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Showing content with the highest reputation on 07/11/2023 in Blog Entries

  1. Hello, Today we're releasing Major Update 1.2! I will take you through the updates we've been testing for the past week since Major Update 1.1 and explain what's new. Continuing on from the theme of player retention and acquisition, and listening to your feedback, we understand that the script can really be restrictive of what you're trying to do ingame. You can't be a part-time bartender, for example, if you're trucking in the rest of your time. In this update, we are introducing the ability to be employed in multiple companies - currently, you will be permitted to be in one server-owned company, and one player-owned company. This will greatly improve the flexibility of our players in roleplaying what they wish, without being unnecessarily restricted. In addition, we have allowed players who have previously (before today) added 2-factor authorisation to their account to reset it via the UCP, either on the login page or in their account preferences. The full changelog is: - Added 2FA reset ability on the UCP - Added ability to be in multiple companies - Added reward cut for companies - Added the ability to respawn individual cars for factions and companies - Added the ability to choose which company gets the profits from /pos and /servedrink - Added a reminder that you can run the taxi mission in personal vehicles - Added the ability to reward businesses per unique visitor - Added green icons on the map for open businesses - Added stock to gun stores throughout the city and county (pistol icons on the map) - Added the ability for companies to be awarded contracts from the government - Fixed a bug preventing people from using /respawnme - Fixed an issue where trucks despawned during missions and caused forklift issues - Removed the ability to shoot whilst driving Multiple Companies One of the most squawked about blocks to players' roleplay is the restriction that players can only be in one company. We have made a change so that players can now be hired to one server-owned company and one player-owned company. You are no longer restricted to just being a trucker if you want to become a bartender, or a mechanic. Further, you can be in two companies of the same type if you so wish! For example, the TaxiTaxi server-owned company, and a BetterTaxi player-owned company. In this case, you can use either your company car, or your private car, and you can choose which company to represent when you begin your taxi mission. While we are currently only allowing being a member of one server company and one player company, we will in the future be looking at expanding this to be in more than 2 companies, so be on the lookout for that! Company Positions Included with this update is the ability to set your members to other positions in the company using the /companyposition command. This will allow companies to assign different permissions to different members of their companies without affecting any other part of their game. Examples of permissions you might set include the ability to hire or fire employees - perfect for Human Resources members! Gun Stores As you may have seen, and heard in our last community meeting, licenses to purchase firearms (PF) are now able to be bought, and Ammu-Nations have been opened across the city. Anything you see in those stores is completely fair game - that includes the shotguns and rifles you see in there as well, and any of the ammunition you see. Do remember that these weapons have serial numbers, so if your weapon is stolen or sold, you can be held accountable. Roleplay Hubs You might have seen that the LSSD faction held a barbecue in Davis the other day, and a map icon to boot. We are now showing on the map green icons where player companies are open to show you, as a player, where the roleplay is happening. We hope that this increases the custom to different player owned businesses as well, boosting their income with our new feature - a reward amount per unique visitor, per opening! Thank you once again for all the feedback. It is so valuable to us and makes us as a team so happy that you all care about our passion project as much as we do. Please, keep the feedback coming.
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  2. Hello, Today we're releasing our first Major Update 1.1. Let me share some thoughts on the features that are implemented, how the development process will change going forward, and what our immediate next plans are. We've listened to your feedback on forums, Discord, game, and basically anywhere you were willing to share it. I now understand just how important customization and the access to roleplay opportunities is important to our community and the updates from here on will reflect that. The full changelog is: - Added Tattoos - Added Makeup - Added business entrance rewards - Added loan extra payments & option to repay loan - Added another motorcycle and bicycle dealership with more showroom slots - Added ~1500 new furniture items - Added ~250 new hair styles - Added /confiscate for pd sd - Added LSFD siren, pager - Added auto cancelling inactive missions - Added Social Security payments even after level 3 (every 2.5 hrs instead of every 1 hour) - Added LSSD West Vinewood Station - Changes to the LSPD Traffic Station - Changes to the LSFD Faction Vehicles & Stations - Enabled weapon stores [setup may be pending] - Re-enabled reset appearance on UCP - Fixed dealership showroom vehicles not respawning - Fixed /localtime 0 - Disabled /extras for non-admin Tattoos Perhaps one of the most important missing pieces of character customization were tattoos. We decided to split the tattoo feature into three releases, with the base script starting today. You can find several tattoo shops around the map and use /tattoo to configure your appearance. The system allows you to specify 6 levels of opacity for each tattoo, it can be as transparent or as opaque as you want it to be. As with many things in the gamemode, we aim to create consequences for your character's actions. To remove a tattoo, you need to attend a laser removal session to decrease the opacity of the tattoo until it's completely gone. The lower the initial opacity, the faster it is to remove. This baseline tattoo script is released with the native tattoo set. We've reached out to Factions and are compiling a pack for faction-oriented tattoo, to give every type of a faction enough variation to represent their character accurately. If you'd like to be a part of this, please reach out to DDaniels. Custom tattoos are currently very high on our priority list and we already started working on them. In the third phase of the tattoo system roll out, we want to add faction/company specific tattoos and allow players to create their own tattoo parlors, to give unique tattoos to other players. Other Customization Besides tattoo, we've also added over 250 new hairstyles and over 1500 new furniture items. We've finally populated and enabled our makeup script - you can find a few beauty stores around the map marked by a blip of lips. The initiative of course doesn't end here and we're looking at adding more clothing items and accessories next. Economy We put a lot of thought and effort into our current economy system. We got some things right, but clearly we've missed the mark in some places. Here are some of the changes we've made in 1.1 to stimulate the economy: Social Security is extended past level 3. You will receive payments like before, except every 2 hours 30 minutes instead of every 1 hour of play time. Entrance Rewards for businesses. Your business can now be configured by Company Team to receive a cash reward for every unique visitor over a period of time. It's hard to extract the same profit from characters in-game as you can IRL, this system is meant to reflect realistic earnings a business would have. Our goal here is to promote RP and encourage players to set up businesses that are frequented by players. You can now make exceptional payments, or pay off any loans early with zero interest. All furniture items are temporarily free. The list does not end there. We're currently revisiting overall earnings once again, and will be increasing them in the near future. We won't be changing the economy model as a whole, but rather shortening the earnings cycle to allow everyone, regardless of their available time to earn more money. Release Cycle From here on, we'll focus on a more dynamic release cycle. We chose to bundle several highly requested features together for 1.1 and we won't be doing this for updates going forward. Instead of working on a single update for 2-3 weeks, we'll instead release features as they're ready. This will allow us to test faster and deploy more frequently. Player Retention The server roll out is currently going according to our predictions. After initial spike of interest, the numbers are starting to settle down and we're approaching a baseline for our community from where we can freely grow upwards. We do however understand that we could be doing much more for player retention. We've identified a few steps to take within the staff team and will be implementing them, if we haven't already, shortly. Thank you for all your extensive feedback. We value it and learn from it as we enter the new space that is GTA V.
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