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Showing content with the highest reputation on 08/29/2023 in Blog Comments

  1. Let sleeping dogs lie.
    1 point
  2. I will briefly comment on the economy since that's what I'm most interested in myself. The current economy is not fundamentally realistic. It's based on a circular flow of income model but it's not designed to keep money circulating in the economy; instead, it creates a lot of money and looks to remove money from circulation. A healthy economy requires the regulation of how much money is created and keeps most money circulating in the economy (while creating investment and non-investment resources to spend said money on so that players wouldn't have too much money with nothing to spend on). It simply gives the false idea of realism because it's more difficult to start out but there are many loopholes. Something that people who don't understand economics and game economy design is that a realistic economy = is (very) difficult to earn money. You can have a realistic economic model but ”adjust the ratios.” For example, think of income classes. Lower class - very poor Lower class Lower middle class Upper middle class Lower upper class Upper class Each income class ”denotes a level (in a game)” based on how much someone earns (based on what they do and what their contribution to the roleplay universe and in-game economy is) and each income class can afford certain investment and non-investment resources. If you were in the lower class - very poor, you would rely on social housing and the Department of Social Services checks. If you were upper class, you could afford the most expensive mansions and vehicles. Most all games that have an in-game economy revolve around a cost system. The cost system determines how easy or difficult it is to reach a certain level (of income), and what each level can afford. However, the trick is in regulating the money created (called the ”main indicators of the game,” meaning what is being rewarded with money. Usually, in roleplay, it's either (prolonged) activity e.g. paychecks and savings, or it's roleplay creation.) Once the money is created, the goal is to keep it circulating, not remove it from circulation. That's how you get a healthy economic system with limited inflation. Now, as I said, you can ”adjust the ratios” of how easy or difficult it is to reach a certain level. The upper middle class to upper class should be the most difficult to reach but the first three levels should require minimum effort. That would set all (new) players up at a comfortable level where they don't have to worry about money and can roleplay, but would need to put in extra work (through roleplay effort) to get higher. The easiest way to visualize this is by thinking of XP ratios for levels in an MMORPG. At the moment, you literally have players who can't afford the basics for their roleplay while there is a player who owns the Gentry Manor Hotel as a private residence (I don't know who), and there is major inflation not even a quarter into the server existence with millions being printed. My suggestion is this: Make the economy more transparent (good starters would be a Forbes-style top 10 richest list, a monthly inflation tracker based on how much money was/is on the server, and an income ladder. All 3 of these are public to everyone). It creates accountability for the economy team and players will be more inclined to provide feedback on the economy based on how content or uncontent they are with the results. Make it easier to start out for new players but make it more difficult to reach the upper levels of income classes. Involve non-staff in the economy team, and make economic discussions public to the player base so everyone can voice their opinion, and see how decisions are made.
    1 point
  3. 2 major issues that with a fix could boost player base. 1 . Fuck this “realisitic” economy, samp was inflated yes, but having savings accounts, having a bunch of money and cars/houses made people not ever think about “needing money” , almost everything was done for the RP, give us bigger paychecks or savings sccounts or whatever, tweak it constantly until its perfect, and stop making everyone care about how much money they have 24/7, then we can get some solid RP. 2. Leniency from staff, yes theirs way too many guns on the server, but that’s only a major issue rather than a minor issue because nobody gets punished for doing whatever they like with them guns, I played non stop since release until a few weeks back, and the amount of DM and poor reasons to kill, poor escalation I saw or dealt with was ridiculous, and none of it really got dealt with, I know a bunch of people who got warning after warning, ajail, banned, unbanned in 3 days, repeat repeat, I understand the leniency was because you wanted to create a player base and not be so harsh banning people from a brand new server instantly, but people literally play this server to DM because they know they can get away with it, knuckle down on all the bullshit, stop letting people off the hook, accept you will lose players by punishing these people properly and not unbanning them in 4 days, but understand the long term effects on having people here to roleplay and know that they cant just run around and DM
    1 point
  4. You can have great rp without a ton of features, I don't know why everybody is so fixated on that. You don't need any script support to interact with other players and create some roleplay. Of course all these little features would make life easier on the server, but in my opinion that's not something that would get players back on the server. Aswell as for the economy, like everything is cheap as shit, you get paychecks regularly while you roleplay, you can literally wait till you are level 2 and get your first car with a loan. In my opinion there definitly needs to be done something about the factions. I don't know how it got to the point where 8 out of 10 factions are purely on the server for DM, their whole thread is flodded with DM screens/videos, people are ooc beefing on it and you never see them anywhere just hanging around and absolutly nothing gets done about it. Even when we had over a 100 players, there was like three or four pages of just random factions. I think we need some more strict regualtions on who can open a faction, what factions can be roleplayed and definitly limit it to a small number on who is allowed to use the weapon scheme and the drug scheme, maybe even just allow it for mafias/crime organizations for the beginning. At the end it will be a long journy cause if you play on another server and got something good going on there with a lot of players, there is absolutly no reason for you to move over. Players just prefer different stuff on a server and you can't change anything about that.
    1 point
  5. And why should we believe you, considering you already let the community down with many broken promises followed by a script that missed many basic features you'd expect after 2 years of development? If you want people to actually believe you this time, you come with solid work that shows you're still willing to contribute, or hand the development over to someone that's way more passionate. "Our team is burnt out" is not a fucking excuse. You wanna save the ship? Start by making sure people can actually roleplay (especially legal factions) and give us the scripts LSRPV was supposed to have from the start. Stop coming with the "Week 69" "Week Y" plans that are obviously going to get missed.
    1 point
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