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Pazz

Retired Administration Staff
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Everything posted by Pazz

  1. I didn't really intend to dog on the development of businesses, but the fact that multiple store types have their own type of jank after all these years is crazy to me. General store ordering is so inconvenient because of the stock thing you mentioned, but also the fact that you have to type in ITEM_WHATEVER and BEVERAGE_WATER or whatever it is to even order an item in the first place. Dealerships are obnoxiously long lists but manageable, but whenever stock sells out, the price defaults back to import, meaning if you're not there to watch people deliver your order, which can take HOURS, they can buy it for import price and you operate at a loss at no fault of your own. Finance companies have been driven into the ground by server management's direction of their refunds and in-game legislation. For systems that are so integral to the gameplay cycle of the server, it really should not have taken this long to make all business more manageable for those who own them, and easier to browse, and with better QoL for those who use them.
  2. As it stands, the car dealership script is one of, if not the oldest script in existence on the server, and while the buying menu has once received an update to its UI, to be similar to the general store buying menu, nothing else has been adjusted beyond trucker fees being added. It needs updating, both to positively impact the general buying experience (even if it's so ingrained that no one pays it much mind), but also the "backend" of management and how imports and pricing functions. Did you know the credit store UI design was created for a vehicle dealership update, which was then scrapped, long before it was added to the credit store? Yeah, crazy. In 2018 or 2019, we were apologized to by the founders for the update taking so long, only for it to actually be scrapped entirely. I think it's long overdue, especially now that it is so painstakingly outdated and the long-standing issues can impact the early-stage economy for newer players. This can be applied to every dealership type, so cars, helicopters and planes, and boats. DEALERSHIP MANAGEMENT UI Update to use a combination of the gun store management UI and the faction vehicle management UI. All vehicle images, statistics, and information are already collected and used in the server through the credit store and faction management UIs; they can be reused. Allow dealership owners to make orders similar to how gun stores can build an order of different items and import them all at once. For vehicles, list the import price & the trucker fee ahead of time, under the vehicle; currently, the trucker fee is unknown until you enter a fee that is too low, and the script tells you the minimum fee. Adjust the script to save the custom price set for vehicles, instead of them resetting upon import; this causes owners to have to wait out deliveries and adjust their prices fast, only to prevent players from snatching a vehicle for import prices and forcing a loss on the business owner, despite it being out of their control. DEALERSHIP CUSTOMER UI & PURCHASING EXPERIENCE Reuse the way vehicles are browsed, inspected, and purchased in the credit store, and change the credit prices listed to the in-game price of the vehicle set by the dealership. Vehicle previews should be similar to the credit store, letting you rotate the car in the air; this solves the problem of any dealerships with buildings too small to inspect larger vehicles, such as trucks, properly. Allow players purchasing a car to choose a different color out of the collection of classic paint colors. This shouldn’t take anything away from mechanics; changing the base (classic) paint color from solid white to a different solid color doesn’t take away the need to go to a mechanic to get a different, better-looking paint job, or any other visual or performance mods. Players who would not adjust the color after the fact are likely the same players who already leave their car the standard white. Go through every dealership and review their purchased vehicle spawn location. For example, in Motorsports, you cannot buy a truck without the truck colliding with the building, and the player requiring admin assistance to recover it. Implement a test drive script, where a player can opt to test drive any dealership vehicle for 2-5 minutes. Test drives should be placed in a different dimension, so that the script cannot be abused in chases or other applicable instances (which, frankly, it would be). Once the timer is up, return the player to the business marker in the original dimension. DEALERSHIP ORDERS & TRUCKING Allow dealership owners to submit bulk orders, limited to 5 vehicles per order (or however many cars are on the vehicle transport trailer in-game). Player-made orders do not give trucking XP, and the trucking fee for cheap cars is set so low that players are less inclined to take them over a higher-paying scripted order that also gives them XP to level up. Dealership owners can’t raise this trucking fee without ramifications of price hikes on cheap starter cars, which in turn impacts newer players. The import fee for bulk orders should be calculated through the simple addition of all five vehicles’ import fees into one. This way, even if there is no XP, at least the order is more likely to get picked up, even for cheap cars, as the payout would be $5,000 minimum.
  3. hey man you should do one of these for enhanced people love it
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  5. It's okay, the community meeting and probably the update dated November 2025 have been delayed again, so really, you're way ahead of the curve on this one.
  6. If it's made more difficult by adding significant recoil (makes no sense for on-foot gunfights to have recoil & moving vehicles to have none/negligible) and fixing the first-person camera lock, then you don't really need to remove anything. People will opt for the easier, more controllable option of semi-automatics, or at least when you get beamed from a car, you can rest easy knowing that they either spent time getting good at drive-bying or that they're cheating, never know these days!!
  7. Please either add a way to favorite specific animations in the credit store or have purchased styles sort based on how frequently they're used/sort them by last activated. It's a very minor thing to complain about, and I'm not sure how many people actually have enough walk animations for this to be an inconvenience. I get it, but at the same time, it's "paid content" if you will, a premium feature, and it's inconvenient for people who have purchased many animations or the entire bundle as advertised. If I want to switch between my passive walking animation, which is relatively slow, or my "work" walking animation, I need to scroll through an enormous list. It'd be nice to have an option to mark as a favorite or sort by order of last used.
  8. Preferably, it'll just be the numeric characters on a keyboard and not exclusively the numpad. Many players don't have a numpad, and we already have to find workarounds for other numpad-bound controls, such as law enforcement and the mini-MDC. Other than that, it's a bit of a no-brainer, to be honest.
  9. Supercars being rare was a commodity that has been ruined by server monetization and, in part, forum raffles and auctions, though largely by the monetization. Now, it's a facade, and the only difference is some sort of superiority complex coming through based on whether your supercar on the panel has a credit logo on it or not. Now that it's no longer a luxury item as intended but instead a paywalled item for people who can afford to swipe a card and spend $250-$500 per car in the credit store, honestly, they may as well be added to even the playing field. If there are so many people willing to pay to skip a grind or pay to be able to drive fast, then having these vehicles available for incredibly high prices in the eight figure range won't hurt the bottom line of the server, as they'll still be able to do exactly that. This would just give the players who can't afford to do that but can put a significant amount of playtime into the server to grind cash a chance to also harvest the fruits of their labor and drive a luxury car, without having to hunt down a snobby tradeable supercar owner who won't sell you their car anyway because holding assets beats holding liquid cash in an overinflated server. The sweet irony to this entire fairytale is that back in the day, when supercars were available in dealerships (range $400k (cheapest, eg. Bullet) to $1m (most expensive, eg. XA-21)), we saw fewer supercars than we do now and more variety in sports cars and even lesser categories, even though faction leader salaries were upwards of $11k per hour, mechanics earned labor fees directly into their salary, and more. This is coming from someone who has more than a handful of supercars, most of which are tradeable and some of which are credit, so really, I do feel like I'm somewhat able to give an educated response to this.
  10. A very minor addition that I think should be added is to display the house/apartment addresses shown in /vehiclestats. Great, my car is in a house... where? If vehiclestats was added for the sake of player convenience in offering a little oversight in where exactly their vehicles are, then we should actually make it convenient. There's no benefit to not displaying where it is parked, unless we're out to waste people's time. One of my biggest other gripes in terms of QoL and background development in general is the lack of care for (older) menus. The furniture store menu, for example, was designed with a handful of categories in mind. Now, it has been expanded, and it's an absolute nightmare. Maybe it's a problem because I'm on 4k and it's fine for everyone else, but this? This is a joke. There are so many categories now. We can display more than four. As a follow-up on the above, some of the UI really needs addressing in terms of scaling. I understand that 4k wasn't as popular when these menus were designed, but we're in 2026 now. It's time to accept that there are players on this resolution, and that the way some of these gameplay features and menus are designed is horrendous. I feel like I require a magnifying glass to look at my phone. The only reason I can now read my chat without squinting is because Thang developed a custom chat that lets me choose my own font size. Sure, UI scaling might not be the QoL that the server needs right at this moment, but I think that letting these deprecated, old menus exist in their current form and not even adjusting them to today's use cases (eg. furniture store) or making them scalable (eg. phone) is a lack of polish that tends to turn into appearing as if there's a lack of care for details. Details matter for a good player experience.
  11. Having a script that gives you a prompt to get released by clicking yes or using a /leaveprison command is better than getting teleported out in the middle of literally anything, whether it's actual roleplay, a decent conversation, or doing laundry. Honestly, a must-have. If it's blanket applied, it wouldn't have to get tied into VIP, either; applies the reduction, but it's up to you whether you want to leave right away.
  12. Personally, I think that if there's going to be an option to choose between public/private tracks, then it should be three options: public (in the list for everyone), faction (speaks for itself), and 'private', which gives you the share code.
  13. Honestly, the system concerning player-made orders is kind of ass, and I think this needs attention, preferably under the quality of life umbrella in the roadmap, whenever we may get to that. Having this topic ignored or unacknowledged for the better part of 4 months, or since the trucking update came out, is detrimental. From my understanding, there is no reason for anyone to pick up a player order, unless it is a bulk order made by a fuel station, general store, gun store, etc., as they tend to order in larger quantities, meaning that the minimum trucker fee is higher. Higher fee typically results in a trucker picking up the order faster. I own a vehicle dealership. These businesses use the oldest script that exists on our server to date, verifiable by developers, specifically Osvaldon. We have no choice but to order ONE vehicle at a time, and cannot order multiple vehicles, even of the same type, in bulk. What this means is that when we have to stock cheaper vehicles, say, a Warrener, the profit margins are so insignificant that we are basically forced to stick to the minimum trucker fee to make our money back at all, nevermind a profit. What does this do? Well, if I want to import 5 Warreners, 5 Aseas, and 5 Faggios, this means I have to now flood the order market with 15 orders at $1000 each, which also offers ZERO experience points for the job (there is no EXP listed on player orders). These orders are NOT going to get picked up when there are way more lucrative NPC orders that pay you $4k for a lesser drive, or $1k, but it's coupled with 120 experience to increase your trucking level. The only orders that are worth it are now the orders for more expensive cars. This isn't even really about the money; this is about it negatively impacting the ecosystem of the server, and I fear that these aspects of updates are not well-considered by developers, and when players raise these valid concerns, they fall on deaf ears. One can say that the server shouldn't supplement this income, or that there are alternatives, such as prices, but for dealerships and likely other businesses, the only way you're able to survive in the current economy and market is by shilling out enough money to be a high tier of VIP to negate a large portion of your taxes, and even then on some of these vehicles, there's no way to even it out so that it is more enticing for truckers to actually complete your orders. The way I see it, this needs to be addressed, and I would suggest it is addressed as follows: Server supplements income on lower-paid trucker fee jobs, through a multiplier, either 1.5x or 2x; Add experience gain to player-made orders, significant experience gain to make someone choose a $1000 player-made order over a $4000 NPC order because it benefits their overall level and progress more (these orders are, after all, real and affect the server ecosystem); Auto-complete outstanding player-made trucker orders if they remain untouched for, say, 24 or 48 hours. It was phenomenal to see long-term aspects introduced to the trucker job, and it was even greater to have NPC orders to provide opportunities during player-run downtime, but the server should not allow this to result in a dwindling of operations for businesses, especially when it is the script's fault that bulk orders cannot be made for vehicles and thus orders aren't as lucrative for truckers, and it was a developer oversight to not consider the impacts of these changes. We're already bleeding players slowly; let's not fool ourselves, so it's not like we have a lot to work with, as is. There has to be an incentive to do these player orders, or the server economy will just end up collapsing. The handful of people who pick up these $1000 imports are the true unsung heroes who deserve praise for keeping the vehicle market afloat.
  14. You know, aside from the aspect of lootable law enforcement, for what it's worth, I think that some sort of system where every officer is provided a base loadout, say, a bare pistol with a flashlight (as is to be expected from a realistic police officer) and some other necessary equopment as 'standard gear' but can opt-in to upgrade and maintain their loadout with their own money, like purchasing a red dot sight for their sidearm as an upgrade, or have to swap out the plates on their armor/upgrade to better plates. It isn't that far of a stretch; departments like the LAPD/LASD, to my knowledge, have authorized attachments that employees can modify their weapons with, at their own expense. The same could be said for vehicles; you're provided the bare necessities, but can choose to upgrade, which sort of adds more of the RPG elements the server seems to push for these days. Some sort of economy to faction loadouts and treasury. Isn't that what NoPixel does? Anyway, personnel can then either pay out of pocket or request that the Department pay for it/reimburse the purchase. Unfortunately, it feels like this would be far too advanced an overhaul to the existing systems that simply won't be feasible with the current state of development, much less something that wouldn't be half-assed.
  15. tattoo removal would be nice, too, that's been missing for half a decade
  16. Happened here too. Failure to pay a fine not triggering the (forced) payment of outstanding fines is an issue because it creates a rotating door system where people will continue to get arrested for tickets that the first charge should have already cleared. I understand the photo is "edited," but I had no interest in broadcasting the player's in-game phone number.
  17. Way back when, before the current leveling system, I considered whether there was a way to make scripted jobs more interesting in a way that benefits the players in multiple ways, while also tying them into the existing server ecosystem. Meaning, better financial gain through chance items, tying into other avenues of roleplay, like using metals for other purposes (think, crafting lockpicks, so on and so forth). With that said, my idea for a mining job overhaul is: Make the general job more interesting. Move it out of the current relatively small mining tunnel as a primary location, and to a more open area, think of the quarry or one of the higher points of Mt. Chiliad. With the leveling system, multiple suitable locations can be selected based on mining level. Dedicate a little more time to the smaller, finer details, such as making the animations more seamless. A lot of animations have a starting point, a "loop", and an ending point, which smoothens out the animations a lot. General QoL improvements. Re-use the system/UI that is used for buying and selling items to illegal NPCs, such as the NPC from whom you purchase lockpicks or bolt cutters, and use that menu for the selling of ores/refined metals, as opposed to dropping them off in a drop-off spot or through WorldInteraction. Potentially consider lowering the volume of each ore, so that it requires less of the back-and-forth running. If there are any concerns about economic balance, offset them by a slight increase in time to mine or a slight decrease in dollars per ore/refined metal. If animations exist for different approaches, like the jackhammer animation versus maybe an animation of swinging a pickaxe, it could be considered to add different levels of tools for the job at different levels. Add more steps to the process (I know, I know, but bear with me). Mine the ore. Take it to the refinery, and refine the ore into the metal/ingot. You either sell or use the refined metal for different purposes. I believe that an extension of the process itself is not problematic, so long as it has an actual purpose and the process isn't lengthy just for the sake of being lengthy. To balance out the time versus gain, it could or should be se tup in such a way where you can choose to sell your ores in raw form or sell them as refined metals after the refining process. Selling ores would pay less than selling the refined metals, which allows players to exit the process earlier on and still make some money out of it, but not as much as when they choose to put in some extra time to earn some extra cash. Tie into different (existing) aspects of the server, legal and illegal. LEGAL Add different types of ores, perhaps at different locations, eg. aluminum at the quarry, or iron ore at the top of Mt. Chiliad. Add minerals/gems as "rare" drops at a low percentage chance, which then sell for more money. ILLEGAL Tie it into criminal aspects by, for example, instead of selling refined metals, allow players to go to a different location where they can use it to craft items like lockpicks, or if you wanted to take it further, to craft metal weapons like blades. For example, if a switchblade became illegal, players could then use the refined metals they mined and refined to craft a switchblade, instead of just another job that gives you items that can only be sold. LEVELING SYSTEM When leveling up, increase the efficiency of mining, not too substantially to make it absolutely cracked, but enough to make a noticeable difference when drawing comparisons between the lower levels and higher/highest levels. When leveling, every 5 or 10 levels, add an increased chance to find/obtain minerals/gemstones. For example, if the starting percentage is 1% or less, work with that, push it up to 5% at the highest level, or 10%, it all depends on how these "rare" finds are priced to ensure there is an economic balance to it all. Add different areas for mining based on level, which could then provide access to better ore that pay more or give you more experience, pretty basic, we've seen how this works in trucking. If animations and props exist, add different levels of items and tools, allow players to make their own investments for a little more gain, items could have durability to ensure they're not too overpowered. All in all, I think that an area in which the server lacks a lot is having systems that tie into each other. As it stands, all jobs before the overhauls have been really isolated, when an ecosystem exists for these jobs to touch all aspects of the server. Anyway, I understand that the mining job is definitely not a priority; it shouldn't be, but I hope that there's some consideration to opening up these systems more to work hand in hand with each other as opposed to continuing on an isolated path.
  18. This would be the best way, in my opinion. Add a QoL feature that lets you self-service vehicles that have stalled, especially relevant in low-population hours, where a flatbed helping you out is nothing but lost hope, but only enough to still need to bring it to the mechanic factions to let them do their thing to fully fix it up.
  19. @dawpi
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