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Luna

Project Manager
 TruckersMP Profile
  • Posts

    741
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About Luna

  • Birthday 11/03/2001

Profile Information

  • Gender
    Female
  • Location
    Friesland, The Netherlands
  • Interests
    ...
  • Preferred Trucks
    MAN
    Western Star
  • American Garage Location
    Nevada: Las Vegas
  • EU Garage Location
    Russia: Saint Petersburg (Санкт-Петербург)
  • Known languages
    English, German, Dutch

External Websites

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Community Answers

  1. Hey, At this moment, we are not planning on making any changes to the speed limit on any of our servers. We chose to remove the speed limit from Simulation 2 following a public vote where players preferred to have one server with a higher speed limit and one with the original 110 km/h speed limit. We were quite surprised to see the majority of players on Simulation 1 (with a speed limit) than on Simulation 2 (without a speed limit). Anyone is free to play on Simulation 2 without the speed limit. Yet, players chose to go on a limited server. If the distribution of players changes, we will make changes to the slot configuration accordingly. Thanks for your question!
  2. Hi, TruckersMP is a modification for a simulation game - we aim to simulate reality and realistic conditions. However, it is still a game and we have to accept that there are limitations to how seriously we can take the simulation aspect: We can't require a driver's license to play the game, we can't enforce real currency fines for driving offenses and we cannot moderate every single incident instantly. Over the years, we have made our rules stricter, and easier to understand, and changed how we issue bans to a fair and standardized procedure. However, we have also offered players the opportunity to express their driving preferences in various ways by adding support for ProMods for more challenging roads, by adding arcade servers where no road rules are applied, and by removing the speed limit from one of our simulation servers. Ultimately, many players opted to remain on the one simulation server with a 110 km/h speed limit and enforced road rules. Why don't we enforce stricter speed limits? In reality, European trucks are usually physically limited to 110 km/h and legally to 80-95 km/h. We believe 110 km/h is a fair (and yet realistic) speed limit. We have seen a significant reduction in incidents since bringing back this speed limit a few years ago. I don't believe that reducing it further will reduce accidents. You mention 'a better punishment system like IRL has [with fines and license suspensions]'. We suspend people from driving by issuing a temporary ban on the first few offenses for most rule violations. I believe this is quite realistic. We did explore the idea of charging in-game currency fines for offenses but few players would are seriously scared of losing money in-game as it's easy to make or cheat back. We have considered the idea of a 'hardcore sim' server with a 95 km/h speed limit which would require a significant amount of in-game hours to join (e.g. 500 hours in ETS2). However, we believe that this defeats our purpose as an MMO modification. We want you to have fun with your friends while delivering cargo across Europe. By separating players more, we lose the MMO aspect. If you want to play the game's 'hardcore' simulation rules, you can opt to play SCS Software's Convoy mode where you can set the rules and only let your trusted friends come near you. If you have relevant suggestions that have a worked-out concept of how we can get closer to the described goal, let me know! We are always welcoming descriptive and constructive suggestions. Thanks for your question!
  3. Hi Serkan, We have recently decreased the amount of trains crossing per hour which should improve the traffic flow. Currently, we are not planning on making any major changes to the CD road or surrounding areas as the road is iconic and players opting to drive this route are aware of what to expect. With SCS Software actively reworking the area, we are looking forward to seeing their take on the road. We will continue to review the situation and may make smaller changes (such as adding a gas station or a barrier) where necessary. Thanks for your question!
  4. Hi, That's a good question. Over the years, we've made several approaches to make American Truck Simulator more popular on TruckersMP. Initiatives like hosting ATS events at US timezones were not very successful. Similar applies to adding the Scout car. Soon, we will add our alternating vehicles to American Truck Simulator meaning players can vote for a new (AI traffic) vehicle which will be replaced periodically. We hope that this raises the interest in the game. Bear in mind that ATS in general is less popular than ETS2. ETS2 has peaked at 43,000 concurrent users this week while ATS only scratched 10,000.
  5. Hey, SCS has indeed announced that areas closer to Duisburg and the CD road are being revamped. If SCS removes these parts of the CD road, then that's how it is. Our map edits in the area are meant to facilitate the current amount of traffic. If there are changes, we will first adopt SCS's new version and then evaluate whether map edits are needed. Please also keep in mind that only a very small part of the CD road is actually in Germany. We will see how SCS Software handles the rework of the area. Thanks for the question!
  6. Luna

    TruckersMP Team

    @Whitelodge Senior Event Manager ➜ Vice Project Manager
  7. Luna

    TruckersMP Team

    @Cyberskilzz Add-On Manager + Test Coordinator ➜ Retired Team Member (left)
  8. Luna

    TruckersMP Team

    @Andreas Event Manager ➜ Retired Team Member (left) @Phon Community Manager ➜ Retired Legend (left)
  9. We have just had a recruitment to add more people to our GM team. It's now with 110+ members the largest it has ever been. During peak time, we get around 20 reports per minute on Sim 1 alone. We once calculated we would need a team of 2000 Game Moderators in-game to review all reports while still dealing with appeals and uploading evidence and absences etc. I don't think that is realistic as we would also need 300 Game Moderator Leaders to perform quality control, probably 100 trainers, and several dozen managers. What is more feasible is the solution we have been aiming for for a while now; a system like CS:GO and other games where experienced players anonymously rate reports and bans are issued on that if a specific amount of random players rate the report positively. Our team would review appeals. However, this is a quite big change technology-wise and moderation-wise and is not something coming anytime soon. Just wanted to add this to the conversation
  10. Luna

    TruckersMP Team

    @Skinner Event Manager ➜ Retired Team Member (Left)
  11. As mentioned, in most cases, there will be a video linked when the ban is issued or within 2 hours after that. If the ban was issued in-game and the GM has not uploaded the evidence (they are not always required), then you can appeal your ban where the GM will add the evidence to your ban. This will change in the future when we use an in-game only system for report so you won't have to worry about that.
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