Suggestions for server revival - Printable Version +- Need For Speed :: San Andreas (https://www.nfssa.net) +-- Forum: English Forums (https://www.nfssa.net/forumdisplay.php?fid=6) +--- Forum: New Suggestions (https://www.nfssa.net/forumdisplay.php?fid=11) +--- Thread: Suggestions for server revival (/showthread.php?tid=11956) |
Suggestions for server revival - GetSomeHelp - 21-01-2025 i'm going to start by saying this: the main reason the server is dying isn't the lack of updates, it's the lack of single playability the problem is that 80% of the gameplay REQUIRES the presence of other players, even lately with an average of 20 players online, it's still not guaranteed to be able to start a race (am looking at you doherty afkers), let alone a 4/4 one, so the less players there currently are, the less chance for new ones joining to stick around, and when the player amount reaches 0, it basically becomes impossible to play, which results in a non revivable server. to tackle this, i've made a list of improvments, which should be easy to implement note that i'll be leaving a tldr at the end to avoid any attention span problems Improvements: I-Police: Pursuits are the best singleplayer feature currently, so it's best that it gets improved to its peak instead of creating something new completely =Problem: going from heat 1 to heat 6 is PAINFULLY slow, and it makes it much worse the fact that you lose 1 heat level every day when you're not using the car in pursuit, for players who quit the game then joined back, finding out they need to go all the way from heat 1 to 6 that slowly is a big turnoff =Solutions: 1-In need for speed games, your heat increases extremely fast EXCEPT at the last level, so in a maxed A class car, going from heat 1 to 5 will take about 15 seconds per level, but going from heat 5 to 6 is going to take the normal time 2-make it so the heat doesnt decrease at all, but you can go to a certain place/shop in order to pay money to lose your heat (note that making it so that changing your paint/livery loses your heat is a very bad idea, unless solution 1 in implemented) =Problem: Cop spawning becomes very unpredictable at the later heats, which makes for gameplay that sways towards luck instead of skill =Solution: make cops spawn infront of your car only 20% of the time, while 80% they spawns behind (this doesnt include roadblocks and rhinos), and if the cops are unable to spawn behind, then they spawn infront. =Problem: Escaping police at heat 5 and 6 becomes very difficult since they can literally climb walls, =Solution: make it so while in cooldown, cop spawns become significantly less, am talking 3 cops spawn limit (if there are currently more than 3 cops, for example 6, no more cops spawn, but none of the 6 cops despawn) II-Racing: =Problem: in a dead server, its impossible to start a race other than time trials as there is no one to join =Solution: allow starting races with only 1 player in them, while the rewards are going to be very low, some players just want to grind toptimes, or race for fun =Problem: new players have a hard time racing because of 2 reasons, the current meta for rewards is playing a high lap circuit race, which is super boring, and the average new player experience is usually getting outran by some guy with a maxed infernus =Solution: permanently Boost the rewards for quickraces, this ensures races that are more fair, and more diverse =Problem: people avoid quick races because of how often drift gets picked, which most of the time isn't fair because it requires specific setups =Solution: Reduce the chance of drift getting picked (dont set it to 0% cuz drift 2.0 is peak), and while you're at it reduce street-x chance as well, since it gets really repetitive with those tracks [b]=Suggestion: [/b]in the quickrace menu, the menu which you choose which cars to enable and disable, add a gamemode priority screen in said screen, players can choose to either prioritize a certain mode (+), or unprioritize (-), or leave it at default ( ), and when a quickrace is starting, the chance of each gamemode being chosen decreases or increases based on each player's options =Problem: some people get carried by crazy dynos that they gatekeep, some got good driving skills but bad dyno knowledge =Suggestion: add the ability to sell dynos, players can put a up a dyno for sale in the shop for a chosen price, and when other players purchase it, they get 10% of each purchase, as for purchased dynos, you cannot view the dyno settings, you can only use it (to prevent 1 person buying the dyno than just sharing), dynos can be tested in the shop before purchase, this encourages players against gatekeeping (to a certain level) TLDR: 1-Make pursuit heat increase faster, or make it so it doesn't decrease at all 2-Make cops spawn less often in front 3-Limit cop spawns when in cooldown 4-Allow starting races with only 1 player 5-Boost quickrace rewards 6-Decrease Street-x and drift chance in quickrace 7-Add a Dyno Shop |