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RoryR

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Posts posted by RoryR

  1. 1 hour ago, danielswe said:

     

    I meant: Hopefully we will hear the Dutch and Austrian national anthems tomorrow 😛.


    Ahh okay. Ngl it's impressive to see someone that dominant but would prefer to see more people up there fighting for 1st place tbh

  2. 6 hours ago, Dos Santos said:

    What’s everybody’s thoughts on Mirror Park? Getting a load of businesses that are owned by the company team and can be a sort of hub for players. 


    I might be biased because I RP there but it seems like a pretty good spot. Good split between housing / businesses, a number of factions based there, plenty of unclaimed businesses there too. There's one or two spots to add some rental cars as well. 

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  3. The server definitely does not feel like a heavy RP server at times. Randomly being offered guns at the trucking depot, from another trucker, does not scream heavy RP. On the other side, seeing police drive just as badly, if not worse, just to catch someone and 'win' isn't the highest quality either. I can't really speak to the street gang RP because I haven't been involved in it, but it sounds like the quality is just as bad but in the form of constant DM. The people doing these things need to be educated that what they're doing doesn't align with the aims of the server. I don't think anyone should be banned or CKed or anything extreme, just pushed in the right direction.

  4. Short Description:

    /door doesn't use new rotation values

     

    Steps to reproduce issue:

    - Change the rotation of a door

    - Use /door

    - The open and closed positions will both be relative to the old rotation of the door

     

    Expected Results:

    Use the latest rotation values

     

    Actual Results:

    The open and closed positions will both be relative to the old rotation of the door

     

    Additional Information:

    https://i.imgur.com/FBpwS1I.mp4

  5. Introduction

    At the moment vehicles do not degrade at all. A car you buy now will continue to run and work exactly how it does forever. This isn't realistic and implementing degradation into vehicles can provide a lot more roleplay.
     

    This will be good for a number of reasons:
    - It adds realism to the server
    - Opens up a lot more roleplay for mechanics and the rest of the player base
    - Incentivises the purchase of new vehicles
    - Creates a second hand vehicle market

     


    Mileage

    Vehicles should begin to track mileage. Existing vehicles will start at 0 miles for sake of convenience. Perhaps you could add an estimate mileage based on date of initial purchase if that data is stored, but I think the former option is the best approach to take.

     


    Services

    Vehicles will require both regular and major services to be performed by mechanics. These will be viewable by /servicehistory (/sh) which will display the previous services performed on the vehicle.
     

    Regular services

    These will be based off either timed or mileage intervals and will ensure the vehicle is running optimally. Failing to do these services will affect the performance and reliability accordingly. Prices based on vehicle's base price.
     

    Oil changes:
    - Twice per year or every 500 miles (or you could have both - which ever comes first)
    - Failing to do so decreases engine performance and increases chance of an engine malfunction
     

    Tyre changes:
    - Every 400 miles
    - Failing to do so decreases breaking performance

    - Tyre tread level could become illegal after the 400 miles, which can be checked by anyone on any vehicle with /checktread (/ct)

    - Illegal tread could be punishable by a ticket or more
     

    Brake services:
    - Every 600 miles
    - Failing to do so decreases break performance
     

    Major services

    These would be at defined mileage levels and are there to primarily incentivise the purchase of new / lower mileage vehicles, as older / higher mileage vehicles typically become more expensive to maintain. The intervals and pricing could be done in many ways, however I think a 500 mile interval with the price of the service based on a combination of the vehicle's base price and the mileage it is being performed at (therefore making each subsequent major service more expensive)
     

    Failing to perform a major service will have no performance affect, but will increase the chance of an engine malfunction. Failing to do the 500 mile service for 500 miles (1000 miles total mileage), will still require both the 500 and 1000 mile services to be performed for the vehicle to be up to date in terms of services.

     


    Malfunctions

    These will be VERY rare occurences which will in some way negatively affect a vehicle and require a mechanic to intervene. Malfunctions would be possible even on fully serviced vehicles, but vehicles outside of service intervals would be far more susceptible to a malfunction. Possibly every 100 miles or so there could be a RNG roll which could give a vehicle a malfunction, say 1/100000 for minor, 1/500000 for major, but these would be increased depending on the service history of the vehicle.
     

    Minor malfunction
    - Orange engine management light:
    zaRC5xZ.png
    - Vehicle still drivable
    - Decreased engine performance
    - Increased chance of occuring if outside of oil change / major service interval
    - Can turn into a major malfunction if ignored for long enough
     

    Major malfunction
    - Red engine management light:
    iq63W5v.png
    - Vehicle no longer drivable
    - Increased chance of occuring if outside of oil change / major service interval / ignoring minor malfunction

     


    Vehicle inspections


    This seems to vary from state to state, but in California a smog check is required every 2 years to ensure a vehicle is emmissions compliant. An annual check like this could be introduced, perhaps it is purely smog, or more along the lines of a general road worthiness test like MOTs in the UK. 
     

    In any case, it is a check of some kind which has to be done on a timed interval and performed by a mechanic. There shouldn't be a way to fail this as that introduces too much complexity, it is essentially the DMV license renewal but on a vehicle by vehicle basis. Driving a vehicle which is overdue for this inspection would be illegal and punishable by a ticket, getting your car towed, or something along those lines. I think if something like this is implemented then the monthly DMV renewal could become annual instead?

     

    Conclusion


    There's a lot of suggestions here and implementing all of them might be overkill. The economy is already somewhat harsh, and adding all of these could make vehicle ownership quite unforgiving money-wise. So perhaps instead of having oil, tyre, and brake services, there would just be oil services. Or all 3 could be implemented but the prices are adjusted accordingly. Any figures or time intervals or anything aren't the focus of these suggestions, so feel free to adjust these or discuss what would be good prices / time intervals for these things.

    As the server is still in its infancy, perhaps these services would have a grace period of sorts, or they would ICly be included in the purchase of new vehicles, as all vehicles on the server are currently brand new vehicles. This could also introduce random second hand vehicles at dealership lots, which would have a random mileage and service history with an accordingly adjusted price. This would be a good addition for newer players on the server to get access to cheaper vehicles without the burden of being locked into a long loan agreement.

    This also ties in with the suggestion below as this would play a part in creating the second hand vehicle market:

     

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  6. Not sure how much of an overhaul would be needed for this since every player automatically has a phone and it seems like they can't be passed around, but I think multiple phones or at least multiple sim cards / numbers would be a good idea.

     

    I'm unsure whether or not phones can be tracked or listened to right now, but even from an RP standpoint it's a good idea for certain types of roleplayers to have multiple phones, or at the very least multiple sim cards.

     

    Ideally I think phones should become an item which can be passed around, stored in inventories, etc. If this is too complex to do at this time I think a good alternative would be getting multiple sim cards for a phone.

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  7. Initial impressions:

    • Overall UI looks really clean
    • The phone functionality is really good
      • The text messaging features are very impressive
      • The banking app is very good
      • Haven't used it fully yet but the car configurator thing looks really good too
    • Money seems quite hard to come by, probably intentional and could be better off long term
      • Considering rental properties are quite cheap and car financing is available, this doesn't seem like such a big deal
    • Little bugs / places where some polishing is needed but other than that issue-free for the most part
  8. As others have said finding the balance of an economy in a game which is meant to be fun to play is really hard. I'd say just for the sake of realism and continuity of the server, I'd lean to a more realistic / restrictive economy. No one will ever be able to make a truly realistic economy, but I think as long as the staff are willing to step in and make changes if things start getting out of hand things will be fine. I'm not too sure about an actual economic model or anything, but I have a couple ideas of how the script and economy could interact.

    I'd like to hear people's thoughts on these suggestions and if you see any holes in them, especially the IRS organisation one. The economy will be a crucial part of the server and I think these changes would add quite a lot of realism to it. These additions would require a fair bit of effort from both the players (IRS members, receipt generation, etc.), as well as staff and developers for further planning something like this out and actually developing it, but overall I think it the realistic money laundering and tax evasion elements alone are worth it.

     

     

    Taxes

     

    Suggested types of taxes:

    • Income tax (paid on any income earned personally, handled automatically but at least displayed/recorded for script based jobs)
    • Sales tax (paid when selling and/or buying a goods or services, again handled automatically for script based things)
    • Property tax (paid when selling and/or buying property, heavier taxes should be applied for those buying/selling more than one property)
    • Wealth tax (paid based on a character's net worth when receiving a paycheck)
    • High end vehicle tax (paid when buying high end vehicles to further restrict high end cars, could be extended to a tax each paycheck)

     

    For income, sales, etc. where tax isn't automatically deducted receipts would need to be generated. I'd suggest these being an in game item anyone is capable of creating which would be configurable to state X good or service was provided for Y amount on Z date. To stay on top of your taxes which aren't automatically handled, you would need to work out and pay the appropriate taxes each month. Would probably require some sort of IC web portal to be developed. I'm not too sure how receipts would be stored in game, as having an item for each receipt definitely wouldn't be the move. Perhaps they could initially be an item when first generated, but then you store them in a book / computer / something which stores it along with all other receipts which have been stored within it.

    You could argue that this is a lot of effort just to pay taxes, but it's realistic and adds more to the process of being a business owner / service provider. Would only really be necessary if the following suggestion was implemented in some form.

     


    IRS Organisation

     

    This organisation would primarily investigate large deposits of cash into banks, large transfers of money between bank accounts, and the finances of businesses. The organisation's members would have some sort of system which would display these deposits and transfers with some details for them to invesigate. The banks would of course have a character's basic details such as name, age, address and contact information. If businesses and business bank accounts are to be a thing, this would also include them and they'd have basic business information such as the industry, location(s), book keeper(s), etc.

     

    All of this would remain almost entirely IC and the investigators would need determine whether or not such deposits, transactions and sales are legal and/or legitimate. Purchases and expenses would need to be recorded as much as possible. From some of the videos released it seems like this is at least somewhat considered. The point I'm trying to make is there needs to be enough logging of transactions for there to be a reasonable and provable trail which someone could plead to the IRS. This is where the receipts for things where tax is not automatically handled would come into play.

    In theory you could operate a business / service without paying tax or keeping records. But if you were to ever get investigated by the IRS, you'd basically be screwed as you'd have no proof of your income, expenses, or wealth.  This would also open up the possibility for underground versions of businesses such as casinos / gambling parlours. Cash heavy businesses would also be able to launder money by generating fake receipts. It may seem like you could just generate receipts to paint a picture of your business, which is true, but it would have to be realistic and believable. For example, a car wash's sales may typically be in the $20 - $100 range, so it would be strange to have multiple $500 receipts. Or over the course of a year 90% of your sales were in a 2 month period, something doesn't add up. 

    For example, let's take the same car wash and say on average it makes $20,000 per month with an average sale of $20 (1000 sales). For a car wash to launder a sum of $10,000, they could generate some fake receipts and bump sales by 10%, totalling an extra 100 sales ($2,000 per month). They'd do this over 5 months and would've laundered $10,000 in a believable and realistic way which they could plead to the IRS if they were to ever investigate them. This is much more realistic and means that any illegally obtained money being laundered is tied up for some time, rather than simply doing '/me launders the money' in the back room of a business and calling it a day, and of course not all of that $10,000 would remain after paying some tax on it, but without the cost of actually making the sale.

     

    When it comes to money laundering, determining the legitimacy of a receipt is something that could be handled in a number of ways. The first method that comes to mind would be to have the seller be stated on the receipt, and optionally the buyer could sign it as well and provide their details. This would only make sense on large purchases such as a car or house, as you wouldn't offer your details and a signature for a $2 drink at a gas station. So maybe purchases over X amount are legally required to have a signature from both the seller and buyer for taxation reasons. I think the dates on receipts should be configurable when creating them, as if the current date/time was used that would pretty much completely nerf any possibility to launder money.


    Gambling Chips

    Gambling chips would be an item you would receive in exchange for real money. All legit and licensed casinos / gambling parlours would legally be required to have chips in play. I think the best way to do this would have a setting for gambling tables/lobbies to use cash or chips. This would mean players would be require to cash money in for chips when wanting to play, and exchange their chips for cash when wanting to cash out, receipts given for both.  This would mean any winnings and losses could be kept track of and more importantly taxed. This alone would give enough reason for people to setup and play underground games.

    How the actual taxation of gambling winnings would be enforced is something I'm not set on. I think the best method would be to leave it down to the player using a public web portal of some kind once per month. This would mean that over the course of a month you could work out your overall winnings/losses from your cash in and cash out receipts and determine how much tax you should pay. IRS officers could also target casinos as a source of their duties and investigate frequent gamblers about their finances.

     

    You could make gambling tax automatic when cashing the chips in but I think that would be bad for a number of reasons:

    • You only pay tax on how much you profit overall. For eaxmple say the tax on gambling winnings is 10% , one night you win $1,000 and pay $100 tax, then the next night you lose $500 and pay no tax, now you've paid too much tax.
    • Keeping track of a gambling 'session' would be too difficult. People could time out, or cash in on Monday, keep everything in chips and then cash out on a Wednesday (after being given/giving away chips, server restarts/crashes, etc.)
    • Relying on players to pay their own tax is more realistic, and introduces the opportunity for tax evasion which offers more RP for everyone involved.

     

    I had a thought that each casino could have its own unique chip item, but that might be a little too much and require more development than necessary. Some underground games may opt to use chips as well which is why I think there should just be a generic gambling chip item. You could also split it up into $1, $5, $10, etc. chips, but again may be more detail than needed.

     

     

    Crypto currencies

     

    This wouldn't be for investments, but rather alternative methods of transferring money. There would be an IC site (exchange) where you could buy various different crypto currencies for X amount, where X would always remain the same. These would be stored in an online wallet which can be unlocked by entering a username/account number (public key) and password (private key). You'd send money via usernames / account numbers and that would pretty much be it, just a way of sending money which wouldn't be able to be tracked by the IRS.

     

    I mentioned a choice of various different crypto currencies, but that's only for realism, they'd all behave the same and have no advantages over each other. Technically there could be a single, generic crypto currency. I don't think the value of these crypto currencies should ever change, that isn't really the purpose of this suggestion. At that point you're basically developing a fake stock market which sounds like it would just be a mess, so purely alternative transfer of funds - that's it.

  9. I think a lot of lessons have been learned from running the SA:MP server for so long, as well as seeing what has and hasn't worked on other GTA V RP servers (mainly GTA:W), so I'd say the overall running / organisation of the server.

     

    The script looks really clean and rich from what we've seen as well, just hope the whole script has that same quality and that we haven't only been shown the nice, flashy parts of it.

  10. Casinos / Gambling Parlours

     

    I think to begin with there should be a small number of server owned casinos and gambling parlours. This would require scripts for poker, blackjack, slots, roulette. I don't think you'd need any more games than that but you could have others. Further down the line players would be able to acquire casinos and gambling parlours as you would for other businesses. Kind of an IC issue but they should probably require a gaming license, which should be limited in number to prevent 10s of casinos popping up. A license limitation would also open up the opportunity for underground games and establishments.

     

    A chips system could be added to add some more realism. At a casino you'd have to exchange your money for chips in order to play, each time you'd be given a receipt and have to pay tax on your winnings.

    IRS Business / Faction

     

    This might be better suited for the economy thread or elsewhere but an IRS organisation would be good. The main function of this would be to investigate any large transactions between players, as well as any large cash deposits. Some script support would need to be added of course.

     

    This could tie in with the gambling scripts quite well. Playing at legit casinos would require you to pay taxes on your winnings (not sure how best implemented to be honest) and the chips system would enforce this otherwise your winnings would be useless. Tax evasion would also incentivise underground games / gambling establishments which would create more RP for legal and illegal players alike. It'd also be one of those things which could blur the lines of illegal and legal RP for some players/characters which is usually a good thing.

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  11. Whatever the donator perks end up being, they shouldn't give any considerable advantage over non-donators.

     

    Furniture slots have come up a lot. I think as long as everyone has enough slots to comfortably furnish a property with good detail (250+ slots), then having more for donators wouldn't be an issue in my eyes. Obviously some would complain saying they can't furnish larger properties compared to donators, but furniture obviously has a physical strain on the server and limits do need to be drawn. 

     

    Vehicles available only to donators would be fine, as long as they are limited in number and there's always a non-donator equivalent available for a similar price.

     

    Name changes could be another donator perk, but I think non-donators should be able to earn them too. Perhaps you could get 1 every 3 months by default or something.

     

    Custom numbers and plates could be something that only donators could have. They offer no real advantage and gives donators something unique.

    Character slots would be fine, again as long as non-donators have enough by default. As someone who only ever plays 1 character at a time, I can't see anyone ever needing more than 3 character slots, but others may disagree.

     

    Pets just seem clunky and gimmicky to me. If they are implemented well I'd have no reservations about them. However, I think if someone's RP would heavily revolve around a pet for some reason, maybe as a non-donator they could apply for them. I don't think that would happen much, but it'd be there just to level the playing field.

    One thing which was a big problem on GTA:W was advertisements and business owners. It was near enough impossible to run a successful business on there without donating, and it really shouldn't be like that. It's very much pay to win and just isn't fair. I'd rather see no donator perks to do with advertisments and businesses, but if there are any they should purely be cosmetic, or have non-donator equivalents available for a similar price/process/whatever you need to do to.

    At the end of the day there are costs involved with running the server which need to be paid, so donating needs to be lucrative enough for people to want to do it, but remain fair and balanced for those who don't wish to.

  12. I think any realistic super car (standard Lamborghini, Ferrari, Mclaren, etc. equivalents) should remain fully available and unrestricted. They should still be expensive enough to remain very rare, and with added costs like high insurance / maintenance costs, but attainable for the 1%. At the same time it wouldn't make sense for a bin man who job grinds 24/7 to get a super car just because they can 'afford' it though. I guess something like that would fall under non-RP which would be solved in a player report. 

    Too much oversight means there's not much freedom to do what you want and has lots of overhead for staff, too little means people are free to do what they want and could make things unrealistic and silly.

     

    It would be interesting to see some ultra rare cars, such as classics and hypercars (not futuristic or track cars) available in extremely limited amounts. I think these would best be handled behind an OOC application system for a flat fee. This would mean that no matter how grindy the server as a whole becomes, some cars would always remain in short supply and belong to only those would realistically obtain them. Perhaps 1 or 2 of these cars per month could be added to the server.

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