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  1. Short description: Making the masks maybe between $500 to $700 Detailed description: Lowering the mask price from $5,000 at the mask store to $500 or $700 Commands to add: N/A Items to add: N/A How would your suggestion improve the server? The suggestion would help the server a lot because of the fact this server is driven by "realism", and since jobs have been rescripted to match a realistic economy and so are the paychecks anyways from the start. Personally, and I know that 70% of the server also feels this way, is that when you have hairstyles and clothing items costing $100 and when you goto a mask store and see masks cost $5,000 it completely breaks the "realism" immersion that the server is supposed to have. Additional information: Nothing honestly, everything that's needed is above and should be pretty self explanatory
    3 points
  2. Picture by SgtDigglesworth on TrueAchievments.com Aviation Roleplay - A Simplified Guide By Griz So, you want to learn about aviation role play. You've come to the right publication! In this guide, I will outline the details of how to role play aviation properly in accordance with GTA World's server rules, also adding in some legalities from a real world perspective. The intent of this publication is to give you the tools you require to operate your aircraft safely and realistically, all while doing the most important thing: having fun! Let's dig in. ------------------------------------------------------------------------------ STEP 1: Purchasing an Aircraft You can purchase a fixed wing aircraft or helicopter at any of the dealerships located in this Vehicle Dealership Guide. You must know, if you don't already, that the prices for these machines are on the higher side. The lowest price for a Buzzard helicopter is $550,000. The prices for all other aircraft go up from there. STEP 2: Parking an Aircraft There are multiple locations on the map that allow for suitable aircraft storage. Below, you'll find some spots that one would reasonably keep their aircraft for safe storage. FIXED WING & HELICOPTERS Los Santos International Airport Sandy Shores Airfield Grapeseed McKenzie Airfield HELICOPTERS ONLY Public Helipads Farmland Privately Owned Fields Grass Areas on Private Property (Non-Residential Areas) STEP 3: Getting your Pilot License Back in the day, you were able to just buy a pilot license for a pretty penny. These days, however, you're able to get your pilot license a couple of different ways. First and foremost, try going to a flight school. At the moment, Blaine Aviation is the only flight school in GTAW. They can be found at the Sandy Shores Airfield in, you guessed it, Blaine County. The going price is roughly $80,000, which includes flight instruction and aircraft rental. They offer both helicopter and fixed-wing flight training. (Disclaimer: Blaine Aviation is in a management transition phase as of this edit (February 16th, 2021), and will hopefully resume operations soon! Additionally, some government / state agencies have flight programs (like fire fighting, search and rescue, and law enforcement) that will get you a pilot license at the end of your training. STEP 4: Flying an Aircraft It goes without saying that the elevation in GTA V is not coincident with real world altitudes. 500 feet above the ground in GTA V is equal to roughly 1,000 feet above the ground in the real world. The ratio between GTA V and realism increases with altitude. 1,000 feet in GTA V is equal to roughly 3,000 feet in the real world, and so on. For the sake of simplicity, I'll be using GTA V altitudes in my examples. HELICOPTERS You should operate your helicopter at no less than 500 feet above the ground, unless you are taking off or landing. 500 feet obviously does not clear the multiple skyscrapers downtown, nor does it provide adequate clearance from the mountainous terrain around the map. So, try to stay 500 feet above whatever you're flying over. Example: Mirror Park is roughly 200 feet in elevation, so you should overfly Mirror Park at no less than 700 feet. This gives you adequate clearance from trees and other obstacles, also clearing you of a "flying too low" violation. You'll be safe at this altitude! Helicopters are very versatile aircraft. You can take them pretty much anywhere, which is a beautiful thing. You've paid enough for your new toy, so you should be able to do with it what you please. I agree with this, but, there are some realistic restrictions you must keep in mind. Landing in a backyard in Mirror Park is NOT acceptable, nor is it realistic by any means. You can, however, land on a secluded beach on the Eastern seaboard of the map. Considering a beach like that isn't a populated area, and you have adequate space to safely land your helicopter, you should be in the clear! Always keep in mind the following: 1. Can I land here safely? 2. Will doing so disturb anybody or anything? 3. Will landing or taking off here cause harm to anyone, including myself and my passengers? 4. Could I articulate and justify this landing to a staff member, should they inquire? If you've answered "yes" to all of these questions, you can probably proceed to land. Use sound judgment, and don't jeopardize your asset or good standing with the community. FIXED WING AIRCRAFT You should operate your fixed wing aircraft at no less than 1000 feet above the ground, unless you are taking off or landing. 1,000 feet obviously does not clear the multiple skyscrapers downtown, nor does it provide adequate clearance from the mountainous terrain around the map. So, try to stay 1,000 feet above whatever you're flying over. Example: the Vinewood sign is roughly 400 feet in elevation, so you should overfly the Vinewood sign at no less than 1,400 feet. Considering fixed wing aircraft cannot "stop" in the sky like a helicopter can, you should ensure your flight path keeps you clear of obstacles such as buildings, mountains, and populated areas. Always have a way to "get out" of undesired flight paths, such as flying too low near downtown. Your ability to escape these situations increases with altitude, so fly high! Fixed wing aircraft aren't as versatile as helicopters. You are restricted to only a handful of airports and landing strips. You should be thoughtful in how you approach these airports. Consider some of the following: 1. Do I have reasonable clearance from all obstacles on my approach? 2. Can I make it to the airport if my engine fails? 3. Will I come too close to any buildings or mountains? 4. Will I be flying too low over a populated area to make a landing? You must always consider all variables in a takeoff or landing. For example, taking off directly over the Vespucci neighborhood might not be the best idea. Consider taking off over the water, gaining altitude, and then fly over the Vespucci neighborhood at a reasonable altitude. That way, if something happens to your aircraft, you have enough time to make a turn back towards the airfield and land safely. Speaking of safe landings, let's talk about those for a moment. You are allowed to descend below minimum safe altitudes to make an approach and landing. One of the more complicated approaches to a landing is to runway 21 at Los Santos International. If you're flying a faster aircraft, like a Buckingham Nimbus, your turning radius is restricted and you need more room to fly a safe approach. I've attached a video on how to properly approach and land on runway 21 in a high speed aircraft. As we've discussed, you can descend below a safe cruising altitude to land at an airport or airfield. We do that in this video. In a smaller, slower aircraft such as a JoBuilt Velum, you could easily turn over the beach and land on runway 21 that way. However, that isn't the case for an aircraft such as the Nimbus. In the video, we keep adequate distance from buildings and mountainous terrain. As we descend lower, we are near the Downtown area. However, if we needed to abandon the approach, we could easily turn to the right and fly out over the water. This allows us the opportunity to avoid the buildings downtown should we encounter an emergency. Now you've seen the most complicated approach into Los Santos International. Let's talk about the more simple approaches, like those to runways 33R, 33L, 12L, 12R, and 3. All of these approaches come in from over the water, which provide you unlimited obstacle clearance. Take a look at the airport diagram below (Credits to MaksymDesigns on GTAForums) If you were to make a takeoff or landing from runways 33L, 33R, 12L, 12R, you'd be over the water, free from any obstructions or buildings. These runways make for a safe takeoff or landing at any time. If you were to depart from runway 3, you'd fly over Puerto Del Sol and the Vespucci area, so be careful if you choose to depart from this runway. Avoid taking off from it especially at night; It is a noise-sensitive neighborhood, and I highly doubt the residents would appreciate a loud airplane taking off over their neighborhood at 2 AM. You can land on runway 3 at any time, considering the approach comes in over the water. Let's talk about some rational decision making. You probably shouldn't land a fast jet on the dirt strip at Grapeseed. One, you won't make it. Two, you'd go down in history as the worst pilot ever. You can take your small Velum or Mammatus in there all day long, but make sure your approach is stabilized and you aren't going too fast! Always give yourself adequate distance to approach the runway at a straight in angle. You don't want to be in a turn as you're coming over the beginning of the runway. You probably won't make it. STEP 5: Communicating in your Aircraft Our wonderful development team has given aircraft and their operators a dedicated command (/atc) to communicate with other aircraft. When you're moving your aircraft in any way, you should broadcast what you're doing over the UNICOM frequency (/atc). For example, if I intend on taking off from Los Santos International from runway 33R, I would say something similar to this: "LSI traffic, Mammatus 123 departing runway 33R, turning to the Northeast". You should include in your broadcasts the following: 1. who you are, 2. where you are, 3. what you're doing. There's no need to speak a novel over the radio. Keep it simple and concise. All you're doing is alerting other aircraft of your position, and in turn, avoiding a collision with other aircraft. You should communicate takeoffs, landings, and prolonged activity over a particular area. Additionally, you should pay attention to what others are saying so you can avoid their location. If you are ever intercepted or interrogated by a law enforcement aircraft, acknowledge them over the UNICOM frequency (/atc) and follow their direction. They could be instructing you to avoid a particular area, or to land for violating aviation regulations. Simply put, do what they say and you won't have any problems. STEP 6: Enjoying your Aircraft Like I've said before, owning and operating your own personal aircraft should be fun and enjoyable. After all, this is a game! We should keep in mind, however, that this is a strict role play community. We want to maintain a level of realism in all that we do. So, following these simple steps will help you keep your aircraft and ability to fly. This guide may not reflect the discretion of GTA World's staff members, so use caution and practice safe flying habits so you don't ruin this niche roleplay for the rest of us. Fly your aircraft responsibly, take off and land responsibly, and park your aircraft at a reasonable location. A parking garage would not be a suitable spot for a helicopter, nor would the Olympic Freeway be reasonable for a fixed wing aircraft. Use good judgment and have fun. STEP 7: San Andreas Aviation Act At the moment, the state government has a copy of the San Andreas Aviation Act, which will hopefully be voted in soon. The Act is comprised of common aviation laws that have been molded to fit GTAW's needs. Safe altitudes, commercial carriers, ultralights, prohibited areas, and other hot topics are listed in the Act. This will give pilots more direction on how to safely operate their aircraft in a realistic manner. Stay tuned, and when the San Andreas Aviation Act is voted in, an update will be made on this guide. ------------------------------------------------------------------------------ As aviation role play becomes more popular, updates and amendments will be made to this guide to reflect the rules and wishes of GTA World Management. Should you have any questions about aviation, please send me a message or find me on Discord (Griz#9174). Additionally, if you have any additions you'd like to make to this guide, please feel free to post them as a reply to this topic. I'll always be happy to take the opinions and contributions of others who enjoy aviation as I do. Safe flying! Latest update: February 16th, 2021
    2 points
  3. With all the changes incoming to the business system and talk of removing mining from the equation, now is a good time to bring up other aspects damaging the economy that typically don't get talked about. One income method in particular is a sore spot for me because it seems that many players are unaware as to just how much cash this method brings in. I am, of course, referring to legal organizations - specifically the Police Department, Fire Department, Government Faction, and (admittedly somewhat self-correcting) Weazel News. For those of you who're in the dark about this, every hour (regardless of whether they're on duty or not) the members of these factions make significantly more than other players for each paycheck period. It's trivial to bump your paycheck up to $2,500 in the Fire Department, and while the police and Weazel do temper their checks in relation to this somewhat, this is still above and beyond the capability of any other player. The very fact that specific figures are not published publicly on the legal organization websites (save for one exception) seems indicative that the individuals involved know that their pay scale is so far out of touch with the rest of the server. In fact, I'd go as far as to say that all 10 of the most wealthy characters on the server are likely members of legal organizations or individuals who purchased a name change after a tenure at a legal organization - and that's a problem. I've heard many criticisms about my suggestion to lower these: But they're providing a service to the realism of the server! The members of these organizations receive their paycheck regardless of how often they're on duty - every hour, it comes in at the same rate. Minimum activity mandates are in place, but the counter that tracks them has been broken for quite some time. They're also restricted from an unrealistic portrayal of their character by purchasing expensive cars and houses, even though they can mechanically do it - so why are they receiving money they're not permitted to use? While we're on the subject of realism, perhaps we should scale the salaries of the job's real life occupational counterparts. In the United States, the salary range for a police officer rests at about $50,759 to $59,219. A firefighter/EMT makes between $34,580 and $57,620. The salary range of a vehicle service technician (mechanic, in server parlance) is $41,650 to $56,770. A locksmith's (metallurgist's) pay range is $44,043 to $57,231 or, if we want to call them welders, $47,870 to $64,170. None of these have the officer making two, three, or four times the other "civilian" occupations. They do a lot of work off the server, too. What you do off the server should not impact your pay grade on the server. If we reduce the paychecks, people will leave these organizations en masse, or they won't want to do the forum work. Let them; if they're more concerned about the number on their paycheck than the roleplay in their faction (that is what we're here for, after all) then they clearly lack the quality necessary to portray a member of one of these organizations effectively. I guarantee you that the saturation of sub-par players is driving away those who would portray the role much better. With regards to the other roles that these individuals fulfill (licensing on the forums comes to mind,) if nobody is having fun playing a particular scenario, why is it part of the game? It's an IC issue since they have a budget, why is this an OOC discussion? Sadly, this is not the case. The budget itself is an OOC fabrication designed to approximate how much the department will need for a given time; my understanding is that it's simply refilled whenever it empties itself. If a staff member has to get involved to put more cash into an organization's bank account because they've run out, then it's an OOC issue - do you know of any organization other than those listed above that would see their bank account flooded in this manner? Furthermore, the budget isn't assigned with a scarcity of funds in mind (as any realistic governmental policy would dictate) and the system bears no resemblance to how any governmental agency in the United States would actually work. The organizations will not police their own income scales, as they've clearly been given time to do, and the damage is being done to the economy of the entire server. Seeing as it is the structure of the server that has created the wide IC disparity between these income levels, as well as the amount of discretion given to the leaders of these server-sponsored legal organizations, it is ultimately the structure of the server that must change. The suggested solutions place too much emphasis on OOC assets, we shouldn't worry about them. If this is the case, there is no reason to keep the paychecks in the legal organizations so high, since actually spending the entirety of that money often leads to what is typically ruled an unrealistic portrayal of their character. What else is there to do with it, then, than throw it at their friends? So if we've established that this is a problem for the server as a whole, how do we solve the issue? A number of proposals I've heard over my tenure with the server would take steps to normalizing the pay of these organizations to bring them in line with other jobs on the server. Lower the pay grade overall. The simplest solution with the least amount of scripting required - and my personal choice. The short of it being, no individual on the server should be making more than $1,600 per paycheck. This doesn't leave a lot of room to bump pay up, but those $100-200 per grade add up fast not only because they're making up to twice the base income as someone else, but the expenditures (rent/insurance costs, road taxes, property values) do not scale up to the increased check size. Keep pay the same, but only pay it out while a member is on duty. It has been proposed to keep two separate time tracks for each member of a legal organization - one for the amount of time spent on duty, and another for the amount of time spent off duty. Filling up 60 minutes of off-duty time would result in a payout of $800, while the on-duty track would pay out at the current rate. My criticism of this particular solution is that this further enforces the notion of having a "robotic" character, 100% of whose online time is dedicated to their job - this tends to result in a caricature rather than a character. However, I am not unsympathetic to the argument that some sort of bonus is necessary even while the character is not "on duty" for these organizations. Lower the pay to the standard $800 employment check, but grant World Points or other rewards for members. I haven't seen this suggested often, but am curious about what everyone else's thoughts are on it regardless. I don't see it happening, especially at the cost of monetary donations that keep the server running, but the idea could hold some promise if a proper balance is drawn. The idea of taking suggestion #1 and lowering all the paychecks substantially while offering something as simple as, say, different walk styles across an account so long as activity mandates have been met is not without merit. What do you think? Do we need to implement a different incentive for individuals to put in the often tedious OOC work to be a member of these factions? What could keep these foundational, legal organizations attractive to players without providing an unrealistic incentive?
    1 point
  4. There is no IC argument I am addressing in an OOC manner. Your decision to blow out the budget every month is an OOC issue at heart due to the fact that the income is generated by the OOC tax script. So you made the decision to kick the can down the road because "that was in place for far longer than I am." No government in the history of the world has ever only spent money on employee paychecks, and that's part of what a tax bleed is designed to simulate - the purchase of expendable materials for the upkeep of roads, for instance. Until a point in time comes that the economy becomes closed circle, having only cash influx without a cash drain will inevitably result in the ridiculousness you get so defensive about. If we want to take this to the logical extreme, the entire government system is an OOC construct that was installed because someone, somewhere thought we needed it. Where did taxes go before that? The original purpose of the tax system was to offset the capital generated by the script to keep a relative balance - and the very existence of the government faction throws that balance out the window. The quality of roleplay has no bearing on how the script brings in tax revenue. What it sounds like you're saying is "if only everyone would spontaneously roleplay better, then this would be fixed." You can throw away that little pipe dream now; the best we can do is encourage people to act in a realistic manner by providing them a scripted incentive to do so. But that's not what I said, is it? I said their incomes were out of proportion - specifically, in relation to other incomes on the server. I'd be fine with slowing the server down that much. I'll say this - that would make adding new scripted items for purchase much easier to transpose from their real-life counterparts. Reduction of the paychecks result in a system much more in line with the rest of the server - specifically, that people have roughly equivalent income levels and have to budget to purchase the things they want. It doesn't fix economic issues, it fixes people issues. How can you say in the same breath that you find the script in question "incredibly dumb" and then not want to fix it? Lenient or no, that money has to be paid back. It sounds like covering construction under grants could solve both of your issues of "we have too much money to spend" and "we want to help businesses" at the same time, but you prefer instead to inflate paychecks. Why, if not for the sake of hand picking winners and losers in the economy? Combating inflation is not equivalent to shrinking the economy. A house in Venezuela is not worth more than a mansion in the United States simply because the former costs a greater number of bolivars to purchase than a mansion would dollars. I remember people being upset at the notion of a $50 beer. Now, that's practically half price. Of course the prices have changed - perhaps not through script items, but items of adjustable cost most certainly have. Have you considered that, perhaps, the low quality of roleplay isn't that employees aren't spending their exorbitant salaries on expensive things, but because the individual responsible for the budget doesn't care that he's paying them many times over their actual market value? The legal org members who're actually decent roleplayers just ignore that bank account number and go on as they always have without expensive cars or spending exorbitantly. Your rationale for keeping things the way they are anticipates that the recipients of those paychecks will spend them in a fashion unsuitable for their character, thereby lowering the quality of play for each of these individuals - and the organization as a whole. If you were playing an officer, I guarantee you that the mentality of "if I have all this money in my bank account, so I may as well spend it" would not be tolerated. We have evidence of this; plenty of players have been reprimanded for it. If you truly believe that it's acceptable for a beat cop to have the most expensive vehicles on the server, I'm wasting my time explaining the rest of this.
    1 point
  5. Hope some ppl hop in on this, we gotta bring some life back into the ghetto.
    1 point
  6. Wish you the best of luck, I wanna see some b's and c's throw down.
    1 point
  7. Plumbing the Depths Published: 13th of February, 2019. Typically a blue plain where we cast our reflection, our introspection and our nets; the ocean is a vast mystery that drives ambitious explorers to venture beyond their natural means. Besides a homogeneous ecosystem there lies a treacherous yet awe-inspiring range of valleys, canyons and mountains. The eerie sight strikes out as a "what if" of our world in the millions of years to come when the unstoppable force of the world's water erodes the remaining land. The inhospitable depths also continue to pique the interest of marine biologists. Since the first ever submersible teased the sea floor in 1930, thousands of undiscovered species are believed to live well past the crush depth that our current mechanical creations can handle. Split wooden beams resting on supports dug into the dirt. San Andreas shares its bevy of secrets that seem to have gone undocumented in the mass of media available. Diving just off of the coast of Del Perro Beach leads us into another world. Our first sight was the remains of a structure just a few clicks North of the pier. Surrounding the pier itself is yet more of the same, could it have been that our longstanding pier was once wider and longer? Long forgotten. Stretching out from the pier's foundations at 120ft below the surface of the Pacific Ocean is pipe. This pipe's purpose is unknown but it is believed to be an outlet of some kind, possibly a defunct sewer pipe linked to the canals through a network beneath the city. Dating the pipe's construction is difficult as wood has been used for underwater construction for centuries. Both the pier and the pipe are supported by deep foundations of wood and concrete. The pipe's supporting bracket is likely waterlogged wood, which helps preserve the wood as the fungi and micro-bacteria that typically decompose wood are starved of their essential oxygen. Giant kelp stands proud inside of a beautiful underwater ravine West of the shore. Swimming further out led to a surprisingly sharp drop into an unexpected valley of kelp and weeds. Here the visibility dropped, leaving us with the rays above and the sea bed lurking somewhere in the pitch black below us. The unfathomable scope begged further exploration, but our oxygen tanks begged us to to the surface. Could there be an equal to Mount Chilliad lurking in the ocean around us? Please do not attempt to recreate anything featured in this article. Scuba diving is a dangerous activity. The divers featured in this article are experienced and have attempted the dive with several safety protocols in place to reduce the risk of injury or death to those involved. R&R is an independent news source operating from Los Santos, with coverage across the city and its associated counties. R&R operates freely under Article I, Section 2 of the San Andreas Constitution. Inquires may be directed via email.
    1 point
  8. Still going hard after everything? Keep going!
    1 point
  9. keep the ball rolling. ?
    1 point
  10. *Post is added in the blogs section* Press Release For immediate release It's been a very busy week at our range and we wanted to say thank you to all of our loyal clients, customers and partners who have supported us the past few openings we've had. We also want to express our huge thanks to the LSPD and LSFD for joining us at the range to blow off some steam after a long day at work or to simply work on their aim in a comfortable and welcoming environment. As of today, me and Ashley is happy to announce we're beginning renovations on our shooting range! Plans. Me and Ashley have been talking about changes for the range for a while now but we've been putting them off for some reasons. But that change soon! Starting Wednesday I'll begin renovations on the range to add more targets & cameras in the range so it can take pictures of you shooting at targets! Perhaps it could go in a nice card for your spouse. With these changes, it requires range downtime which is unfortunate, but we're not building experts so it will take until Friday for the range to re-open fully. As always, we do accommodate personal requests for the range, that being picture targets (As long as it's suitable and is allowed under State laws.) Recruiting This question is asked a LOT when people come into our range and store. Myself and Ashley are working very hard on working out a viable recruitment structure so we can hire talented and experienced Range Operators. However, as of now, plans are very much work in progress so it will take time. For now, we ask of your patience and we promise you, patience is rewarded. We will be open and transparent as this goes on. Finally As a final point to this post, we want to thank everyone once again for showing their support for the range. As always you can hire out the range If you have 3 or more people for however long you wish. The range will be yours, you just pay the simple $300 fee at the door. To get a session booked, contact us via our methods! We don't kick or bite, we'll leave our American Made firearms do that. We'll see you on the range. Thank you, Hayley and Ashley.
    1 point
  11. Alright. Let's clarify a few things first. We fund the construction costs through the credits program. I don't recall being asked about what our definition of construction costs is, but it does feel like there are a few misconceptions regarding it in place already. The definition of "construction costs" we use is the grand total quote provided and includes materials, labour and overheads. It does not mean the price set by property management and I don't recall ever stating that it does. We run all construction (and existing property acquisitions) through the credits program for a simple reason - should a business fail, we can utilize the leasing agency to have the building reused by another person. Another project. I see no reason to permit people whose business endeavour failed to keep their property. And by taking the property, we effectively erase the liability of the original requesting party towards the government. No harm, no foul. The grants are specifically in place to cover advertising costs, initial hiring, minor fleet adjustments, all perishables and running costs of the business so you can take your idea and run with it. The credits are in place to cover all major purchases - construction or existing property, vehicles, you name it. Again - we use the credits whenever the asset purchased can be reused by another person at a later date should the initial requester's project fail. We're quite open-handed with the program funds, and I don't think I ever dismissed anyone coming to us with a question, be that IC or OOC. Now, to the core argument. There are major issues as far as the design of the economy goes. How the prices of perishables are out of proportion compared to more expensive purchases, for example. A lack of coherent economic thought throughout the process is clear to me - as I've said in another thread, most of the economy changes seem like patchwork, reactionary efforts to circumstances frowned upon by the administration rather than the implementation of a plan. Which resulted in an overtaxed population which supports the current level of government salaries. However, what is absolutely essential to understand here is the fact that no "new" money enters the system. It does not increase the total supply of money on the server. It is not "printing money". It's redistributing it, and at the moment, too much of it is being redistributed. This is what you should be starting this thread with. The root cause of the problem. That's why our first order of business after rewriting the lost City Charter is an ordinance that constitutes tax cuts all across the board. It's not that the salaries are too high, it's the fact that we, as the government, can afford to pay the salaries that high. We can pay high salaries, so we do. It's the logical thing to do from an IC point of view to spend as much as we can to provide the best possible service - and again, not a single budget request was actually approved in full without a comprehensive summary and reasoning behind it. Hell, government employees which earn a lot can become clients of local businesses and supercharge the economic growth of the city. Here's how I see it - government payrolls create a layer of primary spenders. Taxes converted into salaries, which are in hands of people who are most often vetted both IC and OOC and encouraged to roleplay fleshed-out characters, which, I hope, includes the modicum of selflessness as far as the spending patterns and support of roleplay goes. In the perfect world, all of the people paid by the government would be the first-in-line customers of all local businesses. But, often enough, they are not - and here's where I see one of the areas where we can improve. That's a problem of... well. Subpar roleplay ability of some of the people in question, really. Even though there are limitations in place as to what they can and can not buy, they can't turn them into happy-go-lucky customers they could be. There's a lot of work to be done in this area. It's not "Fixing The Economy" that this thread is addressing. It addresses the perceived unfairness of the system because the current state of the economy favours another group that happens to not be you. But, if you look at it from a point of view of an economist, by decreasing the government salaries, all you do is removing money out of the pockets of your potential clients without putting it back into yours. Focus on the actual root cause. Discussing how to address the symptoms is counterproductive and boring. And to wrap it up: the main post just takes it at face value for some reason, so here's a question: Why are the high salaries paid by GOV agencies a problem, again?
    1 point
  12. People who grind do it for money, simple as that. They grind 24/7, aquire their virtual currency, spend it on expensive stuff. I liked it too back in the day 1-2 runs, it was relaxing, just drive around on that beautiful map, look down at the beautiful view while mining and get some money in the process. Then i though that I don't RP a miner nor a truck driver, i RPed a fairly rich Liquor Store owner, then I decided to quit since for me, it ruined my character. People who do it don't give two shits about their character, all they want is to get virtual currency for no reason. I'm happy that they will be reworking the system to reduce the amount of grind, because "grinders" do nothing to make the server better, they probably barely use forums or discord. I have nothing against you if your character does it by the way. I just hope that they will make jobs dependant on each other, because there's tonns of jobs yet 80% of the grinders spam one - mining.
    1 point
  13. Thread graphics and layout sexy as hell.
    1 point
  14. Thanks! That's what I'm saying :P I like to be very detailed.
    0 points
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