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Showing content with the highest reputation on 12/13/2021 in all areas

  1. Hey everyone, Hope everyone's doing well and getting ready for the holiday season. December was always special around LS-RP, I remember all the treasure hunts and winter/Christmas events we used to hold. I'm looking forward to seeing something like that in-game again as we celebrate the season... next year. It's been quite challenging over the last few months to keep track of the remaining work. Trying to keep tabs on all the features in my brain has proven quite inefficient, so instead of trying to remember what I'm supposed to be doing and which features are left to develop or test, we made a list. This list itemized every single outstanding feature or activity we've yet to complete before the server is launch-ready. As I was compiling this list a few weeks ago I realized that even that isn't enough. Really, is the trucking system the same as a phone call? Much different; so we started adding estimates to everything. 4 hours to finish phone calls, 16 hours to finish trucking, 2 hours here 4 there and so on. I've done estimations on an enterprise level in the past and it's a known secret that at the start of the project, unless you have a thorough specification, they're just made up numbers. Nobody knows and everyone's guess is meaningless, you're just working in a ballpark. Since we're nearing the end of the initial development, we're in a different position and it's much easier for us to list out all the things we've yet to do. So we've done that, and estimated how much it'll take. Based on these numbers, we realized that we've underestimated the amount of work remaining when we scheduled the release for Q4 2021. With the rest of the leadership, we were facing the following options: Option 1: Release in Q4 2021. We release in Q4 2021, as late as possible, but still meet the deadline. This gives us the pros of keeping up on our promise and taking advantage of the hype the LS-RP project currently has. The downside of this option is that we'd be releasing a game mode without a lot of important features and with a lot of potential bugs, since we'd have to be adding new features all the way to the launch date. Lacking features and bugs will result in a disappointed community and a potential loss of players. Option 2: Postpone the release for the 2nd time. We delay the release a bit. This allows us to work on features we deem essential but didn't manage to complete just yet. We have enough time to properly test these features (shoutout to our staff by the way - you've done amazing job testing so far). The dreaded disadvantage of going with this option is that we won't deliver on our promise that we'd release Q4, which can lead to the community being disappointed, leading to a potential loss of players. Which one would you choose? Let me know. Since we started deliberating postponing again, I had to go back and read my statement when we had to postpone to Q4. Here's a quote from that post: As I'm reading that I realize that we're in the very same situation now - how come though? Did nothing change since September? There's been no major inactivity for any of the devs or leads, or any "major roadblocks" I could think of that'd cause this delay. I tried to identify the reasons why we're delaying again and this is what I got: - We underestimated the amount of work remaining. The estimate that we should be done by Q4 was not backed by any real numbers, but rather a "gut feeling". - We've added new things to the scope for release. Those things were usually features which we deemed essential but forgot about them early on; or were only made aware of them now. - We spent a lot of time focusing on detail and polish of existing features. - Personal and professional obligations of the team, although this one was kept to a surprising minimum during Q4. After hours of deliberation, we chose option 2. We've taken several steps to make sure this is the last date we give you. We wanted to work towards a concrete date instead of a vague time range ("summer", "q4"). - As mentioned previously, we made an itemized of all remaining features and activities until we're release-ready. - We've added a estimate in hours to every remaining item or activity. - We're accounting for a % of risk dedicated to fixing bugs and unforeseen difficulties. This risk is currently set to 10%. - We've created metrics to monitor whether we're ahead of, or behind schedule. This allows us to play with the scope and reevaluate our current assignments if we're falling behind schedule. Based on these steps and metrics, we came up with the official release date of LS-RP:V on February 24th, 2022. Community Involvement With the release being postponed by just a bit over month and a half, we're looking for ways to keep the community engaged with what we're doing. Here's some milestones you can look forward to in the near future: - Character Customization made available ahead of launch, first for Patrons and later for the general public. - Character Applications made available ahead of launch to the general public. - Staff Reinstatements opening ahead to get ready for launch. The concrete dates of each will be announced separately at one point or another; but we're aiming to release the character customization server this week. There's a few more things we've up our sleeves to keep the community engaged, but I don't want to announce them just yet as they're not as thought through as the rest. If you have any ideas yourself, my inbox is always open. Progress Update I'll try to include a progress update where it makes sense when I write these posts. This should give you the idea of where we are in terms of the schedule and how much work is remaining in different parts of the code. Here's the current status: I've been on a mission to be as transparent as reasonably possible during the development of LS-RP:V. I had a lot to learn from the SA-MP days and I sincerely hope that the information we give you is keeping you excited during the wait; whether it's snippets, blog posts or just random talks on Discord. It's hard at times as we don't want to give away too much for several reasons. Sharing this progress update is yet another step in trying to balance out communication, element of surprise and competitive advantage. Closing Statement I understand any and all feelings of frustration at the announcement today. It's not fun news, but at the same time it's good news. It allows us to work on delivering what we've initially set out to make. I'd like to express my gratitude to the entire staff team who has been actively engaging in improving the server's features and standing behind the project the whole time; to the patrons who keep our infrastructure bills on time and to the community for believing in the project. Thank you for being understanding. If you'd like to be closer to the action, consider joining our discord at https://discord.gg/ls-rp, where we post snippets of our work. Kind regards and happy holiday season, Mmartin on behalf of LS-RP Staff
    10 points
  2. 2 points
  3. Ghetto Boyz 13 Environmental Mod 4 Pacc Gangster Crip Environmental Mod
    1 point
  4. I think currently GTAW finds itself in the shoes LSRP were once in. By that I mean that they have a monopoly over the genre simply because there is no alternative, similarly to our community on SA:MP. Players stuck around because there was nowhere else to go. On GTAW what you've got is a server and community tailored around legal roleplayers, ran by legal roleplayers and heavily influenced by legal roleplayers. One sticking point that comes up time and time again is their IFM's lack of engagement, transparency and knowledge and this is the driving force behind the bulk of our roleplayers leaving their server. Now, a lot of people use this a basis to promote their roleplay but the fact of the matter is that it's the truth, their lack of regard for their illegal community is what will offer LSRP a way in. Over the course of the last few months it's been more evident than ever and their management's obliviousness to the fact is what adds insult to injury. For this server to hit the ground running what you have to do is capitalize on the shortcomings of the aforementioned server and strike while the iron's hot. Transparency will be a key factor in attracting these players. Deliverance will be what keeps them and the expectations and promises need to be fulfilled in order for this to come to fruition at all. Illegal roleplay shouldn't be prioritized by any means but it should be treated with the same amount of respect as legal roleplay and given the same opportunity of prosperity. Illegal roleplay has always been the foundation of LSRP but what made LSRP so consistent was its honesty, its openness and its lucidity. Transparency was always there one way or another. One look at their faction's forum and you realize that their faction management team are driving people into LSRP's arms and for years it's gone unnoticed and unaddressed because their has been no alternative. You can forget about servers like LCRP making a wave because they're not battled tested like LSRP is and don't have the following LSRP do, coupled with the fact that their management are as corrupt as the day is long. All these make-shift beliefs and idealisms are used to lure people in but it's nothing more than a false pretense and a power grab. In other words, in certain communities if you don't agree with somebody's modus operandi, they will find a way to ban you, silence you or misinterpret you. On LSRP I believe that the number one priority should be to put the power in the player's hands. For this to overtake its competitors and scratch the surface it's got to recognize the flaws of communities that don't work. LSRP is genuinely the last hope for those interested in illegal roleplay. We need to do as much as we can to emphasize that and promote the fact that the community and management are receptive to that or we're back to square one. It's in all of our interests if we're on the same wave length. All old community politics should be disregarded and the slate should be wiped clean. This will only work if we're all on the same page. Make LSRP great again.
    1 point
  5. Yessir, so ist es
    1 point
  6. Der stärkste Sheriff aus Los Santos
    1 point
  7. Really good to see that most people are in agreement with option 2. I'm happy that we've got a realistic official release date now and we've got a date to hype up for. This is going to be great, keep up the incredible work!
    1 point
  8. Option #2. First impression matters for players new to LSRP. If people see it is very buggy and they have options to play on other communities then they will and are going to have a negative opinion about returning to LSRPv later on even when more those bugs are fixed and new features released.
    1 point
  9. 1 point
  10. I'm against this mostly as it'd just feel like a chore especially when owning multiple vehicles and having to run to a garage every so often. Imagine having like 500 to 1,000 players experiencing this. The garages would be constantly full, players would have to wait in line and depending on the script the mechanic shop would need to have employees running it to do upgrades for vehicles etc, elsewise you're screwed and if they are open then you'd wait 30minutes to an hour for it to be finished. So if you're playing during a horrible timezone and there's no mechanic shops open well then I guess you're screwed. But who knows how mechanic shops will operate to begin with at server launch. - Multiple vehicles = Multiple fixes every so often - Line ups since every player from ( 500 - 1000 ) would be experiencing this. - No mechanics, no service. Not playing in a good timezone? Well too bad. (Depends on server script, not sure how it'll work.) - You have to get a ride from the mechanic shop and then have to go pick it up. (Multiple cars, or well players from 500 to 1000 doing this each time. ) I'm okay with a simple oil change though, but it should take months. It shouldn't be a huge hassle/annoyance for the player and that's all I'm saying. And if any of this does get implemented make sure there's plenty of mechanic shops to handle these type of requests because in a game it's very limited, it might even be a chore to find a mechanic shop to begin with, we'll have to see. And also, without any of this I think mechanic shops are going to be crazy busy as everyone will always be buying new cars and upgrading them, you probably won't even need any of this. You'd do something like this if you had no business or people coming in to make rp. I think it'll be too much to chew at once. You'll need a bunch of auto shops. I'm not here to play mechanic simulator, but if the service is fluent and can be properly handled then sure.
    1 point
  11. 1 point
  12. Looking at the only server that promotes heavy text based RP, and staying away from their mistakes doesn't mean you're discrediting it. You know that, right? It's basic common sense to compare to yourself to the only server that exists. I think GTA:W started out with the same intention as LS:RP. It wanted to promote heavy roleplay, and be the LS:RP of GTA V. They failed in doing so because they don't cater to illegal roleplayers, and the server in general is a utopia where crime is frowned upon. It's easy to get carried away on GTA V because of all the cosmetic options, so it's easy for a heavy rp server to turn into Sims 3. We don't want that on LS:RP, and what chuckles is trying to do is highlight that we never want to go down that path. He's highlighting GTA:W's mistakes to make sure that LS:RP doesn't end up like GTA:W. A server that promotes heavy rp, but doesn't do the sort. Highlighting someone's mistakes to better yourself is normal. You shouldn't try to discredit him for it.
    1 point
  13. Foreign section Gta mod section
    1 point
  14. I'm so glad this didn't turn out to be a Battlefield 2042 launch.
    0 points
  15. would've released it. the more features you stack on one another the more problems you'll have on launch, especially when you have a very hyped project. you can't test well for 500+ players, especially on a platform you don't have much experience with. getting a good tested infrastructure going and adding content periodically might be less hype but its also a lot less risky and lets you accommodate your community directly rather than flipping the bay area roleplay coin you even said it yourself. how can you accurately account for all the potential issues you'll get between here and feb?
    0 points
  16. Thanks for all the work you, and the development, and all the other teams are doing. We appreciate the effort and time you're taking out of your lives to get this project up and running. It's just a minor set back! Hope everyone has a great Christmas.
    0 points
  17. Doesn't opening applications early defeat the purpose of patreons donating for this feature?
    0 points
  18. intermittently playing since 2006
    0 points
  19. teach me master
    0 points
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