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ImperiumXVII

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Everything posted by ImperiumXVII

  1. this is the second time i've been excluded...
  2. Good morning gang!! Not much filler to add to this one, just that we're working on some stuff... As you may have seen in #snippets, the prison overhaul is full steam ahead - the more specific details haven't been fully ironed out yet, but we're looking at effectively capping prison time to 4 hours/240 minutes (down from 15 hours/900 minutes) and bringing sentences up to be measured in hours and days. The way this will work is as follows: You are arrested You get prisoned for 72 hours for kidnapping, with parole available after 90 minutes You must stay in-game and in prison for 90 minutes, then you are eligible to do /paroleme You will be released, but if you do /time you will see that you are still serving your sentence for the full 72 hours You must remain on good behaviour for the whole 72 hours - if you die, you will respawn in prison. If you are arrested, you will go back to prison DCR parole officers will be watching you as well for these 72 hours - if you commit a crime, you will go back to prison If you are remanded back into prison for violating parole, you will lose the ability to /paroleme again, meaning you need to negotiate a second parole term with DCR staff. They may say no and force you to serve the entire sentence depending on what caused you to be remanded back in custody again You do not have to use /paroleme or /releaseme when your time is up - you can stay in prison indefinitely The other major update on the horizon is the long-awaited graffiti script. Yes, it has taken ages, that's my fault entirely. I did the backend part of it and lost all my ideas on how to do the player-facing side of it, so @java took that on and the snippet he shared in the staff chat already looks amazing. These are the fonts available to use for graffiti: If you want to see any more, feel free to send me links to the fonts! And on the UCP, we've now enabled chatlog sharing: You can choose to share with every admin, or a specific admin by using @username (e.g. @ImperiumXVII) Anyway, here's the changelog for this update: - Added the ability for players to share chatlogs on the UCP to use as supporting evidence in reports - Added character count in the text bar when typing - Added over 100 construction objects for government public works - Added blacklist to disable specific vehicle mods (like landmines) - Added /lowto and /shoutto - Added a way for admins to open/close businesses without needing a business owner online - Added interiors defaulting to sunny weather to avoid rain clipping - Added the ability to /localweather to rain if it is also raining in the real world - Added inventories to company and faction vehicles - Added 13 nicotine vapes - Added 7 new drugs - Lean - Peyote - PCP - Ketamine - Ecstasy (MDMA) - LSD - Nitrous Oxide (balloons) - Fixes to vehicle modshop - Fixed /pm colour being wrong for admins on duty - Fixed /v tow working on impounded cars - Fixed /setvolume not working in houses - Changed /chat to /sayto
  3. 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 58,708
  4. feature previews!!! in all seriousness the system is done, but the loans need reworking to support it before it can be released
  5. roleplay is my life without it i am miserable please let me enjoy my days on this earth by doing /me correctly
  6. Definitely. I personally split /me and /ame into thinks that make a noise (/me) and things that can only be seen (/ame)
  7. So normal players messaging admins. Admins should not be taking reports in their DMs. There are cases that are "open and shut", for example a person spamming racist slurs and another server's IP in /b that can be handled, but imo this should be limited to simply requesting an admin's presence to witness it for themselves. Screenshots can be edited, especially as we have the UCP chatlog that can be manipulated and pasted on top of a blank screenshot. If the admin cannot get ingame, it needs to go to a player report where logs can be checked and accounts searched; all account lookups are logged. Player reports need to exist to justify looking up a player's logs, otherwise I could look up everything Tungsten has done in his property since August 25 and shrug it off with a "a player reported in my DMs". As for admins reporting other players, admins are already trusted with being able to use their judgement to dish out penalties if necessary. An admin has no need to report a player if they encounter rule breaking. Being on admin duty or not does not change their understanding of the rules and their ability to enforce them. Your metaphor of off duty police officers doesn't hold up as off duty police officers are legally allowed to make arrests and enforce the law if they see it. It does happen though that an admin believes a player has broken a rule, but wants to consult another admin in case of their own possible bias. This is fine to do privately, it does not need to be done by an admin reporting a player. We do actually have policy in place that players involved in a situation that has become an admin situation should not handle it (but still can in the case of other admins being absent). But if you're referring to a player private messaging an off duty admin to have a report resolved, then above answers that. It should not be happening. After all is done, we have a very easy way to report staff members if the player really believes that they were wronged.
  8. Another Sunday, another update. This one isn't exactly filled with features, but there are some pretty nice and noticeable changes for you to explore. I am also happy to report that we have ironed out the bugs found in our custom presets (such as /bareswitch removing the floor...) and are ready to push these custom interiors to our live server. And let me say - some of these are genuinely top quality work. I forgot I was in a custom mapped interior (yes, done with /furniture) in a few of the new interiors! In addition, every new interior has a /bareswitch alternative, so if you don't like the mapping but want the layout, you can fit your own mapping in! Thanks to our Mapping Team members that made this possible: @lavakeule @ryz0skii @PlayerX @Chester Campbell @.Scarecrow @Lindsie @Trewen @Hanky Anyway, here's the weather: - Added randomisation to fist damage (now does between 4 and 7 damage) to make fist fights last longer - Added /fontsize and font size to /settings - Added hotkey-based vehicle interaction - Added phone notification sounds - Added better sync for trunks, doors and bonnets - Added a phone notification when the short-term weather changes - Added the tapered reward amount to /mission for truckers - Fixed an issue with gun bans - Fixed an issue where /hire would check your own player-owned company slots, not the target player's - Fixed an issue where /bareswitch only worked in properties you do NOT have permission to manage There are some smaller fixes that were just one-liners, but I'm ashamed to say I didn't keep track of those ones! You can bring up the interaction key by holding ALT near a vehicle, or bring up the interaction menu with U Be aware, though. If you leave your windows rolled down, someone can reach in and unlock the car! Connection Issues As far as I've been able to see, our connection issues are largely resolved! There are one or two people I've seen that cannot connect no matter what, and it seems to me like this is potentially an issue with their specific ISP, rather than the server at this point. Never fear, though, as we can manually tweak our network settings per player now, meaning that anybody encountering these issues can be saved! Illegal Roleplay Features It's not really a massive secret that our updates recently have not been geared towards illegal roleplayers, and that the drug system is largely not very thrilling. I want to assure you that our priority now is generating cash as an illegal roleplayer. @matical has pumped out some great discussions (relating to a feature that has been asked for since SA-MP, something to do with houses) with the Faction Team, and @Mitcholodolo has been grinding out some great ideas to make the Darknet drugs trade more interesting for people that both do and don't have access to the system. I have also been gathering feedback about forensics (which will, of course, include gloves...) and how to tailor it to be fair for everyone involved in a crime. A third point Honestly, I forgot what this third point was. I should really plan this out better. I'll probably update this post and include this point in the next post when I remember... A third point I actually remembered this about 2 minutes before posting this update, so I thought I'd just edit it in now. I've left the original draft above for a glimpse in how I work when I write up drafts of these posts... Anyway, the third point. We will be beginning to evict players that have not spent at least 4 hours in the last 7 days on a character that owns a property in order to free up some space for other players. Premium members are exempt from this activity requirement. What this means is if you have 2 characters, and rent a house on both, you must play for 4 hours in 7 days' time on both characters to retain your house on both characters. If you play 30 hours a week on character 1, and 2 hours a week on character 2, character 2 will lose their house. Lastly, we've seen a return to our playerbase since the last update that introduced the connection fixes. Where we were hovering around 20 players, we're now back up to the mid-80s at the same time. I am excited for our rise once more now that desperate people that need us to fail have been stopped in their tracks! Here are some images of an exclusive event you probably didn't get invited to as you're not part of one of our great illegal factions! Thanks to @SCANDALOUZ for the mapping and planning of this event! Dancin_dancin.mp4
  9. Hello again from another update post! First off, some colours have changed! To better help you distinguish who is responsible for what, we have changed some of our staff rank colours. This will help players, and staff, figure out who to approach for their problem. For example, management has been changed to orange (the colour of the R in the LSRP logo) to separate them from Lead Admins and Senior Lead Admins as the former generally does not perform basic administratrion like the latter does. Senior Admins are in a darker green to denote their seniority, and Trainee Admins are separated from the Tester colour to make them stand out more whilst still making it clear they're not full admins. Here's our changelog: - Added new vehicles to pdm.com - Added new vehicles to spawn in the showrooms of both car and motorcycle dealerships - Added over 2000 different variations of clothing available in stores - Added the ability to be in multiple player-owned companies via the Premium Central panel on the UCP - Added the ability for Company Team members to set a business to a custom amount of furniture items - Added auto low effect on /dice and /rnumber for gamblers - Added the ability to /selectroadblock to select a roadblock with the mouse - Added /l back as an alias for /low - Added more furniture item previews - Added better anticheat detection for cheated weapons (they no longer do damage) Connection Issues These connection issues have been a pain for all of us but I'm happy to say that we have been testing a fix and believe we have a solution that should work. I can't go into specifics, but we have once again configured our network (as we have been doing every day...) and I am sure that we're going to see better days from this update onwards. Massive thanks to @Duco for taking the time to develop this! You may see 'loading server resources' for longer than usual but this is expected - it will only take long once and after that should load instantly like it normally does.
  10. It's been a few years that this has been happening but it's generally been because of the hyper focus on screenshotting your roleplay. "/me drives down the road in his stolen 93 cabriolet" is an example of something people do, which is primarily for screenshots. I don't have an issue with it to create a narrative of what's going on, but I don't think it's valid to use during actual roleplay. It can be a good tool to catch other players up on what's going on, but at the same time players should learn what's going as their characters do imo
  11. Good afternoon, this one's just a quick hotfix to address some issues discovered since the last update, so there won't be much to talk about on this one. I do have some previews later though! - Fixes an issue where company owners would not load for doors and gates - Fixes an issue where companies could be awarded $∞ - Increases mechanic garage profit margin from 15% to 35% - Adds a way for the prison faction to see when prisoners log ingame and are released - Adds a command for players to refresh their furniture slots in case they do not have the correct amount - Fixes an error where faction members could not use the faction panel if they had 2 characters in the same faction We'll have a much larger update with the things you see in #snippets around the middle of this week, so stay tuned for that! Yes, that includes new clothing and new vehicles... Here are some images of what's to come on PDM.com: And some of our new clothing items:
  12. Hello on this hot Thursday evening! We have here our second update this week with Major Update 1.4 which includes the long-awaited engine and fuel overhaul that everybody has been wanting ever since they found out spending $$ on the best engine just meant better fuel economy. GiamPy has written a great highlight below so I won't touch too much on that, instead here is our changelog for today's update: Changelog: - Added Faction Management Page in UCP - Added Government Clothing - Added Vehicle Engine Performance System - Added the ability for administrators to issue refunds through the UCP - Fixes a problem where you could immediately unimpound a vehicle after it was impounded - Fixes a problem where female shirts were being offset by 1 in /clothes - Fixes a problem where furniture transparency was not reverting after existing the selection mode (/sf) - Fixes a problem where you couldn't select a furniture in an interior with more than 700 items - Fixes a problem where admin-duty staff could not un-impound vehicles - Fixed a problem where you could not rent vehicles when they were previously impounded - Fixed a problem where premium members did not receive the correct furniture slots for company and faction properties - Tweaks automation system to include new clothing mods - Tapered pay is no longer included in the company cut As I'm sure you've seen in #git, we are hard at work pumping out updates for you guys that you've been requesting for a while - you may have also noticed we cleaned up the Suggestions board and forwarded a lot of it for us to discuss, refine and plan. Some things seem to have slipped in under the net, for example certain animations that you may find in /animations that are tailored toward a more niche style of roleplay... Without further ado, GiamPy's first major feature! Feature Highlight Vehicle Engine Performance System Author: GiamPy In the last few months, the server has led players down a road filled with questions about the true impact of engine upgrades. Prior to our latest update, investing in more powerful engines merely meant parting with your hard-earned in-game currency, with zero noticeable improvement in your vehicle's performance. Moreover, it often resulted in higher fuel consumption, leaving players pondering the wisdom of such upgrades. Listening closely to the valuable feedback from our dedicated community, we have embarked on a mission to revolutionize the gameplay dynamics associated with vehicle engines. This transformation hinges on a sophisticated and dynamic algorithm that can significantly alter the in-game experience based on the engine chosen during vehicle purchase on our in-game in-character, pdm.com. The Algorithm Our algorithm has been meticulously crafted, incorporating a multitude of factors, and as we continue to evolve our system, we may even introduce additional variables to further enrich the algorithm's accuracy. Here, we outline the key factors currently influencing the new system: 1. Vehicle Class (weight) At the heart of our algorithm is the vehicle class, serving as the foundational factor. Although determining precise vehicle weight via RageMP is a challenge, we use vehicle class as a proxy for weight estimation. Each vehicle class is assigned a coefficient, influencing its weight-related attributes: Compact: 1.2 Sedan: 1.1 SUV: 0.9 Coupe: 1.0 Muscle: 0.95 Sports Classics: 0.95 Sports: 1.2 Super: 1.2 Motorcycles: 1.4 Off-Road: 0.9 Industrial: 0.85 Utility: 0.85 Vans: 0.9 Service: 1.1 Emergency: 1.1 Military: 0.85 Commercial: 0.8 Open Wheels: 1.0 A higher coefficient implies a lighter vehicle, while a lower coefficient indicates a heavier one. Consequently, SUVs, despite potent engine options, begin with a handicap due to their inherent weight. We have also made adjustments to certain vehicle classes, such as Off Road, Industrial, and Utility. For sports cars, we've provided a boost, as they tend to be lighter than sedans or coupes. 2. Fuel Type Our engine system currently features two fuel types: petrol and diesel (electric vehicles are in development). Just like in reality, each fuel type comes with distinct advantages and drawbacks. Diesel vehicles offer more torque, providing superior initial acceleration compared to petrol vehicles. Petrol vehicles, on the other hand, boast enhanced maximum speed, although their fuel efficiency may lag behind diesel counterparts, especially with high-performance engines. 3. Emergency Vehicles In alignment with real-life counterparts, emergency vehicles (law enforcement, fire department, etc.) now exhibit superior performance, enabling them to keep pace during high-speed pursuits. All emergency vehicles have received a 20% performance boost (both max speed and acceleration). 4. Engine Technology Engine technology takes center stage in choosing the right engine for your custom vehicle. Currently, we evaluate engines based on the number of cylinders they possess. Future updates may introduce more dynamic considerations, such as turbochargers impacting acceleration. Presently, engines with more than 6 cylinders (e.g., V6, i6, W6) receive performance enhancements, with the boost scaling linearly based on cylinder count (a V8 surpasses a V6, for example). 5. Engine Volume Engine volume represents another crucial factor. Realistically, engines with larger displacements generate more power than their smaller counterparts. Consequently, greater engine volume equates to higher maximum speed. Notably, this factor does not influence acceleration. 6. Engine Horsepower Last but certainly not least, engine horsepower is a highly anticipated factor. It requires no elaborate explanation: higher horsepower translates to greater maximum speed. Realism and Perception To ensure that these performance enhancements are not only realistic but also perceptible to players, all final values are boosted by a factor of three. However, these enhancements are restrained within a plausible range, avoiding scenarios where 900HP 9.0L engines with 12 cylinders turn vehicles into rocket ships. What's next? In our diligent review of the diverse engine options available on pdm.com, we have observed instances where certain vehicles feature engine configurations that diverge from realism. For instance, there are listings for engines labeled as "TDi V4, V6, V8," which, as automotive enthusiasts are aware, defy the basic principles of engine design; an engine cannot simultaneously possess 4, 6, and 8 cylinders. Additionally, we've noted peculiar anomalies such as muscle cars offering diesel powerplants, a departure from the authentic characteristics of such vehicles. Rest assured, we are committed to enhancing the user experience with our forthcoming update. Our goal is to align all pdm.com vehicle listings with the genuine real-life counterparts found in the world of Grand Theft Auto V. This means ensuring that engine options reflect the realism and authenticity that players expect from the server.. Conclusion While our system has undergone rigorous testing within our development environment by our dedicated Staff Team, we acknowledge that perfection remains elusive. We commit to continuous fine-tuning of the algorithm to achieve a balance between vehicle performance and the value of investing in pricier engine options. Your feedback is instrumental in our journey toward the success we envision. We hope you enjoy this exciting addition to the server and, most importantly, have a blast on the roads of Los Santos! Disclaimer: All coefficients, enhancements, and factors mentioned in this post are for in-game purposes only and do not reflect real-world automotive performance metrics.
  13. alright gang, let's keep on topic and stop arguing over which LEO faction needs to be disbanded
  14. DPP = PPK Walther PPK White DPP Walter White : D H&L - Hawke & Little => Heckler & Koch Spencer => Barratt Croatu => Serbu Clarke & Hayes => Smith & Wesson i won't reveal them all !
  15. I do it because I enjoy seeing other people use the features I create in order to have fun after work or school or whatever. If I spend 2 years developing the server just for everyone to jump to GTA 6, it will be time well-spent as long as people enjoyed LSRP on GTA V while it was there.
  16. Here's my thoughts I would love for the SA-MP server to still be going. It was nowhere near as customisable as GTA V (i.e. the best customisation you could get was skin mods...) but I spent upwards of 10 years on it, it worked, and it was enjoyable. I find GTA V's controls are too clunky compared to the more arcade feeling of GTA:SA. That being said, there are too many limitations to just re-open the SA-MP server. There'd be very little development for many reasons, such as: The language it uses, Pawn, is not used anywhere in mainstream development spaces and a lot of us have fallen out of touch with its syntax It contains work created by other authors that are no longer members of this community - I would not be able to access the gamemode script because of this other work that cannot be shared without their consent, so on SA-MP I was restricted to creating scripts that could be copy and pasted into the gamemode when it was convenient Many left SA-MP for GTA V, I am not so certain that these people would return to SA-MP if they're comfortable with GTA V Most legal and illegal factions, companies, staff procedures and media is set up for GTA V. It'd be a huge task to move everything back to SA-MP, a lot of people would not follow, increasing the strain on other members of the community to pick up where others have dropped out Now that SA-MP is gone, it needs to stay gone. Bringing it back for nostalgia would see limited success As said in Martin's post, we are not aiming to be a competitor and never were, we aimed to release a barebones script, a minimum viable product, that the community could contribute to and build together. We are not expecting to dominate the GTA V roleplay scene (yet) as we are still building, learning from what the community wants. Our goal and objective is to make a server that players can be a part of when they want a good roleplay experience on GTA V.
  17. Heyo kiddo, it's too early for me to be writing this (seriously who gets up before 9 am on a Sunday) but here I am! Jumping straight into the script update, here's the changelog: - Added the ability to re-bind the Y to unfreeze button in /settings - Added a way for legal factions to toggle roadblock messages in /settings or via /togroadblock - Added /rb as a macro for /roadblock - Added better checks for /enter and /exit in a vehicle, so you should keep the passengers you used the command with - Added /setstation keeping the same volume when changing stations in cars - Added a 50% increase in rewards to both trucking and garbage collection jobs (this will be offset by a 33% cut in Cypress Logistics) - Added vehicle registration history to the MDC - Added a way for admins to set a vehicle's wheel colour - Added faction-specific loadouts to /loadout - Added a way to /lock furniture doors without being a property manager if you are in the same faction that owns the property - Fixed /towcars for companies again again again - Fixed /respawnme teleporting your vehicle into your spawn point with you - Fixed seeing heal messages if another player was in the same area but different dimension - Fixed not being able to create faction ranks with brackets in the name - Changed prison commands to be in the same radio message format as other radio messages Weapon Economy The weapon economy has been hotly talked about recently, with legal factions arguing there are too many PF guns being used as crimes, civilian roleplayers arguing that PF guns are too expensive, illegal factions arguing that there is too much trigger happiness over the smallest beef - we have recently implemented a solution that we hope will help in solving these issues. The Faction Team Council has now implemented an OOC cap on buying weapons - it was decided before that there would be no cap to help factions get established, however now we feel we are in a place where factions in the scheme are established as black market gun dealers and we can safely begin limiting the amount of guns that flow from the darknet into factions' hands. This is handled the same way as we did on SA-MP, through OOC points. For those not in the know, certain guns (like an AK-47) cost 3 points, whereas a pistol costs 1 point (these numbers may not be accurate). A faction with 15 points has a choice, buy 5 AK-47s in a month, or 15 pistols. You get the idea - larger weapons will become rarer as a faction tries to balance what guns are brought in versus what guns end up in the hands of a dead mobster. Alongside this change, the gun store weapons will also be reduced in price back to the levels they were at, meaning legal guns will be around the $500 to $800 range for a pistol again. In addition to this price change, we are implementing OOC bans. You, as a gang member, are welcome to buy a gun at a gun store (as long as you don't have a criminal record). If you use that cheap legal gun against police and they end up killing you, the license will be revoked after your death and a PF license ban will be issued on your account, meaning you cannot legally buy guns on any character until it is appealed. The point of this system is: don't get caught killing police with legal guns. You can now see whether a gun is legally bought by right clicking it in your inventory. It will show a serial number. Server Connection Issues For the last week or so, we have been getting reports of connection issues from some people. It seemed at first that these people shared something in common, i.e. the first report to me was that a group of Bulgarian players were not able to connect with their normal ISP, but could via mobile data. The issue seemed to spread to people from other regions and there didn't seem to be anything in particular that connected everybody. We asked for logs and the flow of when you first connect to when you lose connection, and a lot of people helped us out with that. We logged the issue with our server host and they have been looking into it for the past week or so. For those of you that don't know, networking is a pain in the ass and I'm glad I never have to deal with it. Rambling aside, as of last night it seems that these connection issues have been largely resolved. When I went to sleep last night, people were able to connect that were not able to connect before, and so it is my belief that we have made progress on this issue. As always, please continue to report to us if you are experiencing connection issues, but most, if not all, that had connection issues before should be able to connect now. Here is a message that Mmartin dropped into #updates last night: This was a well-documented phenomenon known in the tech industry as a "networking meme". Future Direction To put it succintly, please keep sending us your feedback. I know sometimes it gets a little drowned out when we get hundreds of players giving their suggestions, airing their frustrations and asking for changes to be made on the server. Sometimes we may not even respond, but rest assured that we do see it and add it to the list. We had some Development Team applications come in last month and the past 3 weeks have just been too busy for some of us to actually get together and sort through them. We have a couple of people in mind and will be reaching out shortly, and with that, I hope we can start seeing some more development going on. In the changelog above you may have spotted a 50% increase for all rewards to waste management (garbage) and trucking missions. Cypress Logistics and Los Santos Sanitation will not see these increases - their rewards will remain roughly the same. Anybody who wants to stick around in these script jobs will not be at a loss, so don't worry about that. If you make $500 a day now, you will make $500 a day still. These reward buffs are aimed at player-owned companies, who will be able to take a cut of the payment and still offer a rate that's higher than the server-owned jobs. This is something we will continue to monitor and look at against other areas that have been historically under-used (like mowing, our #1 prime feature that we bet all our dreams against). Prison roleplay has taken off with the introduction of the SADCR faction, and if you didn't know, what character model you are using (male or female) determines where you end up! Males have a male-only cell block, and females have a female-only cell block. You can of course mingle in the yard, but we hope that separating each sex into discrete cell blocks will help keep the immersion up for some of our prison roleplayers. In addition to these two, we have a third cell block for isolation, for those that don't fit into either adult male or adult female cell block, or have been bad enough to end up in a concrete box. If you are interested in bringing more life to the prison, I encourage you to take a look at Prison Schemes. Kendrick as always will be taking your feedback about Legal Factions and anything related. Mitcholodolo and DDaniels are your guys for the Illegal Faction side. Please feel free to approach myself about anything that these guys can't help with.
  18. So the current prices is just a stop gap. Call it a shortage of imports whilst the government figures out new policy. We've already discussed this and are deciding on a new price range as we felt the first ones were too cheap. The new range will be about $500 to $800 for a pistol, and up to $1300 for a rifle. We want to make it a financial investment, an incentive to remain alive and out of danger as long as possible, but still provide a viable way for someone to defend themselves. This is paired with the fact ammo is ridiculously cheap and has no buy cap. On top of this, we are also looking at a cheaper way for a security company to source firearms for their company. Possibly a x% discount at the gun store to act as your company reimbursing the purchase. As part of the changes to legal guns, we have also introduced open carry laws that mean you can open carry your rifle in certain spaces, and you can freely open carry a handgun anywhere except the prison. A large part of the reason gun prices were hiked is because legal factions weren't communicating with each other. A police officer would revoke a license and not tell anybody, and then the government would go ahead and re-issue it, and the offenders would retain access to cheap guns. The steep price hike was intended as a way to break this cycle before starting a new one. We do not want to implement OOC background checks beyond "has this person been banned from a PF license before". Being part of a gang does not disqualify a person for a license, and I feel that gangs' reliance on PF guns was heavily overstated by police factions that were encountering guns every day. It has since been determined that it was actually black market guns that were the issue, not legal ones. With recent changes, meaning police factions can see whether or not a gun was bought legally, extra logging for the issuance and revocation of licenses, and changes to the minimum level one must be to even get a license, we are comfortable returning prices to a realistic level. The price change will be made today (20 August). Everything else has already been done.
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