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Everything posted by Wifye
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+1 it's a real thing so why not
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Since it's been almost a week since the last post, I've only found out that webrtc likes to only use input 1 and 2 by default, same with outputs. Granted that info was about 6 months old so I don't know if it's true. What I did find was a github that has .js for selecting different devices for input and output. I'm fairly sure the devs have seen this but ill post it still to be sure: https://github.com/webrtc/samples/tree/gh-pages/src/content/devices/input-output I'm not sure if this could lead to a fix but I hope it might. **Update Tested this with the player I've been trying to help and had no success. He's able to select the correct input and output devices in webrtc but still does not work. The same issue as in game persist of no audio. After reading more it appears very little device makers have webrtc support. Logitech and Kingston don't seem to where plantronics states that they do. I've also read up on numerous instances on chromium forums about webrtc where many devices seem to have issues as well. Guess we're back to square one on this one.
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+1 This might be able to be done through the ticket system somehow as well.
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When there was the announcement of moving to official "non-government" factions it did say they wanted to implement new content to support the factions as they're implemented so hopefully that'll add some more stuff to do. As for ideas, high level crime wise, there should be more trafficking like mentioned up above. I do think there should trafficking opportunities of all types such as weapons, cars, drugs, and even generic goods(clothing/general store items) that aren't taxed and probably stolen. Another option could be hijacking "pre-placed" trailers and moving it to a location, like a criminal version of the trucker job and similar to GTA5Online. An initial call could go to the PD stating whatever the cargo was and that it was stolen from whatever location but that would be all they get, no tracking or anything. Once the cargo is delivered, it would give the monetary rewards as well as some physical cargo(depending on the cargo) that the criminals could sell to other players or stash it for later. This would also bolster criminal inventories and stashes making it more likely that criminals would rob each other for the extra cargo that would come into play. Higher stakes robberies at could be another option. This would work identical to robbing stores but take at least 4 people and the amounts would be larger and require it to be laundered as well. Once the establishment is robbed, the criminals would need to take the money(it would be in item form so they couldn't use it themselves) to a random location as a drop off to be laundered and receive their cut. Lastly, there could be illegal gambling implemented. It wouldn't be all be "high class" and it wouldn't be in a NCZ. This could range from dice to cards or whatever else. The stakes would be determined by those involved and protection would also be up to those involved as well.
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While the taxes are now currently higher, it makes some sense for them to be. The tax is a mix of income and property tax(upkeep fee) of a sort. A tax collection or real government system would be pretty neat as an addition to the server but it would take time to implement and the tax increase was the quickest fix for the moment. While tax evasion would be something to be rp, the forced implementation for balancing as game mechanic is understandable to avoid excessive inflation but could be adjusted in ways to utilize player activity and rp via enforcement by new jobs/organizations. Generally speaking, there has to be multiple ways of removing inflation in all aspects of the game for the various roles and ways to play. I made a thread about that here: Potential Money Sink Ideas
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With the new implementation rework of taxes to slow down the rate of gathering money at high levels in order to not inflate the economy further, additional money sinks should probably be implemented to help players spend their money in beneficial ways in order to balance the economy further. Firstly we'll go over what a money sink is and follow up with potential suggestion examples. A money sink is something in a the game designed to help take money out of the player economy to avoid inflation at higher levels generally. The new tax increase is an example of a passive money sink acting as an upkeep fee of a sort with the tax being a mix of income and property tax. While the new tax increase does pull new money out of the economy, it won't do much for the old piles of money still out. The following are examples of potential additional money sinks with benefits to utilizing them to tackle the mix of old and new money: Vehicle upkeep and maintenance @Swifty posted this thread, it's a good example of a potential money sink. Introduction of exclusive/limited vehicles: Once a month or so, the developers could introduce 2 or 3 vehicles currently unavailable to be implemented in game and hold an auction to purchase them. There would only be 1 of each vehicle up for auction to ensure exclusivity and A high value. A poll could be created to decide which vehicles these would be as well. Once these vehicles are auctioned, the money from the sales would then be removed from the economy. This idea wouldn't take too much to implement and has the potential of pulling millions of dollars out of the economy each month while rewarding the buyers with a special benefit and prestige. Criminal Enterprise Investments: This example is both a rework and a money sink. The idea is, criminals should be able to "invest" into their activities for "additional bonuses". The chop shop is a good example of this. Currently, there's no varying elements to increase profit from utilizing this game mechanic, in order to adjust that, I'll provide two alternatives. 1. Implemented a "partnership program" that allows criminals access to chop shop vehicles based on value. Default, criminals could only take cars under $30,000 at first. By "investing" $20,000 (game mechanic similar to purchasing a license) the criminal can then bring cars up to $100,000 to the chop should. "Investing" $50,000 would allow up to $500,000 thousand. "Investing" $100,000 would allow any value vehicle to be brought to the chop shop. Each level of investing would be required for the next. 2. Rather than restricting each level based on value, "investing" would add a percentage increase multiplier to the profit. $20,000 would be 2%, $50,000 would be 3.5%, and $100,000 would be 5% While option 1 would be more "sensible" as the chop shop takes more risks, option 2 will likely be more popular with players. Of course the numbers within each option can be changed for balancing. Increased Fines for repeated offensives in crime: Currently many players have said that paying fines for committing crimes isn't high enough, especially for repeative offenders. There should be additional multipliers for fines in order to give consequences for criminal actions rather than just additional jail time. Additional jail time just takes the player out of play longer, which they just afk through. By increasing the fines, the player criminal still faces consequences but isn't out of play longer. These are just the sensible money sinks I can think of at this time that have some sort of benefit from spending or risk vs reward. Please post any other suggestions or feedback, thank you.
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With the recent addition of parking pay stations, this opens the door to a potentially useful role in the police department, especially for new members as a trial. This role would be a meter maid essentially. The purpose of the meter maid role would be to help enforce parking standards in game while also exposing the new police department members to law enforcement in a less difficult way. While this job may seem a bit silly, I honestly believe there would be a lot of benefits to its existence. Here are some examples: 1. Creates a more realistic approach to handle minor violations that designated pd members will approach rather than the rest of the police force. Adds another role to the PD to give variety 2. Offers a good entry level position for cadets to go through as a trial to gain experience and exposure to law enforcement. 3. The existence of this job will make people more likely to follow parking procedures since there's a dedicated role patrolling for it and handing out tickets. Sure the role might not sound all that exciting to most people but the sheer potential of interaction between new pd members and general players in more mild manner incidents might prove to be good training/experience for new PD members but also lead to loads of fun rp situations involving police not likely ending with shooting.
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The current starter jobs are pretty good as is currently. This thread is only meant to be suggested adjustments to help the players doing these jobs have more interaction with players while doing these jobs. Bus Driver - This job has the most potential for interaction with other players naturally. The only improvement i suggest is adding bus stops to the map. Adding the route lines would be nice too but probably would clutter the map too much. Garbage Man - In order to improve this job some, I'd suggest developing routes similar to the bus driver job. Each route would have a few specified locations to retrieve trash from. The locations along the route should be stores, banks, pd/md, and anywhere else players typically go with the addition of random places as well similar to the current system. Courier - Only suggestion is to add stores, pd/md, and banks as possible destinations for more of a chance to encounter other players outside of the vehicle. Money Transporter - Fine as it is, atms themselves provide potential interaction Trucker - Increase the amount of time it takes to deliver cargo and have it done outside the truck. Not having to exit the truck or stay in one spot long really hurts the chance of random player interaction. Truckers do have the cb radio but they could use more in person interaction chance. Fishing - With the current setup, fishing is a little too easily preyed upon for mugging. Also with so many spots to fish at along the pier, people tend not to be near each other. First I'd suggest adding two new fishing locations, one further up north on the map and a second down by the docks(boats/trucker job area). Adding these new locations might help populate fishing again as it would be more out of the way for people to check regularly for potential mugging victims than it currently is. Secondly, only have two designated spots not too far apart at these locations in order to get players closer to one another for potential interaction.
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I've been looking into this for another guy and think his is related to a networking issue(college internet). He's going to try it with another computer to see if it's the same result. I'll update this once I know more. From what I gathered about it, cef typically only uses a lot of CPU when loading too much(like scripts/images/data/etc) via the connection. For this to only be an issue for a select few rather than everyone, I believe cpu usage is high from loading corrupted/partial data that's being lost/blocked along the way. This could be from the ports used to transmit voip being blocked by a network device perhaps. *Finding the common denominator between everyone is the key here. If everyone having VOIP issues is on college(or some other controlled) network, then perhaps a port rework might fix it? If not perhaps a general security measure is tampering with it such as antivirus or firewalls. Of course I can be completely off on all of this. I'm no expert, it's been 4 years since I was doing any kind of network architecture and 6 years since actually configuring/troubleshooting devices for large networks. **Update After long hours of hardware, antivirus, firewall, sound setting, browser setting, and other software setting adjustments, the issue still remains for the player I'm trying to help. **Update 2 Still narrowing down the issue after bouncing a question off of Harmdone. Once a few more things are attempted, I'll update this again. **Update 3 After trying multitudes of troubleshooting there's been no success. I'll list some common ones other people can try but they didn't work in the case of the other player I was trying to help. Disable SIP ALGI on router - varies router to router on how to. Reconfigure DNS - Control Panel -> Network and Internet -> Network and Sharing Center -> Click on the router you are connected to and click properties. Find Internet Protocol V4 and click properties Change the DNS server addresses on your router to use the Google DNS servers located at 8.8.8.8 and 8.8.4.4 Allow Apps to access microphone - Under the Windows 10 Settings/Privacy/Microphone: Check the Allow apps to access my microphone (default is unchecked) Using standard audio jack ports on motherboard instead of USB (or just having stuff plugged into both) Disabling DVR - Settings->Gaming->Game DVR, turn off background recording. Ensure antivirus and firewall permit traffic for both GTA5 and ragemp. Ensure JavaScripts aren't being blocked Ensure proper audio devices are configured in Steam Settings out of game. Ensure IPV6 is enabled **Update 4 These are the things I'm still currently looking into as possible causes: NAT issues in conjunction with webrtc data transmission Audio Codec issues Permission issues between drivers/software in conjunction with webrtc