@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.