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Toybox

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  1. I can see how that might be the idea, but then again, a lot of the faction related jobs require some bit of obligation to them that some people may not be comfortable with or be able to fulfill. I'm not really suggesting that they pay more, just that they are more even in their distribution so that they are all viable paths to take, even if you're just doing it to start out.
  2. I feel that a lot of the ones that have the most incentive for roleplay and general utility, like the Bus job should pay a bit more to incentivize people doing it more. The only route worth doing is the Express one that goes around the whole place, when the inner city routes would probably be much more viable both for RP interactions and just general utility for people without reliable transportation. Like, I get doing these jobs for money, yeah. But it is an RP server and even if you're doing freelance it should give you an opportunity to interact. I think the only job that really is where it's supposed to be right now is garbage collection. Parcel delivery pays too little for the amount of work involved, and the money transport job is just a worse version of the garbageman job. I haven't tried the coroner job yet so I can't speak on that one, but I went around and tried a few different ones. The farmer job is interesting and pays well enough for the time investment, but it's out in the middle of nowhere. I think the main problem with that job is that you should be able to have up to 3 plot fields per player, so you can be growing one while harvesting another. It'll give you something to do between the wait times, and getting a proper crop rotation would be quite lucrative. I think there's just a lot of tweaks and balance things that can be done. Like, I dunno if it's just inflation since before I came to the server (I am fairly new) but any job that only pays like $500 for 20 real time minutes of work seems kind of pointless. Like... that is the cost of a donut. From the way people are talking, it sounds like this feature was implemented and then never touched since.
  3. I posted this on the Discord but was told to post it here. I've noticed that there's a lot of discrepancy related to jobs when it comes to the amount they pay, essentially making it a waste of time to do certain jobs compared to others. For example, package delivery jobs pay anywhere from around $75 to about $250 per set of packages delivered, and the truck can only hold 10 packages. This averages to about 4 drops per truckload, meaning the average pay for running a full load of packages is roughly around $500-$700. In contrast, the garbageman job can also hold up to 10 bags of trash before having to be returned, but a full load will net you around $1600. Similarly two of the routes in the Bus Driver job will give you between $300 and $500 per route, but one of them pays $3800, meaning there is absolutely NO reason to ever run the other two routes, which is a shame because the other routes are pretty interesting and give more opportunities for engagement. It seems counter-productive. Pay for freelance jobs just seems completely arbitrary and follows no rhyme or reason whatsoever, making some jobs completely pointless, even if they seem more fun to do both IC and OOC, and I feel a majority of the jobs don't pay enough to actually be worth the time and effort needed to do them. Clearly, they should pay less than actual applied jobs, since the extra time and effort needed to do those jobs should be compensated, but to spend 6 hours in game grinding a job and still barely being able to afford a bicycle seems a bit... weird. Is this intentional for some reason? It seems kind of weird that it's intentionally set up this way.
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