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The New Mental State solution


Fireman Sam
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KornbreadMaf1a

 

 

What I want to know is why there are ads on here asking me if I'm looking for a sugar momma.

The ads are most likely through google and the ads you see are based on your Internet usage and searches. They are different for everybody.
Lies. "Your ads are based on what your internet usage is"

Yeah right. I keep getting ads for random crap like Viagra and suicide blades. I don't even want that garbage. Wtf.

It's pretty well known that most ads are cookie based nowadays. If you don't believe me google cookie based ads.
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What I want to know is why there are ads on here asking me if I'm looking for a sugar momma.

The ads are most likely through google and the ads you see are based on your Internet usage and searches. They are different for everybody.
Lies. "Your ads are based on what your internet usage is"

 

Yeah right. I keep getting ads for random crap like Viagra and suicide blades. I don't even want that garbage. Wtf.

Well... The Chevy ads are on point though.
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Fireman Sam

Again, please refresh your website page. I updated my thread.

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CarimboHanky

logic behind this "system" is even more retarded that the current mental state...

 

so, to be a good player you have to follow traffic rules, you know if you run a light thats a crime. you cant rob a store or armored trucks, hunt bounties, etc etc etc, ad all that is criminal stuff.

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Fireman Sam

logic behind this "system" is even more retarded that the current mental state...

 

so, to be a good player you have to follow traffic rules, you know if you run a light thats a crime. you cant rob a store or armored trucks, hunt bounties, etc etc etc, ad all that is criminal stuff.

Never mind, I update my thread again.

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RoyalRedXIII

logic behind this "system" is even more retarded that the current mental state...

so, to be a good player you have to follow traffic rules, you know if you run a light thats a crime. you cant rob a store or armored trucks, hunt bounties, etc etc etc, ad all that is criminal stuff.

so basically the bad players are the ones playing the game lol.

 

"Hey, drive faster! The documents are getting away!"

"Sorry, I'm tryna be a green dot."

 

"Hey, I need some more ammo. Let's hit up a store for money"

"Sorry, I'm tryna be a green dot."

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Fireman Sam

logic behind this "system" is even more retarded that the current mental state...

 

so, to be a good player you have to follow traffic rules, you know if you run a light thats a crime. you cant rob a store or armored trucks, hunt bounties, etc etc etc, ad all that is criminal stuff.

I mean that the game will change the bad player to a bad session and the good player goes to a good session.

 

Bad players who F**KS up in the regular session they go to the BAD SPORTS.

 

Good players in the regular session will still stay.

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roboticsuperman

You still haven't explained what is considered good behaviour or bad behaviour.

 

But if you become a yellow player, you get moved to a yellow lobby, everyone in the lobby would be yellow. So what's the need for the colours? You could implement your idea without the use of colours to state how mental they are. And instead use the colours for identification of individuals like gta 4

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Fireman Sam

This is the complete opposite of a solution. Lol

Please refresh your website page, I already updated my thread.

 

I will PUT PLAN (B) up soon

Edited by Fireman Sam
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RoyalRedXIII

I have to admit, it's an ok suggestion. It's certainly different, but even if something like this did work there were different colors for players:

 

I'd STILL shoot anyone who got to close to me! Lol. Only colors that matter are friend and crew colors.

What's to say that green dot won't wake up and decide to be a yellow dot one day? He has to start somewhere, but I won't let that be me.

 

I'm not a trouble maker by myself, but if you bring me the right ingredients, I can make you some trouble lol.

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Fireman Sam

You still haven't explained what is considered good behaviour or bad behaviour.

 

But if you become a yellow player, you get moved to a yellow lobby, everyone in the lobby would be yellow. So what's the need for the colours? You could implement your idea without the use of colours to state how mental they are. And instead use the colours for identification of individuals like gta 4

Okay, we go with the Grand Theft Auto 4 System.

 

Please refresh the page that you are on my thread. Check the updated thread that I created.

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But how would the game distinguish between a good player and a bad player? That's the main problem now...

 

When you look at your Online Player list screen, it shows everybody's name on that list.

 

It should show color bars. Of which player is good, fair, and to bad players.

 

Mostly, bad player are placed in BAD SPORTS. They need a time off.

 

I guess I should have worded that better what I'm asking is how would the game detect what a player is doing to determine if they're a bad player or not. The current system is 'flawed' because it counts npc kills and Vehicles explosions against you it also resets everyday at a certain time which makes it inaccurate too.

That NPC thing is what gets me, it makes the mental state ratings totally worthless. It would be helpful to know if a player is likely to attack me, but it says nothing when that dot could be red just for picking on NPCs.

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Fireman Sam

How about we keep the BAD PLAYERS OUT of the session?

 

The Greens, Yellows, oranges, and red oranges will stay in a regular session.

 

The game decides the RED DOT PLAYERS should be placed in a BAD SESSION. Where the BAD SESSION, everybody is F**KING around.

 

The Red orange players dots are given a WARNING, that they will be placed in a BAD SESSION.

 

The Greens, Yellows, oranges, and red oranges will continue doing their jobs, missions, races and robbing stores.

 

BAD PLAYERS who destroyed your Modded car, or kill your character for no reason will be PLACED in a BADS SESSION.


Please wait until I update the thread again.


And refresh the page too.

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This is the complete opposite of a solution. Lol

Please refresh your website page, I already updated my thread.

I did and you're still not providing any logic or reasoning why this would be a benifit. I get what you're saying, but though it might sound good to you, it sounds horrible from a player standpoint. What you're proposing is to be considered a good player you cannot commit any crime. That means no store robbery's, no bounty's, no defending yourself, no nothing. Basically don't play how the games meant to be played that way you can be a green blimp. Its stupid. Then what happens when a "bad player" isn't on for a while and gets put in a lobby full of green blimps? See, just another flawed system. Its a shallow idea and even thinking broader I don't see this working. There's way too many variables to establish a fair determination of a category to put players into.

I know the mental state is bad, but this isn't a solution.

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CarimboHanky

man your system would pretty much be "bad sport" on steroids...

 

*thumb down*

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Fireman Sam

 

 

This is the complete opposite of a solution. Lol

Please refresh your website page, I already updated my thread.

I did and you're still not providing any logic or reasoning why this would be a benifit. I get what you're saying, but though it might sound good to you, it sounds horrible from a player standpoint. What you're proposing is to be considered a good player you cannot commit any crime. That means no store robbery's, no bounty's, no defending yourself, no nothing. Basically don't play how the games meant to be played that way you can be a green blimp. Its stupid. Then what happens when a "bad player" isn't on for a while and gets put in a lobby full of green blimps? See, just another flawed system. Its a shallow idea and even thinking broader I don't see this working. There's way too many variables to establish a fair determination of a category to put players into.

I know the mental state is bad, but this isn't a solution.

 

I deleted that idea, please refresh the page on the first page. I know that idea was horrible.

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RoyalRedXIII

 

 

This is the complete opposite of a solution. Lol

Please refresh your website page, I already updated my thread.

I did and you're still not providing any logic or reasoning why this would be a benifit. I get what you're saying, but though it might sound good to you, it sounds horrible from a player standpoint. What you're proposing is to be considered a good player you cannot commit any crime. That means no store robbery's, no bounty's, no defending yourself, no nothing. Basically don't play how the games meant to be played that way you can be a green blimp. Its stupid. Then what happens when a "bad player" isn't on for a while and gets put in a lobby full of green blimps? See, just another flawed system. Its a shallow idea and even thinking broader I don't see this working. There's way too many variables to establish a fair determination of a category to put players into.

I know the mental state is bad, but this isn't a solution.

I get it very clearly, cause the system makes sense. Maybe I can help explain it, if I may.

 

basically the bad players are the ones playing the game lol.

 

"Hey, drive faster! The documents are getting away!"

"Sorry, I'm tryna be a green dot."

 

"Hey, I need some more ammo. Let's hit up a store for money"

"Sorry, I'm tryna be a green dot."

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Fireman Sam

man your system would pretty much be "bad sport" on steroids...

 

*thumb down*

Let's go back to the GTAIV system then?

 

 

 

This is the complete opposite of a solution. Lol

Please refresh your website page, I already updated my thread.

I did and you're still not providing any logic or reasoning why this would be a benifit. I get what you're saying, but though it might sound good to you, it sounds horrible from a player standpoint. What you're proposing is to be considered a good player you cannot commit any crime. That means no store robbery's, no bounty's, no defending yourself, no nothing. Basically don't play how the games meant to be played that way you can be a green blimp. Its stupid. Then what happens when a "bad player" isn't on for a while and gets put in a lobby full of green blimps? See, just another flawed system. Its a shallow idea and even thinking broader I don't see this working. There's way too many variables to establish a fair determination of a category to put players into.

I know the mental state is bad, but this isn't a solution.

I get it very clearly, cause the system makes sense. Maybe I can help explain it, if I may.

 

basically the bad players are the ones playing the game lol.

 

"Hey, drive faster! The documents are getting away!"

"Sorry, I'm tryna be a green dot."

 

"Hey, I need some more ammo. Let's hit up a store for money"

"Sorry, I'm tryna be a green dot."

 

Please refresh the page again

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HOW will the game determine what colour dot you should be?

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RoyalRedXIII

OP I admire the effort your putting into making this work, I can see your determined. But from what I can tel, a simpler solution is more likely to work than a complex one involving extensive detail.

 

Personally, I believe that the "all white dot" system from before was the most stable. You can't judge a book by its cover, so you can't judge a player by their dot color. You are on guard cause you don't know anything about the player. If they turn out to be friendly, you can friend them, and they are distinguished with a blue ring. For anyone else, you can't assume anything.

 

That set up emulated real life in a sense if you think about it. You dont know anyone til you get to know em.

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Fireman Sam

OP I admire the effort your putting into making this work, I can see your determined. But from what I can tel, a simpler solution is more likely to work than a complex one involving extensive detail.

 

Personally, I believe that the "all white dot" system from before was the most stable. You can't judge a book by its cover, so you can't judge a player by their dot color. You are on guard cause you don't know anything about the player. If they turn out to be friendly, you can friend them, and they are distinguished with a blue ring. For anyone else, you can't assume anything.

 

That set up emulated real life in a sense if you think about it. You dont know anyone til you get to know em.

Why there are still people complaining about the Mental State?

 

Should we TRASH it?

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RoyalRedXIII

 

OP I admire the effort your putting into making this work, I can see your determined. But from what I can tel, a simpler solution is more likely to work than a complex one involving extensive detail.

Personally, I believe that the "all white dot" system from before was the most stable. You can't judge a book by its cover, so you can't judge a player by their dot color. You are on guard cause you don't know anything about the player. If they turn out to be friendly, you can friend them, and they are distinguished with a blue ring. For anyone else, you can't assume anything.

That set up emulated real life in a sense if you think about it. You dont know anyone til you get to know em.

 

Why there are still people complaining about the Mental State?

 

Should we TRASH it?

 

Dude -.- read what I said here. Does It look like I'm complaining?

 

 

I have to admit, it's an ok suggestion. It's certainly different, but even if something like this did work there were different colors for players:

I'd STILL shoot anyone who got to close to me! Lol. Only colors that matter are friend and crew colors.

What's to say that green dot won't wake up and decide to be a yellow dot one day? He has to start somewhere, but I won't let that be me.

I'm not a trouble maker by myself, but if you bring me the right ingredients, I can make you some trouble lol.

I will play the way I play regardless of whatever system there is cause I don't care to pay it any mind.

 

I'm not complaining, I'm simply stating what I believed to have worked the best in comparison to the solution you're working so hard on. I think your putting too much effort into the wrong idea.

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Fireman Sam

HOW will the game determine what colour dot you should be?

It depends what you do in Online.

 

The game determines what you did in Online.

 

For example:Killing somebody who is in passive mode, or disabling passive mode to destroyed somebody's Modded vehicle.

 

It depends what you do in Online.

OP I admire the effort your putting into making this work, I can see your determined. But from what I can tel, a simpler solution is more likely to work than a complex one involving extensive detail.

 

Personally, I believe that the "all white dot" system from before was the most stable. You can't judge a book by its cover, so you can't judge a player by their dot color. You are on guard cause you don't know anything about the player. If they turn out to be friendly, you can friend them, and they are distinguished with a blue ring. For anyone else, you can't assume anything.

 

That set up emulated real life in a sense if you think about it. You dont know anyone til you get to know em.

I understand what you said, you can't judge someone before you know them. But, what about passive mode then?

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HOW will the game determine what colour dot you should be?

It depends what you do in Online.

 

The game determines what you did in Online.

 

For example:Killing somebody who is in passive mode, or disabling passive mode to destroyed somebody's Modded vehicle.

 

It depends what you do in Online.

 

What if a tank's been griefing, we kill him and he immediately goes into passive? So we keep killing him

Too many variables for this to work.

 

Better idea

 

Red blip- Player in a tank (5 minuteTimer sets so player cannot put passive mode on after being killed in a tank)

Orange blip- Player has been reported for griefing/glitching previously

Half red/Half blue blip- Player has a wanted level

Red skull- Red skull

White- Everyone else

 

And have the blip displayed next to the player's username on the player list

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RoyalRedXIII

But, what about passive mode then?

What about it.

 

 

 

HOW will the game determine what colour dot you should be?

 

It depends what you do in Online.

Better idea

 

White- Everyone

 

And have the blip displayed next to the player's username on the player list

 

Fixed.

Edited by RoyalRedXIII
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Fireman Sam

 

 

HOW will the game determine what colour dot you should be?

It depends what you do in Online.

 

The game determines what you did in Online.

 

For example:Killing somebody who is in passive mode, or disabling passive mode to destroyed somebody's Modded vehicle.

 

It depends what you do in Online.

 

What if a tank's been griefing, we kill him and he immediately goes into passive? So we keep killing him

Too many variables for this to work.

 

Better idea

 

Red blip- Player in a tank (5 minuteTimer sets so player cannot put passive mode on after being killed in a tank)

Orange blip- Player has been reported for griefing/glitching previously

Half red/Half blue blip- Player has a wanted level

Red skull- Red skull

White- Everyone else

 

And have the blip displayed next to the player's username on the player list

 

He can't go passive mode. He's already a red dot. He must wait four minutes.

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What if a tank's been griefing, we kill him and he immediately goes into passive? So we keep killing him

 

 

Too many variables for this to work.

 

Better idea

 

Red blip- Player in a tank (5 minuteTimer sets so player cannot put passive mode on after being killed in a tank)

Orange blip- Player has been reported for griefing/glitching previously

Half red/Half blue blip- Player has a wanted level

Red skull- Red skull

White- Everyone else

 

And have the blip displayed next to the player's username on the player list

 

He can't go passive mode. He's already a red dot. He must wait four minutes.

 

You never mentioned that in your OP. And that is just what I said.

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Fireman Sam

 

But, what about passive mode then?

What about it.

 

 

 

HOW will the game determine what colour dot you should be?

It depends what you do in Online.

Better idea

 

White- Everyone

 

And have the blip displayed next to the player's username on the player list

 

Fixed.

 

There's too many red dots anyways

 

 

What if a tank's been griefing, we kill him and he immediately goes into passive? So we keep killing him

 

 

Too many variables for this to work.

 

Better idea

 

Red blip- Player in a tank (5 minuteTimer sets so player cannot put passive mode on after being killed in a tank)

Orange blip- Player has been reported for griefing/glitching previously

Half red/Half blue blip- Player has a wanted level

Red skull- Red skull

White- Everyone else

 

And have the blip displayed next to the player's username on the player list

 

He can't go passive mode. He's already a red dot. He must wait four minutes.

 

You never mentioned that in your OP. And that is just what I said.

 

I go back fix my thread again.

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