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Showing content with the highest reputation on 08/10/2023 in all areas

  1. I don't want to sound like a know-all but I have played for a long time, experienced different server states, and writing from personal observation. First and foremost, there's a difference between deathmatch and trigger happiness. Most commonly: Deathmatch is looking for or provoking action to kill with little to no reason. Trigger happiness is reacting with action (to kill) when provoked but not looking for or provoking action themselves. A misconception is that more guns results in more deathmatch and robberies. You couldn't be further from the truth. When dealing with said problems, we have to look at the core of the problem: player behavior. Guns are a means of carrying out said behavior, not the cause. Read that again. I was personally involved in official factions supplying the server guns from 2008 to 2011 and we largely only had 2 goals: Oversupply (flood) the market so everyone who wants a gun has access to guns. I'll later explain why it's important. Maintain supply chain stability and never inflate the price: the street price of a Desert Eagle was tied to the $3,000 mechanic paycheck. Our idea was that the average price of a Desert Eagle should never exceed $3,000 (it took 3 years to inflate to $3,500) but we maintained a highly controlled supply chain, and each step of the supply chain had a price range in a few hundred range (I think the range was originally $500, for margin). A player was able to get a gun after an hour of play (both in terms of affordability and finding a dealer). When either or neither of the goals is met the server faces the following key problems: 1) Subpar roleplay (and mass robberies) trying to find guns for their roleplay using non-roleplay means. Let's be completely honest with ourselves: in the U.S. guns aren't difficult to acquire by any stretch of the imagination, and LSRP is an amplified version of the U.S. since most players roleplay the criminal side of real-life society. The truth is, almost everyone should have guns. For a few reasons: They can roleplay what they want. If they want to roleplay drive-bys and shootouts. Let them. That's their idea of roleplay, and that's what they find fun. It shouldn't bother anyone else until they start bothering others, and that leads me to the next point. We need to cultivate a culture where we don't bother others for the sake of bothering others. First, deathmatch and subpar robberies are rulebreaking and should be treated as such with OOC punishments (and they should be dealt with promptly, and consistently, to prevent repeat offenders). Secondly, trigger happiness should be among those who are trigger-happy. Take it outside an open business. Take it into the hood. Don't shoot up someone in a place trigger happiness doesn't belong. That's what gang roleplayers and criminals can do themselves, and if it's reported by other players it should be treated similarly to deathmatch. What we did as official factions was we stopped supplying factions that engaged in deathmatch or trigger happiness, and it took away from those factions' ability to defend themselves against rival factions and earn money street dealing guns. If player 1 is trigger-happy and player 2 is trigger-happy it's fine when they shoot up each other (if that's what they find fun roleplay) as long as they don't bother players 3 and 4. When their trigger happiness carries over to ruining players 3 and 4 it becomes a server-wide problem. When guns are very easy to get then certain types of behavior are encouraged: 1) There's little to no play-to-win attitude because nobody cares about losing their gun. You want to rob my gun off me? Take it for all I care I'll have another one in 20 minutes. I feel like defending myself? I always have a gun on me. “Don't be stupid. This is the shootout.“ Everybody carries a gun? Oh shit, I better think twice before I rob someone because they might defend themselves. When you make guns scarce you are going to get the opposite effect: Players are going to play to win to keep their guns because it's difficult to get another one. Players are going to lack self-defense and become even easier targets for robberies. 2) There are 2 types of robberies: Robberies where thieves go out looking for victims. That's often the worst quality roleplay because realistically speaking, robberies wouldn't take place in broad daylight in affluent neighborhoods. Robbing someone in front of a West Los Santos clothes store goes against the common courtesy rule and should be treated as such. Robberies where the victims are in the wrong place at the right time. If you wander around gang-infested neighborhoods and aren't careful you deserve to be robbed. Let's be clear about that: that's your responsibility and fuck-up. Only the 2nd type of robberies should happen en masse because they're self-inflicted, and don't ruin anyone's roleplay because they brought it upon themselves. The exception to the rule is planned robberies which are usually well-executed. In conclusion, guns are the means, not the cause. guns should be abundant, not scarce. gun market should have a realistic supply chain and price ranges that don't inflate. PF licenses should be difficult to obtain and revoked immediately upon evidence of abuse. They should be means for legal characters acquiring and carrying guns for self-protection (for whom it wouldn't realistically make sense to buy one from a gun dealer), not for criminal characters. OOC punishments for deathmatch, trigger-happiness, and subpar robberies should be prompt and consistent, especially for repeat offenders. IC consequences should be implemented to invoke fear (because the average player behaves based on the IC consequences, or lack thereof). Limiting the supply of guns doesn't address the fundamental problem (and causes other problems). The fundamental problem is player behavior, not the number of guns.
    2 points
  2. Timeout so we can stop attacking each other personally!! One thing I can say is that prison times are being reworked so you will never have to spend 900 minutes in prison doing nothing again. Hopefully this encourages people to not die to avoid prison - it is my opinion that IC prison should not be an OOC punishment, but should still carry some real consequences for your character. Forcing a person to CK is not on the table as we really do not like limiting players, and especially do not want to force people to pay for a namechange. Asset removal may be, we are likely going to look at reintroducing medical bills now that we know how the economy is playing out, and will likely look into some rule for enforcing valuing your character's life outside of the existing Common Courtesy rule. I think we should be giving players more freedom and trusting them a lot more than we did on SA-MP, but there is a clear line where we need to limit that Illegal factions complained that LSPD/LSSD were constantly in their turf forcing them to do anything inside a property. We limited the amount of police patrols through gang neighbourhoods and it's turning into a warzone. This is exactly why police presence was so high in the first place, and is why it's going to return to that. I will be looking at ways to remove assets from players permanently in a way that is realistic. An idea I have is repossession of houses raided by police that are being used as stash houses - this will force players, at the very least, to avoid being detected by police. Another one would be repossession of cars used in felonies, more than just impounding it for 6 hours. Medical bills set by the government to help fund their budgets is another idea of mine, with the ability to increase it if lots of people are dying (more dying = more money). Most people do not care about their character dying because they lose nothing but time from it. That will change. We will go over this thread and potentially unlock it if we can remain civil.
    2 points
  3. Hello and welcome to the August 2023 Staff Update! There have been a few changes this last month, some very popular, some not so popular, and we've been monitoring where feedback is popping up and making changes. We have plenty of bug fixes soon to come and as you will have seen, we were busy last week pumping out updates almost daily in the run up to the weekend. As briefly mentioned before, we aim to be releasing updates as and when they are ready rather than waiting for a convenient time to release them (for example, on a Sunday). This means you may not see updates as rhythmically as usual, but you will see more little bursts of additions and fixes as we saw last week. As always, you can take a look at #updates and #git on Discord to see what the development team are currently working on. Property Requests - As promised in the last staff update, we have now created a property request section headed by @betonists who will be handling all your property needs. As of right now, we are finishing up the last of the custom shell interiors on the test server to be ported across to the main server, where users will be able to choose an array of custom business and residential interiors for their properties, as well as a limited choice of vanilla GTA V interiors. Here is our internal spreadsheet for tracking the last wave of feedback that our Communications Team collated: Of 20 suggestions deemed essential by the community, there are only 5 that we have not started and are able to, and 1 that we need clarifying. In this case, what are "inventory updates"? You can see yourself what the stats are for the other ones. I hope this helps you see how seriously we're taking your feedback, and though we don't always put out the features that you most want, do have faith that we are prioritising the most essential ones over ones that could maybe stand to wait a few more weeks. We want to once again thank our dedicated staff team for their hard work and activity in moulding the server into the direction we want to take it. We are not always correct, but our active testers do a great job of being ingame and involved in the server's life cycles, and providing us with feedback given to them by players. Our Tester Team has given a total of 4,026 hours, 2 minutes and 49 seconds this month alone between them, with an average of 77 hours and 30 minutes per Tester this month, which is an incredible amount of time to give to help build our community and presence on GTA V. Our Premium Members show similar levels of activity, with 70 hours and 40 minutes being the average time for a Premium Member to be ingame. A huge thank you to all who help build our community - we do this because we want a place to build for you to enjoy your free time. Leadership Changes Congratulations to @Kane on his well deserved promotion to Manager. His new role will be joining @Ben in the Head of Operations position, a responsibility which they will both share. Ben will serve as the Head of Community, opposite Kane as the new Head of Staff. Additionally, @ImperiumXVII has been promoted to Lead Administrator and takes on the new role of Head of Factions, with @kendrick taking over as Head of Legal Factions. Imperium will assist Kane and Ben as the Assistant Head of Operations, and will oversee Head of Legal Factions and the Faction Team Council. Please use our Management Structure page as your point of contact reference. Without further ado, congratulations to our newly promoted staff members ... Manager Kane Lead Admin ImperiumXVII Senior Admin Kendrick — Nature — Jack Game Admin almightybounter — risen — Marshall — betonists Welcome back to our returning staff members ... Junior Admin Kotwica — leo Junior Tester Wesson — For3v3r
    1 point
  4. prices should go back down and criminal penalty for reselling should go up. we have serial numbers, so it's easy to know which were sold by who. if someone is selling too many with the PF, and those are becoming gang guns, then the person should be OOC banned from the PF license system because it's highly unrealistic for someone to sell a ton of guns without attracting the attention of the ATF
    1 point
  5. Do what yall can do decrease the constant DM. Ive gon days where Im only able to rp for a few minutes, then spend the rest of my time driving around, witnessing DM, or being DM myself. There’s not much else illegal factions can do, other than shoot each other. No one is hardly buying drugs. (All drugs are the same and give no benefits. Like atleast add tiers.) Its always “lemme get some metal”, or “fuck the dope, niggas need straps!” create actual scripts that will aide roleplay, and people WILL ROLEPLAY!
    1 point
  6. @SCANDALOUZ I agree with a lot of your points. But something is flagrant right now on the server, the issues with street gangs. No specific ones in particular. But if you take a look at the amount of killings that happens and the INSANE amount of forum reports on the daily.... Clearly something needs to be done, because these players don't seem to care about dying. The PF license regulations are too loose for criminals. I'm not against using a PF license gun to commit crimes and robberies but something HAS to be done. It feels a lot like a cops and robbers down in Davis/Rancho/Strawberry. The amount of toxicity OOC from these street gangs is a joke right now. So, I feel like something has to be put in place to maybe limit the shootouts a bit, and my solution would be with prison. First off, switch to a days system instead of 10 hours for a murder. You get caught killing or with a felony, well I'm sorry but your guy is in prison for the next 7 days. And it goes down offline. That would promote the future DOC and maybe slow down the rampages. And bring a 3 strike system. 3 bad felonies like murder and violent crimes and your character is now in perma prison forever. Enough is enough, it's not role-play but dm out there.
    1 point
  7. Hey all, Hope you're ready for a trip down memory lane because as of now, our legacy forums are available to be viewed again. They've been transformed into a read-only mode, you won't be able to make, or edit any posts or send messages. So head on to check out the history of LS-RP and grab whatever you were missing over the years. We've also made a thread in General Discussion to share cool finds. Please note that the forums come with zero warranty or support. If you can't log in, lost access, or anything similar, you're out of luck. We'll make sure they go back up should the forums crash, but we don't currently have any resources to provide any support at all. Also please keep in mind that the forums are over 10 years old, filled with data and running on outdated software. They will be slow, especially from the beginning as the cache populates. Big shoutout to @Ben who took the time to prepare the forum for release. Happy browsing!
    0 points
  8. Reach out to one of my guys at Valenti LLC, they'll be able to help you out. Your first six months at the firm are as an outsider... you make one hundred and fifty dollars a week. After you're done training, you take the P.M.D.I.T.M.O.A.F. (Pat Me Down In The Middle Of A Forest) test. When you pass, you become an associate and you'll be collecting debts for your capo. After you collect forty debts you begin working for yourself and then... sky's the limit. Now a word about being an outsider. The other outsiders and associates, your parents, whoever: they're gonna give you shit about it. And it's true, a hundred and fifty a week is not a lot of money, but pay no mind. You need to learn the business and this is the time to do it. Once you earn the trust of your capo none of it will matter.
    0 points
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