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EnkoY

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  1. This is where we find common ground, however: Most of the numbers you provided here are just wrong, .50's do not import at those prices and even if they were right, you're covering about 2% of criminal players who actually have access to equipment at those prices. The other 98% have to pay much, much more, making your argument just completely pointless in the context of this topic. And even if they can get it for 50k, a LEO player gets it for free and only needs to spit out some lines of RP and potentially drive back and forth between the scene and mrpd to 'restock'. You're comparing apples and oranges and it's hypocritical to try and argue a point like this. It doesn't matter how much it costs for a criminal player, the fact of the matter remains that the LEO players pays literally zero for the same equipment in the same RP interaction. You're putting words in my mouth that I never said. Furthermore, you are once again basing your argument on data that represents a small fraction of the criminal playerbase and are creating a straw man argument by saying criminals can make tons of money by holing themselves up inside a lab and cooking endless batches of drugs. It's entirely besides the point of this argument. Not to mention that nobody wants to do that. It's the one thing we agree upon, probably, it's dogshit RP quality and a terrible way to spend your evening in terms of RP. You are trying to say that criminal groups should have 5 guys in full 100 AP armor and class 2 firearms to chop a car that'll net them 15-30k, just to cover all their bases and prepare for the off chance that an entire SWAT team thunders down on them with parachutes jumping out of a heli. Surely you understand how bizarre that sounds? You are essentially saying that anyone who doesn't shell out 50k+ per person participating in a single car chop that'll net a total of 15-30k between all participants is suffering from a "skill issue". Do you have any idea how ridiculously out of touch that sounds? If you're saying that the entire LEO structure, loadout and measure of force is focused on the top tier gangs who have direct access to imports and pay peanuts for their guns, then you're essentially admitting that EVERY other interaction between LEO and anyone outside of those 2% is entirely unbalanced, because LEO will respond with the maximum possible force available to them, regardless of the target. Their response does not care whether you're holding a .50 or an MG, they will respond to the biggest possible threat they can imagine and with every possible sliver of force they can free up and the financial cost incurred is literally zero. That's imbalance right there. All that being said, I don't believe charging LEO players individually for their equipment is the right way to go either, but perhaps each faction loadout interaction could incur a debt within that faction's treasury for the value of the equipment and if not returned, the faction's treasury loses that money. If the next faction loadout interaction cost cannot be covered by the treasury's funds, then we're shit out of luck until the treasury replenishes. If a car is returned without tyres, they lose x% of the cost charged to the treasury for the spawning of the vehicle. If a carbine is not returned because the player died and it couldn't be recovered, then they lose the cost of that carbine + ammo. If somebody deploys a kevlar vest with 100 armor points and returns it with 0, then the cost of that kevlar is not returned to the treasury, etc etc and this is where we enter the realm of economic balancing and management of the assets available to players and factions on the server.
  2. I think a lot of these points can be traced back to economic balance. The largest issue that our server is facing, in my opinion, is a seemingly complete lack of economic management. Without wanting to make this a "crim vs leo" response, when you draw the line under any crim vs pd interaction, there is a loser and a winner. The average criminal player runs around with a .50, potentially silenced and maybe a knife. Let's call it 10k. The average LEO player runs around with a .50, not worth anything because they can't lose it. If at the end of the interaction, let's call it an hour long for ease of argumentation, the Criminal player should die, they've lost 10k for the gun and whatever else they had on them. Those are the Direct Consequence Costs, that's what they lose immediately. Secondary Costs are that, in order to replace that firearm, they have to find somebody who's selling a new gun, run the risk, albeit minimal, of getting caught and arrested, then pay the dollars and hopefully not get robbed for the dollars and the gun. At this point, the criminal player is down 20k and let's call it around 2 hours, 1 for the interaction, 1 for sourcing a new firearm. Now, obviously no criminal player is obligated to run around with a .50, so for argument's sake, we'll ignore the cost of the .50 and just say that they "lost" 1 hour of their time. The LEO player, in the event they should win the interaction, gain the salary for 1 hour of the interaction and another 30 minutes for cleanup and paperwork. Let's say they make 6k per hour, that means they're up 9k of untaxed salary. If the Criminal player would not die but get arrested, they suffer the losses posted above, with increased "time loss" and fines. Sure, they can go to prison and make money there, but it's not great and frankly boring. Let's say financially they break-even on the fines and lost equipment by going to prison. So it's a zero-gain result at the end of it, from a financial perspective. If the LEO player loses the interaction, they lose nothing. They still get their salary, they'll still be able to get fresh equipment, fully locked and loaded by clicking a couple times and typing out some lines of RP. Zero costs incurred, barring some potential losses of personal possessions if they have any on them at the time of their death. The criminal gains nothing from this interaction. In fact, you could say they lose because they lost time that they could've potentially spent on something more productive. The above is all nice and dandy if the criminal players seek out interactions with PD, ie "fuck around and find out", but unfortunately that's not always the case. Sometimes, criminal players are just going about their business and they get "harassed" by LEO, which makes total sense from an IC perspective, but not from an OOC perspective. The IC economic balance of any criminal and LEO interaction is completely out of whack. It's cool to argue that we should all just play for the RP and to enjoy our time the best way we can, but the argument becomes completely moot when you look at it from an opportunity cost perspective and equalize the quality of the RP across the board within a specific interaction and only one side also gains in-game currency and another either loses in-game currency or experiences a zero-gain status. You can have a top of the line, amazing, never-seen-before awesome RP interaction between a criminal and a LEO player and the criminal will always come out worse. You could argue that "it's a choice to play criminal on the server and a consequence that comes with that RP", and, yes, I agree, but we also need to understand that if the consequences suck balls, nobody will want to play criminal RP anymore and we'll just have a legal-only server and we'll be at the end of our platform's life within a year, maybe months. We're paying out millions in bonuses 3-4 times per year to any members of legal factions. Houses and cars cost the same, regardless of the playstyle you've chosen for your character. But everything sure is more affordable if you're a non-criminal player. There's a reason why a large chunk of the players who like the combat/shootout RP have LEO alts or even mains and it's because the combat there is the same, but it doesn't cost you an arm and a leg every time you shoot a bullet. If we want the server to be healthy and have both sides of the law be in balance, the economy needs to be managed much better, or, frankly, it just needs to be managed because right now it really feels like we're just willy-nilly pumping cash into the economy without thinking twice about the direct consequences to our playerbase. When I'm playing with about 5 of my friends, having fun chopping a car at Chilliad camp, as a new unknown gang with no violent track record that would warrant any type of active suppression, that's going to net each of us about 3k if we're lucky and then get absolutely dunked on by a gaggle of SWAT LEO players who literally fall out of the sky after parachuting out of a helicopter, fully decked out with carbines and kevlar, arresting all of us, charging us for things that cost money in fines, impounding our vehicles, confiscating our equipment and sending us to DOC for an hour, then I frankly just want to log out and forget about the server for a week because I just can't be bothered anymore at that point and that quite sums it up for me in terms of balance. I understand there are consequences to the play-style, but if we have to risk so much to gain so little, then we're just not going to bother anymore in the future and that's not a good thing for the server or our community.
  3. Selling a centrally located, modern looking house with parking space for 4 vehicles. The exterior of this property has great potential. Asking price is on the door, door is unlocked.
  4. Thank you for your contributions, modders. You've created a world that lives and breathes our community and its lore and it's great to see small and big hints alike here and there.
  5. Hello Sucre! Glad to have you with us! That didn't last very long!
  6. Deathmatching is something you build up with multiple parameters. It's never a "do X, get dm rights" type of deal. Escalation, reasoning and motive. All three need to be in place in varying degrees and each situation is unique when it comes to these parameters.
  7. Your suggestions are very much appreciated. I personally run through a lot of ideas in my mind and try to actively think of ways that we can improve upon the current state of mechanic RP. There is a lot of communication that takes place between myself and LFM on many of these topics, so that we can hopefully get to a point where we can look at the Mechanic RP and start improving upon what is currently in place, and adding features to enrich the Mechanic RP experience on our platform. My personal commitment to LSC is one that extends beyond just the LSC faction, because the Bayview and LSC factions operate within the same framework from a dev perspective, and it is the social and environmental aspects that make the two factions different. There are of course more factors that contribute to each faction's unique identity, however, the bottom line is that we both operate on the same script/dev framework and to improve and enrich that framework, we need to think on a greater level than just the faction. While I do not agree with all of your points, I think there is truth to be found in the sentiment. I don't necessarily think mechanic RP is boring on its own, however, it's very technical and I would argue one of, if not the most text-RP intensive job on the server. It attracts a certain demographic and exists in an ecosystem where it needs to compete with factions that either have much more action-focused RP and are much more dynamic in the nature of the RP, or it competes with factions that simply operate within the pure social aspect of roleplay. The mechanic job is a very "pure" RP job with a plethora of /me's and /do's put out for each "job", where there is not a lot of physical action or interaction when actually conducting the faction duties. Mechanics are interacting with customers and colleagues, yes, but in the end, the true faction duties are interacting with an inanimate object: a vehicle. This leads the mechanic RP to be mostly limited to just typing out lines of RP. At LSC, and also Bayview, we are actively trying to implement new features to enrich the RP experience for mechanics and improve upon the interactions. One great example is the RP interaction with the owners of the vehicles in the form of the diagnostic tool RP, which prompts the player who owns the vehicle to respond to RP through /do's to indicate what exactly is malfunctioning on the vehicle. Another is duo-RP, where my idea is that we encourage mechanics to work together on vehicles, which again introduces another dynamic to the RP interaction, because at that point it becomes an RP interaction with another person, not just an inanimate object. Unfortunately for this to work, we need a large player base to populate these factions as most players on the server are incredibly impatient when it comes to repairs. I think another issue is the way players value their means of transportation. We have players blasting through the streets at 200+ km/h and if they crash their car into a tree, barring a total destruction of the vehicle to 0HP, it costs approximately the same as 2 sandwiches to have it fully repaired. I know total losses can be expensive, but they're supposed to be. I personally think it's ridiculous that a full vehicle repair costs the same in parts as a single sandwich. We all know development resources are scarce, however, I can guarantee that there is a large and active push among mechanic faction's leadership to get some of those development resources assigned to improving and enriching the mechanic RP. It's interesting because a lot of these suggestions can almost literally be found in my application for the LSC faction leader position that I submitted a year ago. As with all problems, I do not believe we can pinpoint just one issue that causes the mechanic jobs to be less popular, but the nature of the job definitely plays a part in the issues the factions are facing. We can see that mechanic factions thrive purely on the social aspect of the factions, which, when it comes to mechanic RP, honestly just isn't quite what the faction's RP is about in its current state. From my perspective, I can guarantee that I am personally pushing for changes to the mechanic RP and that my focus with LSC lies primarely on the faction itself, but I fully understand that to be competitive with other factions on the server, we need to work on the nature of the mechanic RP to improve its appeal beyond just the social aspect.
  8. Thank you for completing an application to Los Santos Customs, we look forward to hearing from you in the future. Please ensure that you have emailed our HR staff with your application submission so we may contact you as soon as possible. (( Please make sure to post in our forums that you have submitted an application. Follow this link to take you to our forum page - https://forum.eclipse-rp.net/forum/32-recruitment-applications/ Make a post with the title format: "[Application] Forename Surname" and include a message indicating you have completed the application. Remember forums are IC)).))
  9. This looks very cool, I like the art and design, very nice! I hope this picks up and takes off.
  10. Interesting lore and unique name. Keeping an eye on this one.
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