then we need to make sure the developers know this.


• --------------------------------------------------------- •

| Here are some features that we NEED in order to support roleplay servers (And honestly, large servers in general): |


  • The ability to despawn and spawn grids on a personal level.
    If players have vehicles, they can't always be spawned, especially when they're offline. There needs to be support to despawn and spawn personal grids. With options to despawn them where you are currently, and also in a hanger/like SE1.
  • Server meshing.
    Why should one server be used to support people that are 100,000KM away from eachother? If we want to support large servers, we need to make it so that multiple servers can be used for one game mode. What I mean by this is if you are on planet A, you are in server A, but fly to planet B, you would automatically (and hopefully seamlessly) be moved to server B. This should not be manditory, as it's not needed for small servers, but large servers would need this option for maximum stability with lots of players. This means a battle can take place in different areas of the galaxy without affecting the stability of players no where near that.
  • Proximity chat - Voice AND Textbased
    Voice - Lots of settings need to be possible for this to support lots of types of servers. Some servers will be ok with people talking to eachother ship to ship with no boundaries, whilst some more serious servers will want things like hailing other ships to speak to them, and proximity chat only being between players in the same room.
    Text-based - Currently, the largest GTA roleplay server is text-based, so don't let this opportunity slip. Text-based roleplay servers are often more realistic than voice rp servers, as actions are carefully roleplayed out and immersion isn't broken by accents, mic volumes, and poor voice rp (I'd fail at roleplaying a cool alien with my Scottish accent). Text based chat should have settings such as proximity range, command inputs, and the ability to be different colours based on what is sent (rp servers use this to show what type of message is being sent).


  • Ability to create custom menus, UI, popups, use of APIs, etc - Honestly a lot of this may be possible via mods.

  • Automatic downloading of workshop mods upon joining a server

  • Scripting.
  • • --------------------------------------------------------- •

    These are some of the essentials that Keen needs to think about from the start to make roleplay servers and large servers in general possible on SE2. Large servers will still need to impose their own rules and limitations to avoid server load and klang, but as long as Keen has the possibilities in mind and is happy to support the infrastructure behind it, I think SE2 could be home to many large servers.


    Keen, I've been part of serious roleplay communities for over a decade and have lots of experience with helping to run the largest gta roleplay server for several years. If you need a direct contact to support you with how these communities operate and what they need, I'd be happy to help.

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