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DjoLa

Economy of jobs and /skills

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Hello everyone,

 

I'm quite new on the server and still didn't menage to test all jobs on the server. But I have tested 5 jobs which are listed on F5, also tested farmer job. What I saw is:

- Every job is individual

- None of those jobs has function (eg. Bus driver doesn't pick up passengers, courier sends some random packages, truck driver doesn't realy refill gas stations(I think so))

- Every job is same for everyone (by this I mean, you can work one job for a lifetime it will give you same amount of money as you are beginner, therefore they should be something like /skills)

- Money aren't balanced (that makes some jobs better than others and ruins gameplay)

 

So here is what I suggest:

 

1. Make one job depend on other one.

Eg. Business like gas station should provide fuel only while they are filled with gas.
Eg. Courier should deliver packages to 24/7 or clothing shops to keep things in stock.

Eg. Bus driver should have one big route around the city, there should be mapped stations at every station bus goes. Also on the stations players should see when the bus is coming (can be made with approx time, if the bus is seen last time on station at LSPD, he is coming to next in 2 mins etc.)

Same thing can be made for every other job, to have some function.

 

2. /skills for every job, legal and Illegal ones.
For example, at the beginning of trucking you have to deliver fuel to gas station 50 times to be lvl 2 trucker. Once you become level 2 trucker you will earn extra cash, for example 100$ or have higher amount of fuel to deliver.

Still haven't tested illegal jobs, but I'm sure something similar can be made with them too.

 

Please if anyone understands what I'm talking about feel free to fill in.

P.S. Sorry for bad English

 

 

Edited by DjoLa
P.S. bad English
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On 1/24/2019 at 8:20 AM, DjoLa said:

Hello everyone,

 

I'm quite new on the server and still didn't menage to test all jobs on the server. But I have tested 5 jobs which are listed on F5, also tested farmer job. What I saw is:

- Every job is individual

- None of those jobs has function (eg. Bus driver doesn't pick up passengers, courier sends some random packages, truck driver doesn't realy refill gas stations(I think so))

- Every job is same for everyone (by this I mean, you can work one job for a lifetime it will give you same amount of money as you are beginner, therefore they should be something like /skills)

- Money aren't balanced (that makes some jobs better than others and ruins gameplay)

 

So here is what I suggest:

 

1. Make one job depend on other one.

Eg. Business like gas station should provide fuel only while they are filled with gas.
Eg. Courier should deliver packages to 24/7 or clothing shops to keep things in stock.

Eg. Bus driver should have one big route around the city, there should be mapped stations at every station bus goes. Also on the stations players should see when the bus is coming (can be made with approx time, if the bus is seen last time on station at LSPD, he is coming to next in 2 mins etc.)

Same thing can be made for every other job, to have some function.

 

2. /skills for every job, legal and Illegal ones.
For example, at the beginning of trucking you have to deliver fuel to gas station 50 times to be lvl 2 trucker. Once you become level 2 trucker you will earn extra cash, for example 100$ or have higher amount of fuel to deliver.

Still haven't tested illegal jobs, but I'm sure something similar can be made with them too.

 

Please if anyone understands what I'm talking about feel free to fill in.

P.S. Sorry for bad English

 

 

The massive issue with making the server reliant on script jobs is the massive variance in players online at any one time. If there's a dive in the player base then the economy suffers as a result. These variance issues do not happen in real life.

Also no one owns the courier job etc, so if not many people are doing that job due to poor wages, a business owner can't entice more people to do the courier job by raising the wages. The economy will just suffer instead.

This sort of thing has been done on other servers, NGRP on SAMP did this and it created issues later down the track.

ATM's do rely on the money transporter job - With out money transporters or people depositing money in ATM's they would be empty.

I am all for some improvements to the bus driver job - I'd love to see players actually using the bus. Definitely agree there should be bus stops which tell you how far away the next bus is.

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On 1/27/2019 at 3:29 AM, DeanThompson said:

The massive issue with making the server reliant on script jobs is the massive variance in players online at any one time. If there's a dive in the player base then the economy suffers as a result. These variance issues do not happen in real life.

Also no one owns the courier job etc, so if not many people are doing that job due to poor wages, a business owner can't entice more people to do the courier job by raising the wages. The economy will just suffer instead.

This sort of thing has been done on other servers, NGRP on SAMP did this and it created issues later down the track.

ATM's do rely on the money transporter job - With out money transporters or people depositing money in ATM's they would be empty.

I am all for some improvements to the bus driver job - I'd love to see players actually using the bus. Definitely agree there should be bus stops which tell you how far away the next bus is.

I never said it is easy to make, but I'm sure it's worth it. Also with a good balance it can be functional. But ofc. it takes time and lot of thinking to make such a thing.

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