+1
Considering you have to be sprinting actively for 100+ hours to get from 0% to 100% speed and swimming for
even longer to get from 0% to 100% swim, the grind is too much IMO. Yes, you will get it "with time", however, if you're actually roleplaying and standing around typing you're not increasing the stats, so the point is fairly moot, ESPECIALLY for swimming. This wouldn't be so egregious in itself, but the problem is that the sheer advantage it provides in situations cannot be overstated.
I find myself absolutely baffled by how easily I can catch up to/evade most people who literally stand no chance in hell if I really want to avoid them, or how easy it is to climb places I literally could never hope to reach when I was still in low stat hell. It creates an absurd divide between long time and newer players. It also provides
zero counter play for those who lack stats compared to those who have grinded them out, either by consequence of having been on the server for a long, long time - or having thugged out the grind.
It isn't even "RP" based, it's just an arbitrary stat applied to your account. I can literally make a grade 8 character run at 100 speed and outrun animals that are supposed to be FAST like foxes, or even some KPD officers (lmao) so it's kind of silly.
"You're chasing someone? Cool! ...Oops, you have 50% speed but they have 100%? GG, you'll
literally never catch them unless they let you - they poofed out of render distance and their mask means you can't identify them later! Shame!"
"Oh, someone just jumped up a building or vaulted a fence in front of you? Wait - you
don't have 100% in acrobatics??? Welp, guess you're cooked, kiddo, better luck next time!"
So sure, your stats will increase with time, but you'll be at an inherent disadvantage to a large amount of players unless you cave in and commit to the grind, even for regular situations where you're just trying to follow your friends around who have like 80+ speed. I remember the amount of times I lost people when I was just starting out and they weren't even
trying to lose me - or the reliance I had on other people to be able to access certain areas of the map. This doesn't even factor in how obviously crucial it is in scenarios like GangRP or certain sports plugins.
It's not fun at all when you're involved in a situation with someone who then does the legendary "/me dips" and then get forced to watch them run into the sunset at mach 2 since you were roleplaying instead of grinding.
Still, before anybody wonders if this is coming from someone who never finished the grind themselves - I do have 100 in every stat. And it was a miserable experience getting those stats up in order to be "optimal" for situations. I do feel bad for people who did grind possibly getting thrown under the bus by the grind becoming significantly easier, but I really don't think it should be the way it is.
I feel like a good solution for attributes taking so long to grind up that would please both active and passive attribute grinders would be to limit how much % you can increase per OOC day.
Many people see attributes as a main goal, rather than a secondary objective that should be completed passively. However, people who do this have their motives; Attributes provide a huge advantage in both GangRP and other aspects of competitive roleplay that include physical movement, specially for the GangRP community.
With that being said, making it easier to grind up attribute percentages while limiting how many levels can be grinded for per real-life day will make players feel more motivated to level up these attributes without having to waste hours from their life. Back when I was dead-focused on grinding up Acrobatics, everytime I wasn't jumping, I kept on thinking to myself that I could instead spend time levelling up my attributes instead of doing whatever else I was doing at that moment. I'm sure many people share these feelings; How, even if these attributes aren't meant to be grinded in a short timespan, people feel the impulse to level these up as soon as possible and get that pending task out of the way.
Personally, I'd limit each attribute's level-up percentages to 5-10% a day while also multiplying the percentage gain by 2x or 3x. This would prevent people from spending countless hours jumping, sprinting or swimming while also making grinding attributes a lengthy process.
Yonio explains it absolutely wonderfully. I could be RPing, developing my character, or doing LITERALLY ANYTHING ELSE that isn't just running around the track or jumping or swimming the ocean back and forth... ...HOWEVER! I would be missing out on % progress that day! And what happens if I NEED that % during a situation soon down the line?
I'm all for reducing the amount of actual functional time you put into it, as a result.
(Sorry for how much I rambled here, I'm not actually as pressed about it as it might come across to people, but I do think it would be a healthy change! If it stays the same, so be it.)