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More housing


Illuminati

More housing  

41 members have voted

  1. 1. Do you think it's time to add more houses to the server due to the increase in daily population?

    • Yes
      33
    • No
      3
    • It's fine how it is
      2

This poll is closed to new votes


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3 hours ago, Velora said:

Meaning those who set up the current houses missed the mark on how many people wanted to RP in each demographic.

Houses in South LS have been there since near the start of the server - the reason why there are so many of them still available is simply due to lack of street gang presence, not us trying to "keep loads there to force people to buy them".

3 hours ago, Velora said:

server management are trying to shepherd us into a 'poorer' role.

We aren't. We have an internal map plotting system for figuring out where houses are so we can distribute them in the future in an organised way, and we've hit a point of difficulty: the number of standard, single interior houses left in the city are diminishing, there are only a handful of house locations left within the city, which is essentially limited to:

  • The remaining few Vespucci Canal houses
  • Del Perro
  • Morningwood
  • Alta-Hawick-Burton-Vinewood general area (the remaining few not shifting particularly fast enough to justify adding more)
  • A handful near Mirror Park
  • Richman/Vinewood Hills

We have a limited selection of actual housing remaining (excluding Richman/Vinewood hills, we'll go into that later) - why is Property Management not adding them yet? There's two reasons.

 

Firstly, we've been overhauling and bringing in new systems over the past few weeks, such as the new UCP requesting most of you might know about by now, brand new admin commands + tweaks to existing property admin commands to enable us to do our job way easier, a new permissions structure in-game for admin commands to allow us to do our work without needing to log onto one special property admin account, several other new UCP property admin features, and a few more things we're working on that will be revealed in the coming weeks.

 

All of these things require testing and familiarisation - and seeing as these are significant, major features, it's been a key focus for the past few weeks. Only recently have we had a surge in Property Management recruitment of new members that has greatly reduced the burden of work, which in combination with our new automated requesting system is presenting us with the ability to become more flexible. We haven't had much time in the past to put a lot of focus into expanding (it's a lot of overhead to figure out where, pricing etc.), but now we're approaching the point of being able to.

 

Secondly - what comes after us distributing new houses. We've ended up learning the hard way - if you distribute too little at once, they end up getting gobbled up almost instantaneously, and with the lack of supply create opportunity to be exploited by people who want to flip them with bare-minimum roleplay effort for a quick buck. With the lack of current supply, deploying early to address the needs would more than likely end with a repeat of this situation.

 

3 minutes ago, Jauss said:

I suppose that I am one of the players who'd like to see more expensive / exclusive housing opportunities.

There are a fair few houses available in the ultra-upper class areas, however there's two problems in 1) next to no-one plays this type of character (and executes it well, i.e. not just a character walking around in a suit driving a sports car and living a fantasy lifestyle) and two - it creates a script-wise cash 'goal' that incentivises people to directly beeline towards acquiring the house through grinding, instead of working on fleshing out and developing their character - why roleplay, when you may lose out on the chance of getting that specific dream house that's just became recently available? It creates a race situation, focused around on "immediately acquiring the newly available asset", instead of focusing on the key part of the server - roleplay.

 

So how do we provide a lot more housing options at once to avoid houses getting gobbled up? We need to be able to reach a lot of the other areas that are currently inaccessible - like Downtown, Pillbox, Little Seoul - these are huge population centres, multi-story buildings that could house literally hundreds, maybe even thousands of players - allowing us to address lack of supply. The problem is supporting them - we have a severely limited supply of interior options currently, so if we wanted to add in an apartment block, we'd need to build a large complex from scratch - which introduces an additional problem of object limits - large buildings mean a lot of objects, a lot of objects will more than likely get us near the stream object limit, which makes objects flicker/disappear.

 

To remedy that problem, we'll be introducing a new system called multi-interior, allowing us to have markers that don't TP you into a single interior, but instead open a menu allowing you to select which floor you'd like to go to, and then select the room - allowing us to simulate large buildings, like apartments and hotels, and do a host of other things like provide the ability to create elevators within buildings. Here's a diagram to get an idea:

Spoiler

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With this in place, we'll be able to provide a lot more housing options, and alongside this we want to rollout apartments + houses simultaneously to avoid the situation mentioned above where a minimal supply is introduced and is exploited due to a lack of supply.

 

Hope this clears the situation up - we've had several housing situation threads recently, this is the current situation from an internal POV. I'm taking personal responsibility to develop the multi-interior script and it isn't far off now, the base of it has already be developed and I'm resuming development on it after I finish one of the scripts I'm completing this weekend. Announcements will follow in the coming weeks - future house threads will link to this post.

 

Locked on that note.

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