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Everything posted by Wifye
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DCC does have issues occasionally with available drivers but it all depends on when you play, how many people are on, and how many drivers are on. In regards to starting an "Uber style" business, you can do that ICly without the scripts at first. You could come up with all the details, information, rules, costs, and concepts then post them on the forums. You could go on to register the business with the government and get advertisements out there through weasel. Once you got it running and going, you could work towards getting a whole scripted system implemented. In no way I'm I trying to discourage your suggestion, I'm saying run with it in character and get it going first. That way the "demand" for assistance via scripts is higher and has more of a chance to be implemented.
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It's understandable to get frustrated with things when your first week in the server isn't as pleasant as you expected. As you stated, robberies and other crimes are quite high in volume but a lot of this stems from the pursuit of money being a vicious cycle. Most people join and try to grind money till they have a nice home and cars. Yes having nice cars and a home can help "build" your character's image and your own self worth but it doesn't magically generate roleplay, they're meant to support it. When you put cars and houses aside and engage others in roleplay, you'll find yourself feeling much more satisfied and fulfilled. Lots of people try to play law abiding citizens at first and begin the grind for cars and homes like mentioned above but once people get set back a few times due to being a victim of a crime, most reach their breaking point and turn to crime themselves. This is why gangs are so common and active, it's strength in numbers while providing a feeling of belonging. Sure there's "legal" factions but not everyone wants to be a cop, medic, mechanic, cab driver, etc which leaves people alone and stranded making them ripe targets as victims. Civilian RP has been a focus point lately and is still being addressed. Every week new businesses are trying to start up but it's not an easy process depending on what the business is. We see on the forums where people try to start worker unions for jobs but they have to rally people in character and actually build these things themselves rather than hoping for something scripted to be implemented. There's potential for so many Civilian RP avenues, there just has to be more motivation and drive from players to do it. I myself play a law abiding character and joined the government in order to help support additional civilian growth but it's surely not an overnight process unfortunately, it all takes time. If you put in the time and effort, you can do anything on this server honestly. The greatest strength Eclipse Roleplay has is the level of acceptance the community itself has towards new players. What I mean by that is there's very minimal amounts of elitism throughout the players. Most people will gladly role play with random people outside of their circle of friends and new players have to take advantage of this. Sure it's a bit intimidating to approach random people at first for new players but once you can break out of the "shyness shell" you'll find all sorts of fun and entertaining characters being played by the players of the community. Everyone is here to have fun at the end of the day. There are some who play like it's a competition that they always have to win but they're the minority compared to the majority of players who just want to have fun role playing. The ones seeking to "win" generally are the chain robbers and what not so they're seen more in random encounters around town which gives off the impression that's how the whole server is at first but if you can make it past that, you'll find that there's much more going on besides that. I know this all doesn't magically fix things or makes things better but hopefully it brings some assurances that things get better, especially when you strive for your goals with your own effort and dedication.
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Who doesn't like free stuff? Al Triton
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+1 I guess the levels could be like: Donator : 100 euros Donator+ : 150 euros (or 250) Donator++ : 200 euros (or 500) I'm not quite sure what the forums and discord perks would be though other than new titles, new channels, or additional forum sections. Additionally, perhaps a second system like VIP could be implemented in game for the "donator" levels as well. Of course it shouldn't add things that VIP already does to avoid making VIP null but rather let you access different things as perks but not diminish anything already existing. What I mean is any of the perks shouldn't add any way to bypass or take away from systems in place like the weasel advertisement situation. I'm not sure what new could be added as a passive bonus not covered by VIP that wouldn't be conceived as pay to win. Something numerous people have suggested is additional cosmetics like clothing/attire. Building upon that perhaps adding "unique/novelty" furniture as well. This could be set up like how the importing cars is already done but it could have different "shops" for each "donator" level. So there could be one accessible to anyone with credits like importing cars currently. Another would be accessible at 100 euros and a 3rd at 150+(or 250+) euros, and a fourth at 200+(or 500+) euros. Each "shop" would have various clothing or furniture you could get and perhaps new vehicles would become accessible as well.
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Date and time (provide timezone): 13 June 2019 6:12 am EST Character name: Al Triton Issue/bug you are reporting: ECRP Panel not updating/showing correct faction Expected behavior: Faction should display San Andreas State Government rather than Bayview Evidence, notes worth mentioning, steps to replicate:
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-1 Unless you have an actual armed team in each money truck, it would be too easy. Add in that mostly new players would be doing the job and you got a recipe for disaster.
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+1 I believe a property tax is already on its way according to screenshots NBDY posted in discord general chat the other day.
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+1 I think this would be a tad better if it went through some judicial element(once one is established) first before the government takes action.
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If the incident took place at Police Department in Mission Row, I believe there's "no loitering" signs posted around. I know they're there in vanilla GTA5 but maybe they enforce that policy to avoid gatherings of people outside the PD like you can find at the bank entrance. I can see it being an issue having people hanging around potentially disrupting movements of police officers and maybe caught suspects as well at the police station. Lastly, this does seem like an IC matter to be addressed ICly. There is the government website that hosts information and potential avenues to contacting officials.
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I should've clarified a bit more, it would be imported like guns/ammo but it would be a furniture item that gets placed down. The druglab/distillery/ammobench would not be on sale at the furniture store.
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I'm not sure how practical this would be or if it could work but I'd suggest trying to add an interior area that you can enter on an RV. This would work like how the mobile command center does in GTA online and could be a potential opportunity to add more "housing". I'm not sure if ragemp could support this so just tossing the idea out there.
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I'll start off by saying, a lot of the following content is aimed at combating inflation by increasing money sinks(pulling money out of the general economy) and mixing in some various quality of life improvements as well. Not all of it will be popular and some of it will likely be received negatively but the whole goal is to balance the economy thus improve quality of life. We all know the economy is getting constantly inflated due to the surge of new players doing the "starter jobs" that pull money from nowhere. That money does get partial dissolved by current money sinks but obviously not all of it so some makes its way into other players pockets. The general idea is to develop ways of removing money from the economy at a pace close to what it comes in at in order to combat inflation. 1. The first item to be considered is a tax based upon owned asset value. In order to not make this a heavy burden but rather just pulling some cash out of the economy, I would say a 1% weekly tax could be implemented. I say weekly because it would be more consistent than a 5% monthly tax for example since a lot can change in a RL month in terms of assets. Now 1% is not much but it adds up quickly given the amount of players and the asset value of players. This tax would purely be based off of owned cars and properties. So if your stuff is worth 100k you pay 1k, if your stuff is 1m you pay 10k. This tax does hurt those with more assets but effects every single player each week. This tax would discourage hoarding lots of vehicles and properties that you really don't use over time thus promoting more sales and sales tax. This tax would not factor in how much money you have in the bank, only owned vehicles and properties. 2. The second item to be considered for implementation of healthcare fees. While the rules require our characters to actually value their lives, it's easy to not really care about your character being at risk besides losing an items on you. By implementing some healthcare costs, it adds another layer of encouraging self preservation. In order to make this not crazy, we'll keep it real simple. Since most food heals you up pretty quickly at around $600 currently(could be wrong), we'll say to get treated by medics would be $750 in order to encourage people not to call the medics to avoid costs of using food or other items to heal. The payment system would work like the ticket system, giving you a notification to pay it with 2 days at the hospital front desk, failure to pay it could result in similar punishments like not paying speeding tickets. If your character is "killed" the fee could be $1,500. This gets controversial with NLR obviously but we don't want people purposely dying to avoid paying for healing costs. The amounts are kept low and not based on percentages as they're not meant to be powerful punishments but rather a small money sinks and add more value to self preservation. If the medics heal 1000 people a week($750,000) and 200 "die"($200,000) that's almost a million out of the economy in a week. 3. The third item to be considered an ATM withdrawl fee at all atms outside of the bank. The fee could be something like $100, since $100 isn't much in game. If there are 1000 withdrawals A week, that's still $100,000 out of the economy a week. 4. The fourth item I'd like to suggest that would probably be popular is a weekly parking pass as an option while still keeping the normal passes as well. Currently a lot of people don't buy parking tickets due to the time factor. I think a weekly pass for $10,000 available at City Hall(basically would have a week's time in minutes) would sell rather well while making LSPD and LSC/Bayviews lives much easier on not constantly having to ticket and tow vehicles. We'll say 250 people buy a weekly parking pass, that's another $2,500,000 out of the economy as well. Now when you look at items #2, #3, and #4 having an estimated $3,650,000 leaving the economy doesn't seem like much but in a month it's climbs up to above $15,000,000 leaving the economy a month. As for #1, I can't honestly give an accurate guess on how much it would really pull out but let's lowball at $1,500,000 a week so $6,000,000 a month. When you combine #1, #2, #3, and #4 together, over $20,000,000 leaves the economy entirely on top of all the current money sinks in game already. While all of the suggested money sinks and current sinks probably do not equal the current new money injected into the economy, every little bit taken out helps. Please feel free to post more ideas or critique/change mine.
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+1 Perhaps instead of a motorcycle is could be a coupe or sports car "support vehicle". You generally see one following packs of super cars around in real life. Also provides the concept of Having some spare parts inside where in a motorcycle that gets limited much quicker.
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1. The large issue at hand that's hard to do much about is actually selling drugs to other players rather than just the NPC drop off. If criminals making drugs legitimately had a larger buyer market from players, drugs could become much more profitable while also creating rp. Sure the NPC drop off would still exist for a backup sale but there needs to be an greater incentive for players to buy and do drugs in order for the demand of player sales to increase. I'm not quite sure exactly sure what "pros and cons" drugs could really have to make them more desirable, perhaps someone could do a good detailed list of effects and what not. 2. The large issue with number 2 is more profitable robberies from NPCs won't change much except offer a bit more money to criminals, not too much more in RP except in the planning and get away if LSPD can respond. Now if you could come up with something that entails a player business/faction and a way to rob it for good RP, that would be a lot more enticing. 3. I wouldn't mind seeing some sort of "dark web or crypto market" implemented to further build interactions rather than people trying find out where to buy/sell guns at the bank. Building an entire network for contacts, distributors, etc would be neat, especially if LSPD can hop on there and try to do sting operations on the more careless people. When it comes down to it, the risks vs rewards both need amplified for criminals. We would definitely see a large growth in RP in regards to tactics and networking for criminals if higher jail Times were a risk but at the same time, profits would increase as well. Criminals would become far less reckless and show more regard in avoiding getting caught than now, especially when more money is at risk too. Lastly in regards to criminal money and currency, I'd love to see a crypto currency be implemented. It would make fair more sense for criminals to have the bulk of their funds not sitting in the bank but rather on a crypto market. A whole second market place could be established to be purchased with crypto currency ranging from import items like drugs/guns/ammo, vehicles, special properties(like a chop shop, drug lab, etc), and other neat things. The idea is to pull some criminal cash from the regular market and have a whole secondary marketplace that is more sensible and logical. It would help with the current inflation while also giving criminals their own market to dominate and purchase things outside of the view of the law/government. I'm sure there could be a currency conversion but it should definitely come with a fee and a wait time, just like laundering money.
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As discussed briefly on discord, perhaps instead of importing just ammo, you could import an ammo reloading bench. You'd basically craft bullets similar to drugs and the ammo bench would be a piece of furniture, 1 bench per ammo type, and you have to import materials just like you would with the drug lab mentioned in prior post.
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+1 Even as hilarious as it is to see people get absolutely demolished by these barricades, it is quite a bit OP as is.
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+1 I don't think the other character models would be able to be "modified" so you probably couldn't change clothes or general features so that could be disappointing
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Modmenu: Primary and Secondary special paints
Wifye replied to alexalex303's topic in Implemented Suggestions
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This would actual be pretty cool, especially if conducted subtly and smoothly. Perhaps illegal brewing could become a thing as well.
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I should've noted that, ingredients should have to be fetched from elsewhere, not included with the lab.
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Firstly, I don't play a criminal character. The idea here is to generate more content for criminals, not to debate jail times or opinions about criminals so let's be civil and keeps tensions down. This thread is meant to create a list of potential expansions to game mechanics in order to offer more opportunities for criminals that don't always rely on conflict with a player victim like mugging or stealing vehicles. With the high amount of criminals on the server, there's always some sort of conflict going on. By having more opportunities for criminals, it'll like reduce the amount of conflict. At this time, most criminal activities directly relate to have player victims which given the current state of punishments via the penal code, no current judicial stucture, and the high amount of crime, it all generates a lot of OOC tension between civilians/police vs criminals which is hampering a healthy and entertaining role play environment. We see it in game, in OOC and we see it on the forums and it continues to fester. While we've seen numerous debates regarding increased jail times or punishments, I think we all can agree criminals need more to do anyways. I believe a good way to lessen these growing tensions is to develop additional opportunities for criminals that don't always rely on having player victims. An example in game of this already is making drugs and selling via the "NPC drop off". Of course rival criminals tend to intercept one another doing this so having extra opportunities will cut down on such happening so commonly. 1. Introduction of bootleg(untaxed/unregulated goods) smuggling. This would work similar to ordering ammo/guns except it would bring a shipment of commonly usable items like batteries, laptops, speakers, furniture, etc that criminals could attempt to sell to other criminals or civilians. These items would lack proper serialization and tax markings that could be noticed by inspecting them. This would promote criminal rp that does not rely on having player victims and require a more friendly/charismatic approach for criminals to make additional money. 2. Ability to hijack a stationary shipment. This would work similar to #1 in terms of having to sell the goods to other players. Criminals would pay a fee in order to get information on a trailer containing a shipment of goods that they could steal. Once the trailer is attached to a truck or its lock is picked, it would notify the police. Criminals could try to escape with the trailer or try to unload the cargo(likely inside marked crates) on site at the trailer into other vehicles before the cops could catch them. The crates would need to be lockpicked in order to open them to retrieve the actual contents from inside. The criminals could then decide to attempt to sell the contents to other players or keep them for their own use. 3. Importing a drug lab(furniture item) that can be placed inside of a property. Drug money is what fuels most gangs in real life and should be expanded further in game. Criminals should be able to create their own drug labs in their properties. The drug lab would be a more basic form than what's currently implemented, only allowing a certain drug to be made, depending on which one is imported. The lab would create a reduced amount of drugs but offer not only new locations to produce but also the ability to hide it when not in use. The police would be able to raid a property to destroy them and rival criminals could attempt to destroy or steal the lab as well. **Note: Current implemented drug labs would need to remain in game to assure less wealthy criminals can still make drugs. If things Like these were implemented, I think we'd see a decrease in player on player crime and effectively decrease OOC tensions. I'm curious to see what other people can come up with and hopefully something productive will come from it all and maybe eventually in-game.
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+1 I think rather than just having one trucker faction, there could be the potential of a two or more "shipping company" factions. Truck deliveries could be rolled into these companies but more shipping options could become available in additional systems as well outside of automated systems. An example of an additional automated system is like @jowebb7 mentioned adding more required shipments to locations that are completely predefined by an order. Perhaps naval and aerial based shipments could be implemented as well for more diversity. An example outside of an automated system is hiring a shipping company to help transport ore, fish, meats, crops, etc. It could work like calling a taxi then selecting a load size then you pay by distance + load size. The shipping companies would bring added security to transporting and shipping as well making it practical for actual use. People would use them compared to running solo if it seems viable or they need additional space. The reason I say two or more is simply due to LSC/Bayview. Having more than one company helps provide more competition as well as "diverse work environments". Also one company could be land and naval based while the other is land and aerial based. In addition to all of this, it provides more opportunities for personnel to be around the clock for work through timezones. All in all, the end goal would be to increase role play and I think taking all the above into consideration would help generate more role play opportunities.
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Mechanic jobs and player bought garage shops.
Wifye replied to Dimitriy_Alexander's topic in Archive
-1 With introducing even more mechanic opportunities, you'll further diminish what little demand of mechanic work and rp there already is. I understand what you're wanting to do in the sense of creating more opportunities for mechanic rp than just at LSC/Bayview but it's just not viable given the lack of demand for more detailed mechanic rp. LSC/Bayview do pretty well as they are, especially fielding personnel around the clock and they do pretty well attempting to make the process enjoyable. The big reason LSC/Bayview standard interaction times are mere minutes is the type of rp. Sure mechanics can go all out with extensive /me's of doing work but how does a regular customer interact with that? There's not much they could really do or say to "assist" in furthering the roleplay besides maybe some small talk or asking how something works but that's about it. The only additional "mechanic rp" I could see is perhaps making a criminal job that actually handles chopping cars down then delivering the parts to a second location similar to making drugs rather than just dropping a car off but that could become a huge mess of its own.