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Sal

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Everything posted by Sal

  1. Couldn't make the recent community meeting? Fret not, the notes are below: Launch Status We successfully launched the server on Friday 16th June. Read the full announcement here. We're very pleased to have had so many players join us on our first day, thank you to everyone who came in-game to try everything out over the weekend! Despite connection issues, the server has been handling it well and all major issues that occurred were handled promptly. We're just waiting on an update from our service provider on providing additional measures to ensure greater stability. We peaked at 350 players on day one and have maintained a good player base over the weekend, which we're very excited to build on moving forward. Fun Server Stats Everyone loves a statistic, and we've got some partially random, partially useful ones here for you to peruse: 1,250 unique characters logged in 1,500 lawns mowed 7,000 trucking routes completed 6,102 fish sold 120+ player-owned vehicles 220+ rented properties $2,200,766 in character bank accounts $120,525 sent to other players via /pay 4,596 attempts at the DMV test Hotfixes & QoL We've made a range of quick fixes and quality of life improvements over the weekend, the details of which can be found in #changelogs, the highlight of which being the addition of /bbc. We'll continue to add more QoL improvements as we know that many people are used to these from other servers. Sub-team Activities Modding: Still seeking new modders, adding new hairstyles/clothes and furniture Mapping: Shell interiors remain a priority Communications: Assessing initial feedback (more below) Content Management: Nothing exciting to report Legal Factions: Nothing exciting to report Company Management: Reimbursement for business staff and running costs, passive company scheme opened Property Management: High value properties pricing being re-assessed, some being removed and refunds given. Player Support: Still finalising Wiki. Event Team: Accepting new members, assisting with initial launch events, accepting new event ideas Faction Team: Reviewing contraband/property scheme applicants, getting factions set up with Darknet access New Suggestions Process in the Works We're working on improving our Suggestions process to better reflect our commitment to balance and transparency. This isn't finalised, but to give you a snapshot of how it's looking at the moment: Suggestions will be split into categories Players make suggestions on the forums, discussions take place. After around one week, suggestions are either forwarded or rejected by staff (depending on server vision and the discussions that took place) Staff discussions take place internally, with a core team assessing feasibility and suitability for the server. The suggestion is then either formally accepted or rejected; with reasons given publicly if it is rejected. Community will receive the opportunity to vote on accepted suggestions in terms of priority, with the core team finalising upcoming priorities and communicating this to players. Suggestions are implemented, tested and feedback invited. We'll provide more insights on this once we're past this initial launch phase and have figured everything out internally. The Economy, Paychecks and More We know there have been some concerns about the economy. What we would encourage everyone to do is read up on our recent announcement about this and how we're planning to tackle the issues people are facing. These are important points to consider, even if you can't be bothered reading the full post: The economy is in its early stages, and we’re playing it very carefully. Remember everyone receives 10k as social security. Paychecks are tapered. This is to free up time for roleplay outside of just earning money all the time. Finance your cars; buying outright isn’t likely to be feasible for some time. Car finance and house rent comes out on a Sunday each week - can’t pay we’ll take it away! Keep providing feedback - some suggestions have already been implemented (lower furniture prices for instance) We've said this a lot, and we'll keep saying it: getting the economy right is incredibly important in these early stages. Do keep letting us know how it feels to you as a player, and remember that more economic opportunities will open up as money starts to flow around the server. Communications Update Our focus this week shifted back towards community engagement and understanding sentiment around launch, capturing early views on key issues and passing these right up to management. Many of these comments have been discussed at a leadership level, and you can see these reflected in some of the early changes made. We'll continue to do this, but are also going to focus on marketing the server and getting more players in the game as we go along. To this end, we're still inviting new members to join us, so check out this thread if you're interested. Thanks to everyone who came along, it's great to see so much passion and commitment to helping LS-RP succeed. We've received really positive responses and constructive feedback which is helping to improve the server and make it the best it can be. We're doing this for you, the players, after all, so keep the thoughts and feedback coming. See you in-game during the week, and hopefully catch you at next week's Community Meeting. - Sal Head of Communications
  2. Sal

    Server Release

    Hoooooly shit.
  3. Sal

    Sal

    always serving hun it's my default
  4. Rakesh Namir!! Jenny! Nessa! Apps! Azami Hashimoto! Oggy!
  5. Sal

    Nostalgia

    Yaaaaaaaaaaaassssssssssssss
  6. The old SA-MP forums are now back, in read-only format, rejoice! Just remember that these forums won't have any support whatsoever (so no help with lost passwords and so on). You may also have to refresh a couple of times if the theme is messed up for you. Dump your funny screenshots and have all your nostalgic discussions in here.
  7. Yeah in fairness this is coming up as a priority to sort out, keep putting your thoughts in here because I think there's going to be a big meeting about this later today. Best not to panic too much at this stage; as you've said yourselves, getting this right at the very start is important and it's obviously a wide, fairly complex issue with a range of potential solutions. One thing we do know though is that it's easier to fix problems relating to "not enough money being in the server" than it is to fix massive inflation and too much money being in the server. The starting figures we have so far with regards to pay etc are exactly that: starting figures. The economy was always going to be a pretty big unknown factor, so feedback like this is really useful. Keep it comin'
  8. Hey everyone, another big community meeting update for you all. We covered a hell of a lot this week but mainly Q+As from players - if you didn't get your question answered be sure to come along to next week's meeting. In the meantime here's a rundown of what we went over this week: Sub-team Activities - The Modding Team has been working primarily on animations this week, but the overall plan is to have many more hairs/clothes available after launch. - The Mapping Team has had to deal with a fairly major last minute change to how interiors work in the game, meaning that shells for certain interiors have had to be created. These are already in place however, so thank you to all mappers who contributed to this! - The Communications Team has been focusing on social media, recruitment and monitoring for pre-release feedback. - The Content Management Team has been assisting with property setup for the pre-release, which is now in place. - The Legal Factions Team has been focusing on migrating legal factions over to the production server, and finishing off Teamspeak setup. - The Company Management Team has been setting up companies on the production server, and discussing the potential for company loans to be used to help businesses open in the short term. - The Property Management Team has been setting up many, many different properties for rental on the production server. - The Player Support Team continues to work on the Wiki, with the final articles being assigned. - The Event Team is eagerly awaiting release, and still has applications open. - The Faction Team has opened its Contraband Scheme and Property Scheme - get applying now! Pre-release status The pre-release, which is open only to staff and Premium members, went off smoothly on 9th June. We have peaked at 91 players so far, with an average of around 70 players online during the evenings. We've even had our first business opening up, The Vault, which will no doubt be one of many nightclubs active in Los Santos after launch. Over 300 characters have been created, 50 players renting properties, 1900 hours in the game in total... the stats are looking good, even though we're only at pre-launch. Roll on the official launch! Our focus has been on ensuring that bugs have been fixed promptly, and any essential Quality of Life improvements have been made wherever we can. You can find the changelog here, and if you have any suggestions, you can post them here. Likewise if you come across any bugs, you can post them here. The Economy A big topic this week has been the economy itself; it's something we absolutely want to get right in the long term, and a considerable amount of thought is going into it. We already have a system in place for tracking money in/out, along with more useful statistics, and we'll have an Economy Taskforce on the case for ensuring we make sound decisions moving forward. If you have real life experience and credentials in economics and finance, please get in touch with ROZE on the forums. At this point we are a little reluctant to pump too much money into the server; doing so might end up with money being taken away from players, which we'd naturally rather avoid. Later down the line we're also going to be looking at taxes and budgets: the ultimate plan being that taxes will fund the public services such as PD, FD and SD in an entirely circular fashion (so we're limiting the amount of money spawned into the server). Other Priorities We have a big list of priorities to tackle over the coming days and weeks, but to give you a snapshot: - We'll be applying additional Quality of Life fixes as-and-when they are suggested. Either use the suggestions board or this forum post - these are monitored regularly. - Support for 4k / higher resolutions. This isn't a quick job as it requires all UI components to be updated, but we know that many people do play on higher resolutions, and will be actioning this as quickly as we can. - Adjusting text size. Linked to the above: it'll be possible for you to change the size of in-game fonts to make them easier to read. - Ability to move your position when in an anim. We know this is essential for allowing your character to sit properly in chairs and so on, so we'll be looking into this. - More missions. Scripted jobs are very popular at the moment, and so we'll be adding more missions for players to complete ahead of launch. - Additional hairstyles and clothing mods. We know that player customisation is incredibly important to everyone, and we'll be adding these too. However we're not just going to add a load of packs at once; we're going to be a little bit picky and ensure that they're good quality. What to expect at launch - There will likely still be bugs - we will work on fixing these as quickly as possible - The DMV will be busy - remember there’s a grace period of two weeks - Scripted jobs are likely to be busy. We’re addressing it by adding more routes, vehicles - Evenings CET will be the busiest time - Remember to use /wiki in-game for quick answers - Remember: not all features are currently in the game. We’ll be asking for your opinions on what to implement in terms of priority Communications Update Our focus, as ever, is ensuring good communication between the staff/leadership teams and the community. Hopefully this has been better over the past few weeks. However, we're also now starting to focus on marketing efforts. As such: - We’re on social media, and the countdown begins! - Follow us on Instagram: @lsrpgta - Follow us on TikTok: @lsrpgaming - Anything you post on #media is fair game - turn off nametags and HUD for a better chance of being featured - We're still accepting Comms Team applicants to help with content production - Next survey will be about two weeks after launch, but keep suggestions and feedback coming as we’re reading everything on-the-fly The SAMP Forums Yes, they're coming back this week... Thanks to everyone who came along to the meeting and sorry to those of you who didn't get a direct answer to your question. Please come along to our next meeting and we'll hopefully get around to your queries then. See you at launch on the 16th - it's actually happening!!!
  9. This is all good stuff, keep it comin' guys - this thread is monitored regularly.
  10. Sal

    Pre-release

    Oh SHIIIIIIIIIIIIII
  11. Hey y'all, It's time for another update from our Community Meeting - thanks to everyone who came along to attend earlier this evening. Although it was slightly shorter than usual it did give us a chance to chat through a few more community questions than we usually would. For those of you who missed it, here are the basics: Development Update There are no more critical bugs nor release-blocking bugs remaining We have entered 'code freeze' stage and are beginning data migration to the production server We are still on track for a public release of 16th June We aim to enter a 'pre-release' phase next weekend, whereby staff, mappers, modders and individuals with Premium accounts will be allowed to enter The UCP is being updated as a priority to allow everyone to get character applications in ahead of launch Sub-team updates Modding welcomes a new member, Mouse, and has also successfully updated all branded clothing items to be in line with RageMP's new policy, thanks to considerable efforts from Jack. Mapping continues to churn through mapping requests. Duco, as Interim Head of Mapping, is also in the process of implementing a process for requesting mapping projects. Communications has been focusing on producing another feature demo (listed below), discussing survey results with other sub-teams, helping with Wiki creation and setting up social media. Content Management has focused on updating clothing tags this week ahead of code freeze Legal Factions has set up some custom uniforms, started setting up Teamspeak, and updated IC laws for trucking weight limits and safety Property Management has focused on sorting out rental prices ahead of launch, ensuring that there will be a range of properties available for a variety of budgets Player Support continues to focus on Wiki production, which we hope to have finished ahead of launch The Events Team waits patiently for server release, but is taking on more members (see below for details) Faction Team met recently to discuss the new contraband, drugs, weapons and prison schemes, as well as actions to be taken as part of the survey results. Sub-team positions available The Communications Team is looking for anyone interested in helping us market the server, particularly those with graphic design, video capturing/editing, and copywriting skills. The application can be found here. The Events Team is looking for members who are willing to dedicate some time to delivering unique events for the server. Its application can be found here. Feature Demo Rather than attempt to show off the feature demo in the meeting itself, we uploaded it straight to YouTube this week. You can check out our demo on the lawn mowing system here: Mapping Showcase We showed off a few screenshots from recent mapping/furniture projects, including a salon and two clubs. Check out the screenshots below: Closing thoughts Thank you to everyone who came along to the meeting, we know that there's not been quite as much to show off in terms of new features (given that we're at a feature freeze stage!) however we hope that you still enjoyed being able to catch up with the team and see where everything is at. Our next meeting is scheduled for the usual time of 9pm on Sunday, go ahead and sign up here!
  12. Hey everyone, For anyone who missed this week's Community Meeting, be sure to check out our latest feature demonstration video below, which tells you a bit more about how the trucking system will work at launch. Be sure to join this week's Community Meeting, scheduled for 21:00 server time on Sunday, where we'll have the latest development update and some more features to show off. We'll also be answering questions as usual! Sign up on by clicking here. - Sal Head of Communications
  13. Ahh welcome back! Another oldie. I've been here since 2008 but I don't have any life achievements to brag about besides going on several holidays. Oh, I also have a digital marketing background (but I mainly do Comms and PR stuff nowadays). What were your character names?
  14. I've always done either Government or Journalism roleplay as my main, but can't been organised crime RP when it's done right too. I never really did get into law enforcement RP, always seemed very hierarchal and a bit too 'official'. Might give it a go again though.
  15. No idea - anywhere with a car park, places to sit and some kind of nearby shop maybe.
  16. Hey guys, At our most recent community meeting, we gave everyone an exclusive look at what the drugs system will look like at launch. We're now ready to share this with the wider community - check out the video below. The Comms and Player Support Teams are also hard at work creating new, updated pages for LSRP's Wiki - this means that more detailed feature documentation will be made available closer to release. In the meantime, we hope to continue giving you these feature previews at our weekly meetings right up until launch. Be sure to join this week's Community Meeting, scheduled for 21:00 server time, where we will have a few exciting announcements to share. Sign up to the event on our Discord channel. - Sal Head of Communications
  17. Hey y'all. We had pretty good attendance levels for our sesh earlier this eve, so it would be great to know what you all thought of the meeting itself. Did it cover all you wanted it to? Was there anything missing (besides, obviously, a confirmed release date)? What would you like to see in future meetings? We're open to suggestions and feedback here so yeah, fire away. Update: Feel free to provide feedback on all community meetings on this thread tbf.
  18. Hi everyone, Last week we published a development update, and shared our internal meeting notes publicly for the first time. If you didn't get a chance to read that yet, you can check it out here. As we continue working hard on getting the script ready for a release, you'll be able to keep tabs on what we're doing, and how we're going about it through these blog posts. Make sure you check back every week to see our progress. Just to recap, we've finished our feature development, and are currently working hard to eradicate the remaining bugs, and any that should arise during the rectification process. Development Update Bugs squashed this week: 13 confirmed, plus 26 awaiting re-testing Remaining bugs: Critical (ones preventing the server from launching): 3 (a new one was added here from last week) Major (issues impacting the functionality of features as a whole): 14 (was 17) Minor (typos, anything which affects gameplay in a minor way): 73 (was 94) Over 700 bugs fixed in total! Our focus is have LS-RP launched as soon as possible, without complication. We understand the eagerness of each and every one of you that has been patiently waiting for the release, and we're doing everything that we can to make that happen. To be completely transparent, we're currently considering the idea of moving forward with some features not being implemented to their full potential. This is something that we would prefer not to do, albeit, it would allow the community to start building characters, and becoming familiar with the server once again while we polish things up in the background. Unfortunately critical bugs have in some cases required system rewrites & rollbacks, resulting in significant time and resources being poured into them. With that being said, we've managed to eliminate one marked as critical in the last week. This is a significant step in the right direction as we continue to tackle the challenge ahead of us. We're planning to enter a code freeze on the 31st of May, then will begin migrating the data to the production server in the following days. Provided that there are no further critical bugs identified in the run up to that date, we aim to announce the release date at next week's meeting on the 28th of May. Sub-teams Updates Aside from the Development and script situation, many of our sub-teams are actively working towards ensuring that the launch goes as smoothly as possible. These include: Modding Team: Focusing on amending any existing mods that include real life brands, as per RageMP's recent policy update. Mapping: Working on filling requests for mapping, including City Hall, nightclubs, apartment complexes and more. Legal Factions: Working on updates to in-character laws, so everyone is aware of what's legal and what isn't at launch. Company Management: Setting up warehouses for future companies; the company system is otherwise ready to go. Property Management: Working on adding new properties all across the city, catering to a range of different characters and budgets. Player Support: Populating the Wiki and working closely with the Comms Team on ensuring everyone knows how features work at launch. Faction Team: Working on the Contraband System, opening up new and unique avenues for illegal roleplayers to make more money. Communications Update Thank you to everyone that took the time to complete the survey that was announced last week. We've received over 200 legitimate responses, and we're currently in the process of reviewing the feedback. We commit to taking all of the constructive criticism on board, and ensuring that it's escalated to the appropriate people. You can expect to see more surveys coming out as we continue to work with the community on how you're feeling, and what you want to share with us. We will also be publishing some new blog posts focusing on feature documentation, LSRP's Visions, and more. Keep an eye on the blog for the latest updates. Feature Showcase & Demonstration This week we looked at one of our core features, the Drugs System. Distribution & consumption of illegal contraband are an important aspect of illegal roleplay. In the video showcased exclusively to meeting attendees, we covered: What sort of drugs are featured, and what their effects are How drugs will appear in the inventory How different drugs are actually used How drugs can be traded with other players Our initial plan on how drugs will be introduced to the server, and what the drug economy will look like Future plans for the drug system The video will be uploaded to the Official LSRP YouTube Channel later in the week. If you want an exclusive sneak peak at feature demonstrations before they are released to the public, be sure to come along to our community meetings. Upcoming Meetings Our weekly development meetings, which up until last week were exclusively available to staff & early supporters, are now being made public. These happen regularly, and take place on a Sunday evening CET. If you'd like to participate, you can do so by clicking on the events tab at the top of the Discord, where we will always post the date and time of the meeting in advance. Finally, if you have any feedback on this week's meeting, be sure to let us know on this thread. Thank you, and we look forward to seeing you for next week's meeting on Sunday 28th May!
  19. Sal

    DadoJ

    teach me how to fly
  20. Yeah mine was LSRP, I did try the odd spin-off on SAMP but it was never the same.
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