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broker

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  1. I'm glad I was able to contribute to the trucker job being fixed. Good job everyone involved and kudos for paying attention to the community about a problem.
  2. I've brought these issues up in the Discord. I believe the consumption is set wrong and also the buy orders on player owned businesses are bugged. If you have to invest 164 hours and approximately $900k for a truck to have access to the best routes, only to find they are over saturated by other players and now unprofitable, it makes the whole job useless. There is no incentive to do the job if there is no profit incentive and the content becomes dead, so why have it at all? The system needs to be rebalanced by the team otherwise it may as well be removed.
  3. I am personally unhappy with the way drugs work in the server and I think some of the drugs are useless. This is a pretty major suggestion but perhaps changing the drug system to be less convoluted and making drugs more generic with clear game mechanic buffs so that real demand and therefore incentive is established for players to actually procure drugs. Hopefully this would also lead to economics of scale for drugs where organisations that control larger supplies can dictate prices, purity/strength would obviously also dictate this if the buffs were impacted by the purity of the drug. Just for an example of what I am talking about: Ketamine can roll buffs based on purity, lower purity may also lead to a debuff instead being rolled. High purity Ketamine can roll a buff that means less damage is taken from weapons to limbs, however damage to the head is maintained at regular rates. If you are unlucky or if the purity of your Ketamine is low enough, you may roll a debuff that means you take more damage to all limbs than usual. The status of your buff or debuff shouldn't be revealed until you actually take damage. If we can agree on fair, legitimate and "realistic" buffs and debuffs for drugs we could reorganise them into: stimulant, narcotic and perhaps psychedelic leaving Cocaine, Heroin, Meth, Steroids, Ketamine and MDMA to serve as the script-based drugs with status effects and everything else could just be left just for roleplay use only. It would also be nice to see drug supply turn into a game event that randomises the flow of drugs similarly to how the trucking system works. This paired with the debuffs rolling off of purity and drug decay I think is a good foundation for a fair but also utility based drug system that shouldn't require too much code to adjust the current system. Keep in mind this is all just theory crafting to serve as concept for a similar change and by no means something that I would suggest as being final for the server. Consulting the community on something as monumental as this would be paramount in ensuring the system is well received, balanced and fair whilst also not sacrificing the pieces of the system that may already be thoroughly enjoyed.
  4. Would it be possible/legal to implement functions to fetch data about the Trucking Job industry and relevant inventory?
  5. Would be cool to have an in-depth cannabis system in game complete with outdoor grow zones based on climate, indoor grows with LEDs and HID lights, nutrients, cultivars, phenotypes and genetics so players can crossbreed and exchange phenotypes with different genetic variables: purple, yield, potency, temperature resistance, height, etc. Would be happy to theory craft for something like that.
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