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Everything posted by Wifye
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+1 I do really like the idea of all of this but I'm not sure how ragemp/gta5 handle the garage instances(like the separate location). If the garage instances are able to be duplicated to support every house, it could be viable to pull this all off. In addition to that, if the garage actually physically exists to go inside, it would need to be decided if people are some how able to break into the garage to steal cars or items inside.
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Taking in the fact hundreds of people play on the server each days and with more joining each day, we'll never have a house for everyone. Obviously there isn't going to be thousands houses available to purchase but what if motels/hotels, economy apartments, and trailers were implemented? Basically they'd work identical to houses but it would be "rented" for a day, week, or month on a fixed price. The way it would work is similar to the "ticket system" once you pay rent, you're informed that you have X amount of days to pay before you're evicted. Examples: (obviously able to be changed) Hotel/motel - 1day (5k) Economy Apartment - 1 week (25k) Trailer - 1 month (75k) Basic principles behind this is to increase housing but also put an affordable lower price in place while also ensuring potential availability for future residents in the event of people finally buying a house, getting tired of paying rent(not needing a residence) or people quit playing(much quicker turn around vs the current wait of property going unopened) I'm not sure if the whole motel, hotel, efficiency apartment complex, or trailer parks themselves should be able to be purchased and offer the ability to changes the rates for additional profit or not(like the gas stations with costs vs locations). I see both positives and negatives to it but I think having pros of them as businesses would outweigh the cons. Pros: More properties to buy(initial money used in purchase would disappear from the economy), competition in pricing, available "protection" opportunities, and creative amenities. Cons: Money generating, rates could get high, having many people housed in a close area would likely create lots of conflict and crime. All in all, the more I think about this whole idea, the more it seems like it could be very viable to be fleshed out. I don't want to throw a whole new thread up on it though but someone else could if they want to really flesh out the idea. Edit/Add-on #1 To target rich players too, there could be extremely "luxurious" locations able to be rented like @Rubsmeister suggested in response to my earlier post. Edit/Add-on #2 In order to justify the different types of rental times here's a few examples. Hotel/Motel - 1 day - perfect for business deals, laying low, and intimate encounters Efficiency Apartment - 1 week - perfect for temporary housing for people in town working(new players deciding if they want to stay) Trailers - 1 month - people who want a dedicated property for an extended period of time but can't afford a house. An extra note is that people currently rent out their owned houses so perhaps this whole system could have additional mechanics implemented to support this existing element. That too could be set to a month by month basis like trailers.
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The 70 speed limit in town is sensible. When people are going faster than that, they tend to end up in wrecks from lack of reaction time or desync issues. Add in most people just blow through red lights and you got even more potential for wrecks. The highways could use a slight bump perhaps though a lot of the job vehicles and low end cars can barely reach the current limits. Having a semi with a trailer going 100-120 while cars fly past at 200 could end very badly. I agree that it takes while to get through town at 70 with all the lights but safety is always first.
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I'll give a massive +1 to this if people can accidentally down shift from 5th to 2nd(rather than 4th) and blow up their motor and destroy the drivetrain.
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+1 As an automotive machinist and engine builder I could go on all day about maintenance but that's far too much to be incorporated into the server. The big issue I see is developing a whole database for every single car and balancing everything in terms of maintenance cost vs base price vs a timer for degrading items. On top of that, having performance mods would incur more frequent maintenance causing even more to be developed. I think the easier play here would be increasing fuel consumption on various vehicles, super cars in real life get really poor mpg/kpl, and increasing repair costs on vehicles. (Also fixing the automatic repairing on vehicles placed in storage so people actually have to go get their cars repaired) A huge maintenance update might be too shocking and disrupt the flow of the game so having gradually increasing fees/costs to vehicle use will reduce community backlash and offer easy adjustments.
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+1 I do really like this idea, especially since it offers a little tutorial type safe haven for new players to interact with others before being tossed out into the world on their own. Far too commonly do we have new players who are actually really good roleplayers lose interest due to lack of social interaction opportunities. This would definitely help build early relationships and remove the "timid/shy factor" of being new while also ensuring new players grasp the basics in the actual game and not just on paper. It'll probably slow down the entry progress but I really think it could help increase new player retention as well as improve initial experience and skill of new players.
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This is pretty spot on in regards to the court being used in conjunction with current laws and prison times. Perhaps the court could be set up for Civil use or major incidents. It could handle things like corruption cases(only after internal investigation are conducted and a case would be recommended), divorces, lawsuits, and other similar situations that aren't based around just generic crimes. It would open the door to some fun and interesting rp while avoiding dragging out current processing of criminals. Lawyers could still be called to talk to the police in hopes of getting reduced sentences for clients through plea deals or something but it would be a waste of time to drag every single conviction through a court.
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It's a middle of the field type situation. It would be nice to have a scam limit but on the other hand, it's nice to have high risk large amounts of money potential scams. Having a IC way to pursue charges would be nice. For the current time though, I'm surprised nobody hasn't set up a "trustworthy 3rd party" type business that collects the property/car and money from the seller and buyer to ensure both sides don't get ripped off, for a fee of course. I just hope someone doesn't steal that idea and scams both parties.
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Probably bumping it from 1 to 2-3 drivers would help but I have an alternative solution. As an additional solution, perhaps the Bus routes could be altered to run simply one route but also only be available as a job when less than 3 cab drivers on duty. The bus would be streamlined to stop at the bus station first, then go to the PD, then to parking, then to the bank, then back to the bus station. Each location would require the bus to wait a minute or two before continuing in order to make it accessible and draw out the time to complete the route for time vs pay balancing. Changing the bus route to the above would alleviate the city bee issue while also helping cab drivers when their numbers are limited, allowing everyone a chance at reliable transportation between in the more critical hotspot locations while the 1 or 2 cab drivers can focus on calls outside the bus route.
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An easy fix is just to increase the amount of lower class properties but I think that's already in progress. While I agree the housing situation isn't great, I don't think capping prices is a good idea. A huge consideration to property value is location. Players should be able to ask whatever price they want when selling their property due to such factors. An example of this is having a property close to a certain location like the bank or a specific organizations HQ. That property becomes prime real estate due to that and with limited quantities, players should be able to jack up the price more without a cap to it as it becomes desirable with the growing player base. On the topic of money sinks though, it's tough to take money out of the economy when it's needed in it, especially for factions. Things like increased taxes, parking fees, furniture, items and upkeep fees help take some money out but really don't stimulate the players so to speak. That's where novelty stuff comes in to play at its best. Having some extremely high prices cosmetic items will not only take money out of the economy from "rich players" but also give them something in "reward" to show for it. Another alternative for both a huge money sink and adding potential new property could be to allow players to purchase "novelty establishments". This would obviously need to be coordinated by the development team but could pretty exciting. The "novelty establishments" would be places that aren't really businesses or houses. It would be things like parks, the golf club, the pier amusement park, and other similar locations that the players could purchase for "novelty, status and bragging rights". It would certainly draw money out of the economy and it wouldn't really make them any money but being able to say you own something so unique like the pier amusement park, that might be enough incentive to toss millions at.
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+1 I'd say more parking lots/garages with no NCZs would be a better choice than only have 1 with NCZ or multiple ones with NCZs. I don't play a criminal character but I do not like the idea of more NCZs. By having the garage(s) as NCZs it would just add another "safe" hangout spot that would end up littered with vehicles like the bank for example. The tougher it is for criminals to chop cars due to so many cars being NCZs, the more aggressive they'll get with people outside of NCZs. Having multiple garages would be convenient for players as it would offer multiple locations for players to travel to and from, thus cutting down on long distance journeys to retrieve or store cars. This would also cut down on people being able to prey on the garage location since there would be multiple locations they'd have to decide on to watch, rather than everyone funneling into one.
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In order to develop more activities for civilians, you have to find out what players would actually enjoy doing and actually provide opportunities for real player interaction. Let's use the vanilla GTA activities for example, golf, darts and tennis. Golf, darts, and tennis can quickly get old as it's very repetitive but it's fun when playing and talking to other people. Since it requires a different "lobby" to join, I don't think it's practical to implement those. Now let's look at some current civilian activities in the server: Fishing: mindless and repetitive, easily robbed, little player interaction Civilian jobs: repetitive mindless head to destinations, little player interaction See the trend, mindless and/or repetitive with little to no new factors or player interaction. The other issue is obviously the "safety" element. People hang out in NCZ's since they can't get attacked and nothing drives them to go out into the world besides money or privacy. The safety factor is pretty much unavoidable. People don't like losing, especially losing "hard earned money". Having more profitable "player victimless activities" for criminals is the only way to probably cut down on that but that a whole other beast. In order to break the mindless and repetitive features, you need to introduce more opportunities for player interaction. Player interaction adds the chance of new factors coming into play and we as humans(especially rp'ers) enjoy social interaction. An example of this on the server right now is requiring 2 people to rob a store. By having to have 2 people working together, that alone forces player interaction. It also adds the chance of it not always being mindlessly repetition since each player could affect the other based on their actions and requires some socializing. Based on the bit above, you probably can see where I'm going with this. New activities(doesn't have to be all of them) should require more than 1 person. Here are a few simple examples to get the ball rolling: Checkers/Chess in an open public area - The idea is pretty simple and straight forward. Have a couple checkers and chess games scattered around that people can hang out at. Races and obstacle courses- obviously not illegal street races but maybe foot races, off road races, and maybe obstacle courses to run through. People can be competitive so having high scores could further incite people to participate for bragging rights. Basically have a marker that requires two or more people to be near it to start the event then place a route/destination for them to travel to. Of course this could be easily done through to but by having actual hard coded markers that random people can go to, it might increase new interactions between players. Boxing - This one could be a bit rough given how combat can be buggy at times. Basically two people can enter a ring to fight. The trick here is setting an end point on the match based on health to avoid people going into "injured mode". Obviously we don't want to have medics come pick people up at the end of each fight. Perhaps a wage could be placed by each fighter. Depending on how popular it ends up, maybe spectator bets could become a thing too. That's all I got for now so hopefully others can go off of that.
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From past experiences in RP in other games with judicial elements and working on a MMO(in development) with them, it is a nightmare to make anything actually time efficient and worth while. The first issue that has to be addressed is the criteria that needs to be met to even start a court case. Every single crime can't lead to a court case, it's just not feasible or practical otherwise everyone involved will spend hours upon hours waiting just to even get in the court room. Obviously a full standard would need developed to decide what is worthy of being in court. You then need people to review the matter to see if it meets that standard. Next you'll need all parties involved to be on at the same time just to start the case. Honestly the best way to implement a court system is with a multi-tier approach. Each tier would need a name Low Court - Deals with minor situations (contesting minor jail sentences, minor civil disputes(under 25k), tickets/fines, etc) Middle Court - Deals with major situations (contesting major jail sentences, major civil disputes(25k-100k), etc) High Court- Deals with highly volatile situations (corruption of government officials, civil disputes(100k+), etc With those three tiers, you can divide and conquer most issues more easily. Low Court could have a single judge presiding and have cases come in without appointments. Middle Court could have 3 judges and require an appointment. High court could have a judge and a jury(have fun getting random unbiased people to show up and hear the whole case) and obviously require a lot of planning for appointments. It really all comes down to how many players want to play the waiting game and how long will they wait.
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Offline timers aren't a good solution, it just removes the player from the game completely. It's all a balancing act when it comes down to it. Depending on what kind of character you decide to role play, you have to accept everything that comes with it. Criminals get to "prey" upon everyone else which gives them more excitement to their rp, but the balance to this is the possibility of jail time. Sure prisoners should have more to do while in jail but jail should ultimately be a negative consequence for the character to endure and should play into how they act in the future. Without a real repercussions for criminals, there's nothing to help dissuade them from being repeat offenders. All in all, jail time is essential to balancing the criminal rp and needs to be served in game. I would like to see multiple activities added for prisoners to do followed by the removal of afking in jail.
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I'm not really sure if this would be a good and practical suggestion but I'll still lay it out after having some thoughts. This is just based off the rising complaints I've seen lately and this could potentially help with that. I have no intention of doing it myself, I'm only pitching the idea. The idea of this suggestion is mainly to alleviate some burden from mechanics and the police by setting up a faction that specifically deals with towing, running the impound, and also could handle Mors Mutual components as well. As for a name for it, I guess calling it Mor's Vehicle Retrieval Services(MVRS) might work? The purpose of Mor's Vehicle Retrieval Services would be to act as a dedicated entity meant to directly deal with towing vehicles, managing the impound, and possibly use the current Mor's Mutual vehicle retrieval system as well, like mentioned above. The current towing services provided by LSC/Bayview can be delayed due to lack of personnel or increased presence of customers at their locations. This is by no means a negative statement about LSC/Bayview, they're both typically already busy and could use extra help I think. This 3rd entity, Mor's Vehicle Retrieval Services, would be able to assist with this burden by being able to tow vehicles, but would not have the ability to repair vehicles. LSC/Bayview would both still have towing capabilities. The current impound system could be seen as a burden to the police, having to respond to impound calls consistently which pulls them from dealing with potential criminal matters. MVRS would be able to place vehicles in the impound(if they're ticketed and reported by the police just like Bayview/LSC can) but would also be able to retrieve them out for customers as well. The police would still be able to retrieve the vehicles as well if no MVRS employees were available. The last main component for MVRS would be the current Mors Mutual system addition. Part of the money spent on retrieving vehicles via insurance is what would fund the faction's treasury, possibly impound fees as well, which would pay the salary of employees. All in all, this faction idea isn't meant to take anything away from currently established but rather just assist with things implemented already for the benefit of the players by hopefully increasing response times for towing and impound aspects. As for fleshing the actual faction out further, I think that would be better done at a later date depending on feedback, especially by someone that could be running it. I'm only pitching the idea and have no intention of doing it myself.
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+1 Having a way to "sell" clothes or really any items via a game mechanic could be pretty useful rather than just having stuff dumped randomly on the ground. I do think @lenx is on the right track with a wardrobe system though. A simple way it could work is having a marker in houses that would access already purchased/stored clothing from a database similar to using shops to retrieve items. You would have to put the clothes in similar to stashes and bags but only clothing could be put in and it would show the stock of each one. Alternatively, it could be setup just like the clothes shop but only display clothing that it is stocked with. I'm not sure which way would be easier to implement
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While the idea of a player ran bank and the starting document listing some procedures and structure is good, there are still big issues I see that should be addressed in the concept. 1. For the tellers to be able to help customers, they would have to see everyone's licenses as stated in the document, but they also would have to be able to examine their bank account. This means tellers would know how much money anyone they dealt actually had which could get into some privacy issues. How is a customer's privacy protected and how are privacy breaches handled? 2. How would the tellers actually interact with the accounts of their customers? An entire system would need to be established in which the tellers have some sort of access to accounts but also be designed to avoid potential abuse like withdrawing extra money or something. It could be similar to the mechoffer system, like /withdrawoffer id# 50,000 but the atms already kind of do that so they would have to be reworked to only dispense certain limited amounts to make the tellers actually essential. 3. What is the backup system if no bank employees are available? Does the current system stay in place but is disabled if at least 1 employee is on duty? 4. The bank sees dozens of people going in for their salary every hour it's open currently. If all those people are lined up to access their account with an actual person, the bank employees would probably get overwhelmed easily during prime times. On top of that, players will likely get disgruntled if they have to sit through long lines just to access salary money, especially if their playtime is limited. What kind of proceedures or backups could be put in place to avoid waiting extended periods vs the immediate system already available? 5. How does the bank actually make money for its treasury to pay workers their salaries? This is important as the business has to have a balanced way of gaining money to justify salaries. The incentive of the 5% of the tax paid by the customer going to the treasury would be a start but with the increased taxes, it could get out of hand quickly. 6. What would be the banks hours of operation? 7. What risks do the bank employees actually have if it's a NCZ? Every other job on the server has risks to it, removing the NCZ makes it have risks but without ample protection, it would be robbed constantly. Finding a balance of risk vs reward is crucial here. 8. If the bank does become an official faction, shouldn't the money transportation job be included into it? It would add another role that would help bank employees leave the premise of the bank and add risks. That's all I got at the moment but hopefully it helps create further brainstorming to create the entire concept design of the potential faction and make it more optimal for implementation.
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This is a mixed bag honestly. I wouldn't mind seeing some toolkit that could repair some damage if the vehicle isn't damaged to the point of not starting. The problem with an item fixing a car that won't start is that it removes the need for towing damaged vehicles almost entirely. It would be like having an item that could get an injured person off the ground rather than using a medic. It's not fun having to wait for a tow truck to show up but it's the consequence of failing to maintain a vehicle similar to maintaining health. In conclusion, a toolkit to repair some damage if the car is still working would be similar to food healing when your not on the ground injured. I think that would be the better fit and option while removing the least amount of potential rp/interaction.
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+1 make drug labs great again
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This is why I suggested turning the trucker job into a faction up above. With an actual structured faction bolstered with members running deliveries, keeping things stocked shouldn't be a problem. Alternatively as a backup to this, there could still be an automated restocking option when no truckers are on similar to the vehicle repairing at mechanic shops.
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While utilizing the trucker job to deliver "actual stock" of cars, gas, and even guns would be amazing, @Bear Baldwin makes a great point about payouts. This could get out of hand quick money wise, especially if those running these places used an alt character as a trucker to do the deliveries themselves. The only way around this I think, would be to make the trucker job into a faction and have it operate on a treasury that's filled with the shipment payouts and salaries paid to its employees from it.
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All the poll options would honestly help populate Blaine quality more as well as increase the quality of life. I do really like the idea of utilizing the sheriff's station, especially if an actual sheriff/deputies faction is established. This would help diversify the police presence further as well as increase response time in Blaine County. While this would take some slack off LSPD from having to cross the map entirely, it does set up potential jurisdiction fights between LSPD and the sheriff's department, which is a good thing. I would recommend even going further with this list by setting up the other hospital fully and possibly another mechanic shop in order to increase the quality of life further.