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Hello, it's me, I was wondering if after all these weeks you'd like an update post? First and foremost: - Added vehicle mod shop to add spoilers, roll cages, etc. to your vehicle in a mechanic area - Added medical fees for using /acceptdeath if you are level 3+ - Added loadout options for government type factions - Added drug effects: cocaine reduces recoil and meth reduces incoming damage (more to come) - Added a cost for using /heal at a hospital - Added animations when using your cellphone - Added a 40% buff to lawnmower pay - Added a 50% buff to garbageman pay - Added setup for new trucking routes to be created - Added ability for Company Team to create private hospitals - Added /v tow and /canceltow - Added cruise control - Added rebinding horn key for emergency vehicles - Added a fix for trucking routes disappearing over time - Fixed /fixsiren - Fixed automatically equipping a weapon when exiting a vehicle if it had modifications - Changed tapering to reset every 4 hours instead of 8 hours - Removed vanity plates as an option from the DMV - still accessible via UCP Premium Central This has been a while in the making, I know, but I hope it's worth the wait! There was a lot to consider this update, and test, and re-test, as some of our changes this update were potentially game changers - drugs increasing your health & recoil especially, as that has ramifications on the upcoming weed growing script and the current drug economy! We have all been hard at work on major features right now, which, in hindsight, meant the small features and quality of life additions got neglected. That's a scheduling mistake on our part, especially as we moved over to a new project management tool, and it's something we've now rectified for the future. Hopefully Dos Santos' recent post alleviated some fears that we had all buggered off! We've heard a lot of feedback recently, especially regarding tapering. I want to assure everybody that tapering is working as expected and is benefitting the majority of players that can only play for a few hours a day. The intention is that you log ingame and you only have to work for 3 hours to get a majority of your expected pay, and that the remaining 5 hours of potential work time in the cycle is spent roleplaying and not worrying about grinding for cash, and this is working as intended. The unintended side effect of this is people do not see a reason to be ingame after the first 3 hours or so as they believe their pay is nerfed after this point - I want to stress that this is not the case, as without the tapering system a player's pay would be a flat rate of $100 or so, rather than starting out high and lowering over time, meaning much more grinding is required. Regardless, we have taken on board the feedback and have halved the amount of time required for tapering to be reset, which means now your time will be reset in 4 hours, not 8. This applies to everything that is tapered, from trucking, to fishing, to faction paychecks. If your cyclical pay is $850 (as it is for trucking, for example), you will now be able to make $850 in 4 hours instead of $850 in 8 hours, or $1700 in 8 hours. And in addition, both the garbageman and lawnmower jobs have seen a considerable buff in rewards, with garbage man now +50% more profitable and lawnmower 40% more profitable per square, and an additional 75% more profitable for a good job (every square cut). Another much requested feature (and one of the most reported for services) is /v tow - you can now tow your vehicle. Another player interacting with your car has the ability to cancel the tow with /canceltow, in case they are roleplaying around it, or are trying to break in and steal it. Another vehicle addition is finally the addition of cruise control! This will be added to both dealerships and mechanics shortly. Medical bills have reared their ugly heads, but in an entirely fair way. If somebody kills you, you will not be penalised as we feel this opens the door for players to maliciously deduct $800 from you without roleplay. No, only if you /acceptdeath will you be liable for costs, and only if you are level 3 or above. This is to encourage roleplaying with the Los Santos Fire Department or any private hospitals the state may soon decide to sell! /heal will also now cost money to prevent people from running into a fire station, using the command, and running back out like nothing happened. And as for the drug effects, they were balanced quite well from testing - you can see a reduction of up to 50% recoil and incoming damage, but you need to be really messed up to get to that point, on a level where your own shooting skills are probably going to be quite messed up. It's up to you to find a sweet spot! Closing out, we have some more changes coming within the next week and are going to try committing to a weekly update cycle again as we had before - there's no reason we should be waiting about a month between updates again. Edit 01:06 Something I forgot to add on the original post was the following 2 tables! Top 24 Richest Companies table { font-family: Roboto; color: white; border: medium solid black; border-collapse: collapse; width: 100%; } table img { width: 100px; height: auto; } th { border: thin solid black; padding: 4px; background-color: #0000aa44; text-align: center; } td { border: thin solid black; padding: 4px; text-align: center; } .odd { background: #fff3; } tr { background: #fff1; } Company Employees Morozov Enterprises, LLC 11 LitUp, LLC 13 Lacroix Capital Ventures 13 Foreman Consulting, Inc. 4 Blursed, LLC 5 Fast Lane Entertainment, LLC 23 Autohub Logistics, LLC 27 Regal Limited, LLC 8 Roux Capital Group, LLC 11 Blueland Enterprise , LLC 7 W&F Patriotic Fund, LLC 3 Lost Socks Laundromat, LLC 1 Caine's Automotive Industries, LLC 2 Star Security Systems , LLC 3 Rawlins Estates, LLC 3 Valentine Estates, LLC 6 Mosley Estates, LLC 1 The Outsider's, LLC 3 HRMC Food & Beverages, LLC 14 Digital Den Sinner Street, LLC 3 Outcasts, LLC 3 Mirror Park Beverages , LLC 10 San Andreas Network, LLC 2 LD Organics, LLC 2 Top 24 Richest People Person Net Worth Natasha_Valentine 331,554 Kristijan_Zivanovic 204,392 Jonathan_Accardo 203,346 Damian_Mosley 138,367 Yuri_Mikhailov 132,367 Buck_Oakley 116,089 Jerry_Roux 105,015 Kamar_Mackey 91,466 Tony_Gunter 84,859 Amberly_Hammond 80,492 Aiden_Anderson 78,880 Dario_Martez 78,780 Gabriella_Leone 77,865 Yuri_Morozov 76,568 Winslow_Aphelion 69,467 Robert_McClane 67,562 Matthew_Krauel 67,531 Shen_Li 65,513 Michael_Thomson 64,589 Radomir_Zivanovic 64,245 Brandon_Green 61,463 Vanessa_Garcia 60,943 Michael_Hill 59,895 Dean_Cracchiolo 58,7089 points
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Hi everyone, We know it may have seemed a little quiet the last week or so, but rest assured, there are many big development updates on the way. With a 7-strong team of developers (with more incoming), we're now able to focus on a range of features all at once. As they're all fairly sizeable and potentially complex features however, they're taking some time to complete. Even so, we'd like to give you an idea of what you can expect to see in the coming weeks. Major Features Pawnshop and Burglary - Matical is working on this and there have been many discussions on how we can create an economy for stolen goods, whilst still entertaining a fair element of risk. Naturally, this is also going to give our law enforcement agencies something else to keep an eye out for. Marijuana Growing - Giampy is working on this, and we know it's been a requested feature for some time. Aside from overhauling drugs and their effects, we want to ensure that different elements of the 'supply chain' for narcotics isn't just limited or managed by the Darknet feature. Vehicle Modding - java has been working on this, and has already made considerable progress. Soon you'll be able to change the attributes of vehicles, both physically and in terms of performance. Keep an eye on the snippets channel on Discord for the latest. Graffiti - Imperium is working on this, allowing gangs to tag up neighbourhoods and bring a bit of creativity to the server. Blackjack (and more updates to gambling) - Mmartin is working on this. As you may have seen in the past week, we already have the server's first casino opening, and we'll be building on the gambling scripts to allow for further roleplay in this area. Other Updates Drug Effects - as mentioned above, drugs will start to have an effect on gameplay, which should affect the supply and demand cycle for narcotics. Hand pointing - as mentioned, and the sneak peaks that you have seen we are going to be having hand pointing on the server very soon! Phone animations - various actions on phones will soon come with animations associated with them. Vehicle towing - Players are constantly reporting that their vehicle is missing, so we're adapting and adding a simple vehicle towing solution. Another big update we'll be bringing in to the UCP will be the ability to vote on which upcoming features you'd like to see implemented as a priority. We're committed to both ensuring transparency and giving you, the players, the chance to influence what we do next. As with all of our development work, the actual implementation date is dependent on dev availability and testing - we'd rather avoid releasing features unless we're pretty confident that all bugs have been squished. We will however do our best to let you know where things are up to regularly. On that note, you can also expect to see further updates from myself and the various sub-teams on what activities they'll be doing each month. A survey organised by the communications team is also on its way, along with a community meeting as soon as availability permits. Thanks for reading.2 points
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Kiabr summed it up nicely. I can agree with every word in here. I don't think making the economy hard or realistic is what we should be after as that's basically making it hard for everyone. We are a few months from launch now and no one is even able to make a used dealership business. A business that used to have some active roleplay around it, why? Because it's pretty to buy or sell anything. The argument of you can buy it off loan is not cutting it as well, it just makes it harder. I'm not saying removing the loans, just keep them for the new players to use but players who have been on the server for a few months should be able to buy and sell vehicles at ease. Remove tapering, make economy far easier than how it is now for businesses to flourish, and let the players who want to spend more time IG get rewarded for it. No harm done, SAMP LS-RP kept alive for over a decade with a bartender getting paid 20k an hour, I least care about the number if it makes sense inside the cycle and make the players interact more with eachother. I will say it again, supply and demand makes magic let it be a free market don't put limits on anything and it will reach it's equilibrium point whether it being a high or a low point doesn't really matter if things are working. The current systems rewards players who aren't active enough and punishes the players who are actually IG.1 point
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It was over when the first launch date was delayed, we're better off fixing the issues and/or improving the systems that made everyone leave in the first place rather than trying to save a horse with a broken leg, the server could've done a lot better than 200 players daily and I'm sure (hopefully) the management team understands this. Trying to maintain/save a playerbase is pie-in-the-sky thinking and the wrong priority to have.1 point
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(( This post will be changed in the next coming days, this is just a placeholder for now ))0 points