-
Posts
143 -
Joined
-
Last visited
Everything posted by Wifye
-
Thirst / Hunger should only make you limp / unable to run
Wifye replied to DeanThompson's topic in Archive
+1 I suggested this in one of the many threads about hunger/thirst -
+1 I have a further suggestion for this as well. You could probably tie a whole bunch of things together with this, I'll give a brief list as an example. 1- implement an actual hunter job like suggested by the OP. 2- create a farming job for getting crops like wheat for bread 3- create processing plants that refine meat and crops in large quantities into the actual food products like burgers that can only be purchased via order mechanics by stores and not individual consumers. Each processing plant would pay for the items received from hunters/farmers based on order mechanics. 3.5- create restaurants that can create actual food products from the meat/crops like the processing plants but at far reduced quantities and speed. With the reduced quantities and speed drawbacks, the restaurants would be able to sell their product directly to consumers unlike processing plants that can only sell to general stores. 4- The products created by the processing plants can be ordered by the store in order to do restocking. Shipments can be made via the current order system. Just instead of throwing money at an import mechanic with a magical supply, the processing plants create actual stock. When you have a complete processing chain like above, you create multiple new job opportunities and new businesses where everyone has a hand in the process as well as making some money along the way which is a win for everyone.
-
+1 We really should compile all the hunger/thirst suggestions in one thread so some don't get lost though since there's multiple threads go in on about it.
-
+1 I don't think the Devs are ignoring the housing issue. It's just not the highest priority on the list which is understandable. While having additional houses is nice and all, new game mechanics like jobs and the hunger/thirst help add content for everyone. Adding a dozen or more houses will only help a small percentage of the population so perhaps they're prepping like 50-100 to all drop at once for a large impact and more opportunities for everyone rather than a dozen or so who get there first.
-
+1 Especially if it shows your number, the total number of apps, and maybe how many have been reviewed in the past 24 hours
-
The government check is considered welfare so it should be able cover food/drink costs for low wealth and new players. The only issue with it is once the bank closes, have fun trying to survive till it opens since you can't get your salary.
-
+1 There's a few other threads about this whole situation already so it's safe to assume the majority of people really want some changes.
-
Sone folks prefer to "win and succeed" via game mechanics rather than having a fun and enjoyable time role-playing. Yeah having the "win" factor is nice but it's a hollow victory that leads to pursuing even more "wins" in hopes of satisfaction. Yeah wealth and status is nice but I'd take in depth immersive role-playing over a 4g mansion, business, and a super car any day. All in all, we can all agree it's a shame that everyone doesn't get the same opportunities of utilizing all the servers mechanics due to wealth and time on the server but that's just how it goes unfortunately. The best we can do is pave our own path and create our own routes to fun and success. I'm more than happy to help anyone come up with ideas for things they could try doing like a new businesses, organizations, or anything else. We're all a part of this community so why not help each other to make it even better?
-
There's plenty to do besides own a physical business location or be in a gang, it just takes a lot more creativity and ingenuity to do so. People love regular Civilian RP, it's just tough to make a lot of money doing it at first but it is possible to get rich from it. Generally you need to develop something that breaks the normal routine and you'll get people flocking to you in no time if you're after larger incomes. For example, a guy named fartoobaked had made like 200k just doing freestyling in rp like on the spot public shows last weekend. Another example are the few pimps/prostitutes who make money based on hourly rates. There's plenty of opportunities out there to be created and developed in order to make money while enjoying some role-playing. It can just be a challenge in creating and establishing is all. Implemented game mechanics are there to assist in building roleplay elements, you should not need to rely on a game mechanic in order to create fresh and new roleplay opportunities, such as needing to own a store to sell stuff. Get out there and do a knock off mobile store, delivery service, or something else.
-
-1 I understand where you're coming from on this as it does give those with "special positions" further "special positions" but they do deserve the opportunity to spend their money just like everyone else. Yes it is a bit unfair to new players but those with money in high positions have given plenty of time and effort into the server and don't deserve to be restricted/punished for it. Alternatively, new players should be trying to climb up ranks in factions, starting a faction, or starting a business that doesn't require an actual location to start then work towards getting a real location. They need to pave their own way forward, not bypass others simply because the others are already successful.
-
It would be pretty interesting to see such a thing come into play, if there already isn't. I've never been part of the PD and don't really know much about their internal operations. I will say that it could be cool if they did have undercover officers that infiltrated gangs in order to curb their operations. That might be difficult given applications have OOC questions and what not. The big downside is having morally questionable actions being performed by officers in game can cause a lot of OOC tension and backlash. Since IC consequences can lead to debatable "ooc punishments" such a jail time, injure time, setbacks from being robbed,etc it could all get out of hand really fast. If such a thing was to exist, it would probably be the highest staff monitored element in the server most likely.
-
-1 The whole purpose of gangs is to have strength in numbers. I don't play a criminal character but even I can see OOC'ly limiting them to a crew of 4 or anything else like that will greatly hamper them. If they have the numbers to roll 10 deep, then they should be able to roll 10 deep. By limiting them OOC'ly, you open the door to metagaming as well since you know you won't have to deal with more than four at a time in this instance rather than worrying about the might of a whole gang dropping on you. Rather than OOC'ly limiting criminals, try to think of constructive game mechanics and activities that could be implemented to give criminals more to do. As it stands right now, the quickest and most efficient source of income is taking things from other players. This stems from not wanting criminals to "deal with npcs" the majority of the time which is entirely understandable. The issue is, criminals have barely any reason to interact with other players in a non-hostile manner because it's more profitable and efficient just to rob them. All in all, I hope all the above gives some insight and helps out.
-
+1 I use a TV as a monitor on 1080p and the text is huge, would be nice to shrink it a little.
-
I do believe the parking garage just south of the bank should be one of the additional locations. This would improve everyone's quality of life in regards to parking near the bank. The following is a list of reasons why. Using /park costs money just like "/parking time" so there's still the money sink aspect, there would be a lot less vehicles left parked around the bank for extended periods thus improving game/server performance, there would be less vehicles laying around that cops have to check for parking passes which this would result in less crime and less towing would be needed then. Add-on/Edit: I would increase parking at this garage to at least $1000(maybe even more) as it would more expensive given its location. 10 minutes at the meter is $600 for non VIP so $1000 for /park would be similar to /parking 15-20..
-
This is pretty spot on. The crime situation has many issues and there's not just one easy fix, it would take a multitude of things to improve the situation. The first and most debated issue is prison time obviously. People don't want long times as it's observed as an "OOC punishment" which is understandable to various extents. Obviously increasing prison times will discourage people from going to jail because they don't want to be secluded from the game and just sit around. Sure giving them actual activities to do might help pass the time but increased jail time still be negatively received by the majority of criminal players resulting in community backlash. The factor that's not taken into consideration by most is the "ooc punishment" that player victims take from criminal players. When a criminal robs a player, takes their phone battery/radio, and steals their car, that player victim now has to spend their time running around "hampered" for awhile just to become "efficient" once more. The further away from locations to "re-equip/recover" at, the longer the time the player spends unable to do much except run to wherever or hope someone friendly stops and help them. So for an example, if you mug 4 different people and take their battery/radio and a vehicle if they have one, depending on where each mugging occurred, you could cause 5-15 minutes of "hampered" time per player. In all actuality, you now have 20-60 minutes of other combined player time spent just trying to recover from IC actions that they probably didn't provoke and the rp was probably streamlined in a minute or two.(hand up, give me your stuff, *frisk, then the criminal is gone). When you take that last bit into consideration, you have to have balanced effects that are relatively equal. The more time your criminal actions "hamper" other players, the similar amount should be at least expected in return and that's not even counting the financial loss vs time to obtain the finances. Once you add that bit in such as a phone battery, radio, any pocket money, mors cost to replace a vehicle(if applicable), time loss if they were working, etc. Adding all those bits together, you should end up with jail times that line up to something similar to the potential impact the crimes costed the player victims in order to have a fair and balanced system. By that logic, if you hampered 30 minutes of other people's time, you expect the same, if you been running rampant for awhile and rack up 4 hours worth of other's time hampered, you should expect the same. The next issue lies with having enough activities and options available to criminals to lower the "desire/need" to target other players. Obviously actual mechanical turfs give gangs something to do and pits them against similar players which is a good thing. Gangs should be able to acquire bootleg or illegal goods similar to those sold in stores in order to "fence/sell" them to other players thus promoting non-hostile encounters with other people. If criminal characters had such items, general population's opinion and attitude toward them would change entirely since they could potentially buy cheaper products through them and both parties make money happily without violence or inconvenience. In order to implement such a mechanic mentioned above, perhaps criminals could spend $20,000 to "bribe" shipping personnel on the location of a truck with $25k-$30k. Once entering the truck, there could be a notification to the police about the theft thus creating a risk of hauling the truck around. Sure the criminals could try to escape with the truck or they could try to unload the "cargo" from the truck on site and escape with it via other means. Obviously it would need fleshed out more but y'all probably get the general overall idea I'm going for with this whole mechanic. All in all, everyone is on the server to have fun and nobody wants to sit around with extended "hampered experiences" whether robbed, jailed, injured, etc. Everything has to have balanced risks vs reward for every player otherwise disgruntled groups emerge with not always positive intentions or actions for the collective community as a whole. Thanks for reading all my ranting and I hope it helps some how.
-
I understand where you're trying to go with this suggestion but you do have to remember, it is a roleplay server that tries to ensure that player retention and rp quality stay high priorities. While having more opportunities of additional players being able to pursue larger amounts money in game via businesswe would be nice, not everyone can be rich and powerful. We already see effects inflation coming into play all the time so having unrestricted opportunities to create more wealthy people easily could get dangerous. Letting people go crazy in starting business will cause businesses to have less and less overall employees. While having competition helps drive people to work harder for business, there's not always lots of work to go around. When there's not much work, people get bored. When people get bored, they tend to find something else to do somewhere else. Due to the above, elements of the server are designed with all that in mind rather than just realism or what others server have done.
- 8 replies
-
- 1
-
-
- weazel news
- downtown cab co
-
(and 4 more)
Tagged with:
-
Valid point I guess because there's not really heavy consequences against the character/player, due to it being a game where life sentences would be excessive, the character/player has less considerations for their actions in relation to crimes vs punishment. Finding a solution to the protection issue might prove quite difficult with all things considered. The only viable instant fix I can think of is that the community service activities are located at NCZs. This would implement a safety net from criminal interference making protection much easier, though I'm not a big fan of giving NCZs even more reasons to stay populated. Picking up litter around each NCZ would be easy to do, the landscaping could be at the locations that actually have grass, and the charity delivery would be removed. I think walking around picking up litter or mowing the grass at NCZs could be sufficient to be interactive enough for people to actually perform community service. That's only my opinion though.
- 17 replies
-
Good points all around, especially with the general statistics of common reasons behind sentences as I honestly don't know what people are usually in jail for in any statistical way. So the first suggestion revamp I see is perhaps instead of paying tickets, perhaps people can do community service instead as an option? This would add more players utilizing the game mechanic to justify the implementation. This option would also add some slack to less wealthy players from having to pay cash money for parking/speeding tickets and pay with time instead(rather than getting real jail time). While the tickets are meant to be a money sink, it's a bit hefty for new players or low income folks where the richer folks can just pay the tickets without any worries so I think it wouldn't hurt that system much. I'd note here, while doing "community service" you don't get progress towards your salary just like when you're in jail. Second revamp/expanse would be to address the security concerns. Perhaps the DOC personnel supervising the community service could be better armed and supported. The local prisons around my RL little town in rurual virginia have guards with shotguns and ar-15s supervising groups of prisoners in public clean ups. The sheriff's department usually does the same with the community service folks. I think if the DOC guards were equipped similar, people would think twice before messing with them but I really don't know how practical that is.
- 17 replies
-
First of all, I'm honestly not familiar with the jail aspects of the game, only just what I've heard as I've never personally dealt with it. Secondly, while this is an ooc suggestion for a game mechanic, it does interfere with IC established laws so it would probably need approved in game to actually exist. So the general idea behind this suggestion is to cut down time in jail(since various people are outspoken about not liking the current state of prison sentences) by reintroducing convicted criminals (non violent)back into society in a limited capacity rather than serving long sentences in jail. By opting to do community service, the player would be able to have a reduced prison sentence (or no sentence if a minor enough crime) but would be required to complete one of the simple tasks around the city. Examples of such: Picking up items around town like the trash job except it would be "litter" instead of trash bags. Doing "landscaping" by driving around a specific area in a lawnmower similar to the farming job. Doing Charity Assistance by delivering items to specific locations like the postal job and armored truck job. If the player fails to complete the community service within a certain amount of time, they could receive a larger prison sentence if caught afterwards. The only exceptions would obviously be instances where they were prevented in completing the assigned task due outside forces like being attacked or kidnapped. As for transportation to the community service, it's a toss up between having DOC/LSPD doing it, allowing the player to use a community service vehicle(a special citybee like thing), or having to find their own way of transportation. I do believe the player should be required to wear a certain outfit during community service as well in order to be highly visible and easily identifiable. As for the balancing of time reduction vs amount of work, I honestly don't know where to start for each task in order to make community service actually viable vs just afking in jail. I wouldn't recommend removing afking from jail either otherwise heavy sentenced violent criminals would be outraged. Perhaps adding similar activities inside the prison could be the alternative there. All in all, I'm not sure how popular this would be and it obviously would need a lot of effort fleshing it out and implementing it properly.
- 17 replies
-
- 1
-
-
It's a bit in left field but what about "heritage days"? Plenty of characters come from all sorts of backgrounds and having little events to celebrate that could be interesting. It also could be a good learning experience both in character and out of character.
-
It's a great point about manpower and resources, especially with the large amounts of applications. Perhaps it could be two pronged like the firearms license currently. You can do the application in person if the proper officials are around or you can submit a written application if they're not. I mainly like the idea in general since new players awaiting approval wouldn't be so alienated and could actually converse with other people since the wait time is quite long currently.
-
Where would people apply for it at? I don't see it listed under factions on the forums like everything else. edit: I see it on the eclipse government website, my bad
- 71 replies
-
- government
- politics
-
(and 2 more)
Tagged with:
-
+1 I do like the look and layout of this thus far. I'm curious to see how each bit is expanded upon in further detail regarding things like requirements/restrictions on positions, term length, expected responsibility/duties to be performed, and potential pay(also how money is made but I guess just taxes?) With the judicial suggestions floating around as well, I'm curious if that should be rolled up into this as well or kept separate. Personally I'd like to see it integrated so things like the district attorney office are kept in the same kinda loop and further expand the faction and potential positions.
- 71 replies
-
- government
- politics
-
(and 2 more)
Tagged with: