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MCP V6 - Printable Version +- CDGS (https://forums.cdgs.net) +-- Forum: MCP (Convicted) (https://forums.cdgs.net/forumdisplay.php?fid=71) +--- Forum: Announcements (https://forums.cdgs.net/forumdisplay.php?fid=82) +--- Thread: MCP V6 (/showthread.php?tid=15947) |
Re: MCP V6 - polardog11 - Oct 5th, 2016 (Oct 5th, 2016, 01:51 AM)Miner link Wrote: Shivs / Shanks / Other Prison Weapons The pepper spray sounds cool. Possable guard item? Re: MCP V6 - Maelonic - Oct 5th, 2016 (Oct 5th, 2016, 01:14 PM)polardog11 link Wrote: [quote author=Miner link=topic=4275.msg24761#msg24761 date=1475657476] The pepper spray sounds cool. Possable guard item? [/quote] I think that if it does get put in pepper spray HAS to be a guard item! maybe tear gas to love the ideas behind this! Re: MCP V6 - omega015 - Oct 6th, 2016 Some more random suggestions for crate items:
Other thoughts for v6:
Re: MCP V6 - LaughNgamez - Oct 6th, 2016 Thanks for all the suggestions miner, we've definitely used some and will use more in the future. As far as the custom items go though for PvP we're going to refrain from adding them. MCP has a good amount of custom items from crates and the PvP is already quiet diverse. We want to see how it settles after the reset and don't want PvP to be even more of a jumble than it currently is. Perhaps this will change with demand in the future. Some of your newest suggestions such as the plot entry and warp gui would definitely be added if the time comes up. For the parkours they are 100% RNG on which of the 50 is picked for the day, then again it does change every 8 hours so it's not surprising we have duplicates. As for the Alcohol/Brewing; this has been requested for a while, basically since we added drugs. We tried to keep the drugs unique as possible and didn't add more due to there being overlap so adding more drugs/alcohol while having more options wouldn't really add much content. If we also added brewing we'd want it to be a proper system such as custom textures, complex creation, and a meaningful variety. It's currently a large/hard to plan out addition (not to mention how drugs need a redesign from a technical point.) but as some point this could do with being added. For things like the secret areas you're a warden feel free ![]() PS to the MCP players below is an incomplete list of some of the finished changes to the new map, obviously there are others that were not written down. Re: MCP V6 - masterovieOG - Oct 6th, 2016 Love the pay raise ![]() Re: MCP V6 - serrian_ - Oct 6th, 2016 Alcatraz, maybe a hint to what the new map is inspired by? Re: MCP V6 - masterovieOG - Oct 6th, 2016 (Oct 6th, 2016, 06:43 AM)serrian_ link Wrote: Alcatraz, maybe a hint to what the new map is inspired by?"I'm sorry my response are limited, you must ask the right question. Re: MCP V6 - b_bob58 - Oct 6th, 2016 b_bob and zs471's Suggestions Places to explore: There should be hidden secrets and places to explore around the prison like the coded door, obviously wouldn't have to be introduced at the beginning of the map. Harder to obtain items: I don't know if the block shop exists on the new map, but the way I see it is since you can currently buy nearly any block in the game from the block shop in citizen, you're essentially forcing players to spend time mining in order to obtain money to buy some cheap blocks from the block shop. If you were to remove the block shop, the time people spend making money could be spent gathering those blocks from the free world in order to differentiate the activities that go on. Give gold a use: Gold has no use really, so what I'm thinking is that maybe you could add an upgraded version of shards that will make it so instead of needing 50 of each shard, maybe you only need 30. Mob Farm Gear: I'm suggesting maybe an armor set + sword or axe be added to crates or the point shop that are designed specifically for the mob farm so you can last a while in the farm without having to repair too often but also not be so overpowered that you never need to leave. Mob farm improvements Make it so that whenever you kill a skeleton or zombie in the donator mob farm, you get say $3 for a skeleton and $5 for a zombie kill. Economy improvements: Maybe make some changes so that mining isn't the only viable option to make money. Re: MCP V6 - LaughNgamez - Oct 6th, 2016 @bbob & Zs #1 - Agree 100%, however designing things like this has never been my strong suit and Zeedin has been busy. Perhaps the wardens can add things like this within the prison theme/freeworld. #2 - Haven't actually thought about the block shop yet, will consider this. Generally I'm against the blockshop but I understand why it's liked so much. We certainly won't be adding anymore items to it. Perhaps we'll adjust prices to encourage more classic gathering. #3 - Gold will have more value in the new eco. I do love gold and appreciate suggestions but I doubt we'd go with the shards idea. Other uses would be cool for it (particularly with the hens around) #4 - Thanks for the idea will be used. #5 - $3-5 is nothing, perhaps we will add onto mob farms more though. #6 - Economy getting a large set of changes. |