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Public method to check playtime


Bodo420

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Lately i've been thinking ...... Why checking a player's playtime is something restricted only to admins/SAHA , like there should be a command "/playtime <account name>" which displays the player's playtime for the last 30 days which would be useful for gangs/squads , they can use it to check their members activity and their active members hours played and to check the recent activity of their applicants also . it could be used to check if someone is hoarding his properties or not . Anyways I posted this based on many people's opinions , so pretty sure all here agree with what I am aiming for . I hope this command can be used by the public soon ......


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I made 2 designs to explain my ideas,
first one is public and everyone in our gang can access it,
the second one is just like the punishments sections, you need a specific level to access it, like sHQs and HQs only.
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Credits to @Niklaus :heart_suit:


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Would be lovely. Then just make it reset the 1st day of every month, so we won't have to keep track of whether or not they've been online for 17 hours in April and 1 in May, or 0 in April and 18 in May due to it being set to display 30d activity from their last login or whatever


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Well... Good suggestion.


Why would someone vote no to this? Lol. I'm kinda surprised more than 10 players voted no... Asking myself what could be the reason(s) behind it. I see from it more advantages ( @Bodo420 already mentioned some)... than disavantages.


Anyways as @Velo said I can also check it as I'm an admin... So it doesn't really change a thing for me haha but I think it'd be interesting... Everyone should be able to check it imo (the play time in the last 30 days or "X" days).


Could work like a command "/playtime username days"... And it displays the player's play time during the mentioned days (10, 20, 30, 360, etc). Another option could be @Bodo420 's designs for the /gang panel but you could only see the play time of the last 30 days of your organization's members.


We can already see and check the total play time of a player from TAB players' list (I've like 9100 hours or so for example)... So why not being able to see and check the play time of the last "X" days? (Not only the total play time).


Make it happen!


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Is there any other logical reason than what is below for this suggestion?


Would be useful for gangs/squads , they can use it to check their members activity and their active members hours played


If we're gonna implement such a system, we might perhaps just completely delete the activity requirements... Lolz


The reason playtimes are private is because so that GM's activity requirement doesn't get exposed. If it gets exposed, people will be able to cheat the system easily by getting players who don't really play to AFK the required time and count towards the monthly activity limit, and we will have lots of dead gangs which are, in theory, active. We do already have lots of gangs and as harsh as it sounds, to survive you need actual active players and those who don't sadly should suffer the consequences or we will end up with 50 gangs which will probably ruin the gameplay even more, I'm surprised that no one actually sees that.


I mean it's not rocket science, one can still easily cheat the system if you try so hard, but let's not make it that easy...


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@terry said in Public method to check playtime:



Is there any other logical reason than what is below for this suggestion?


Would be useful for gangs/squads , they can use it to check their members activity and their active members hours played


If we're gonna implement such a system, we might perhaps just completely delete the activity requirements... Lolz


The reason playtimes are private is because so that GM's activity requirement doesn't get exposed. If it gets exposed, people will be able to cheat the system easily by getting players who don't really play to AFK the required time and count towards the monthly activity limit, and we will have lots of dead gangs which are, in theory, active. We do already have lots of gangs and as harsh as it sounds, to survive you need actual active players and those who don't sadly should suffer the consequences or we will end up with 50 gangs which will probably ruin the gameplay even more, I'm surprised that no one actually sees that.


I mean it's not rocket science, one can still easily cheat the system if you try so hard, but let's not make it that easy...



So you wanna force people to play a game where you wait 10 minutes for a store rob to get 30k from it or just be afk all day in lvx.
It sounds kinda boring to me.


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@rykila said in Public method to check playtime:



So you wanna force people to play a game where you wait 10 minutes for a store rob to get 30k from it or just be afk all day in lvx.
It sounds kinda boring to me.



Who said we're forcing? You're totally free and it's your decision to either play or not.


If you like it, you play it and you count as an active player, and if you don't, you don't. It's simple as that, but expecting to be counted as ''active'' meanwhile you don't even play is just selfish.


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I don't know why deleting the "activity requirements" c:, it's assumed that there's a media archive to justify the number of members based on activities carried out and posted. By establishing a simple relationship between these two points, you can have a real impression if a gang is active or not.


Even so, no one is saying that it can be useful to break the system, at first glance you can intuit that its true usefulness is related to monitoring the activity of the members so that, for example, they can realize some inactive or inefficient member in its ingame time.


Starting because it should not be relatively easy to break the requirements that should be crucial for gangs and squads to maintain their respective status and level on the server, the change should be aimed at modifying the activity indicators and not the tools that could be useful to control in depth the activity in the organizations.


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@terry said in Public method to check playtime:



@rykila said in Public method to check playtime:



So you wanna force people to play a game where you wait 10 minutes for a store rob to get 30k from it or just be afk all day in lvx.
It sounds kinda boring to me.



Who said we're forcing? You're totally free and it's your decision to either play or not.


If you like it, you play it and you count as an active player, and if you don't, you don't. It's simple as that, but expecting to be counted as ''active'' meanwhile you don't even play is just selfish.



What do you expect gangs to do? Because I don't see other solution than call inactive members to do 10hours atleast, the server is going down hill, but it's whatever i'm not even gonna bother anymore.


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Imagine giving a shit about activity requirements. I bet hm.. Let's say 15 of the players that's been online during the last 24h, are people that's merely been online to clock in some hours for their gang/squad. You go to SRs with 70 or 80 crims online, and there's 2 trainees standing on the roof. The server might have players online, but it's fucking dead. D-e-a-d.


It'll be even more dead once level 4 or 5 gangs decide to close shop, because they can't be bothered with telling people to be afk for 10 hours, just to make sure that they meet the requirements now that we can't check playtime if we aren't admins. A lot of our players lost interest in the server, when that whole BR-thing happened and certain people refused to listen to what the community was telling them. Mess up the server -> Make people lose interest in the server -> Force gangs to random invite turks or tunisians to keep their level.


But anyhow; Let's not improve the state of the server for all I care. I'm only here to keep TT alive, would save me a lot of headaches if I could finally fuck off for good.


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@spetnazz said in Public method to check playtime:



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Imagine giving a shit about activity requirements. I bet hm.. Let's say 15 of the players that's been online during the last 24h, are people that's merely been online to clock in some hours for their gang/squad. You go to SRs with 70 or 80 crims online, and there's 2 trainees standing on the roof. The server might have players online, but it's fucking dead. D-e-a-d.


It'll be even more dead once level 4 or 5 gangs decide to close shop, because they can't be bothered with telling people to be afk for 10 hours, just to make sure that they meet the requirements now that we can't check playtime if we aren't admins. A lot of our players lost interest in the server, when that whole BR-thing happened and certain people refused to listen to what the community was telling them. Mess up the server -> Make people lose interest in the server -> Force gangs to random invite turks or tunisians to keep their level.


But anyhow; Let's not improve the state of the server for all I care. I'm only here to keep TT alive, would save me a lot of headaches if I could finally fuck off for good.



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@terry said in Public method to check playtime:



Is there any other logical reason than what is below for this suggestion?


Would be useful for gangs/squads , they can use it to check their members activity and their active members hours played


If we're gonna implement such a system, we might perhaps just completely delete the activity requirements... Lolz


The reason playtimes are private is because so that GM's activity requirement doesn't get exposed. If it gets exposed, people will be able to cheat the system easily by getting players who don't really play to AFK the required time and count towards the monthly activity limit, and we will have lots of dead gangs which are, in theory, active. We do already have lots of gangs and as harsh as it sounds, to survive you need actual active players and those who don't sadly should suffer the consequences or we will end up with 50 gangs which will probably ruin the gameplay even more, I'm surprised that no one actually sees that.


I mean it's not rocket science, one can still easily cheat the system if you try so hard, but let's not make it that easy...



The consequences you described in this post are like you said "in theory". The average playercount is already in decline nowadays. By implementing this you will motivate people to contribute the playercount. So what if they stay AFK? Actually, who says that they will? Maybe a turf war will happen, and they will get called, and realize that they could still enjoy the game and be active. This might be the opportunity to attract players back to the game, but new features (like casino rob) should be added too, and who knows other issues that need to be solved. At least you're making people login; the rest depends on the staff to convince these players to be active and not AFK at all


After all, this feature might be a small but effective one, even in theory. It just depends on how you look at it.


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ive said it before, i say it again, if the activity is completely based on gangs and squads (which have monotonous and boring activities), the server will be dying. it is common sense, groups carry something fresh and new in the game, once they cannot do that, the community simply realizes how boring and monotonous the server is ( cough sap cough ). as we see, all groups are dead, so is the server, thus once again, people realized that doing the same exact thing everyday feels more like a full time job than an actual game.


same thing goes about the requirements. yes, people will afk hours so their g/s stays alive thats true, but if they don't, their g/s will close and like 80% of the members will simply stop playing. very simple. why its working like that? the answer is in the start of my post.


its all common sense, obviously.


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