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  1. The Guangzhou Society was Formed in Guangzhou, China in 1945 by a group of anti-communists during and after the Chinese civil war. Their aim was to overthrow the communist run state which fled the state to Hong Kong and re-established itself as the 14K. The 14 meaning is in reference to the 14 original members of the society, the road number the headquarters was on and the K stands for Kowloon where they settled for the rest of their time within Hong Kong. Their aim was to overthrow the communist run state which fled the state to Hong Kong and re-established itself as the 14K. The 14 meaning is in reference to the 14 original members of the society, the road number the headquarters was on and the K stands for Kowloon where they settled for the rest of their time within Hong Kong. 14K group are known for not being unorganised and some of the most violent members of any Triad Organisation. Despite being under the 14K The Guangzhou Society is more organised yet equally as violent, they uphold all the same traditions and rules of law as Cantons proud of their heritage would be expected to. The Guangzhou Society was Formed in Los Santos 2021 after a large scale investigation into the original organisation as well as an internal strike led to many defecting and going their own ways, eventually forming the Guangzhou Society. They decided to name it The Guangzhou Society to honor their origins to the 14K which was formed in Guangzhou way back in 1945. The Triad is a secret society in which it was origins date back centuries ago. Myths and tales shroud how the Triads came to be, some pointing light to its original creation of heroic deeds in taking down the Qing Dynasty to restore China to its golden era. But nowadays, it is generally believed the Triads as a whole have devolved into nothing more than thugs & misfits, using these tales to justify their actions and giving prospects a false narrative of an elite society while breaking everything they've initially stood for. Though the Triads have originated from Mainland China, due to crack-downs and catastrophic events in history, many have scattered throughout the globe, in parts of North America, Europe, and Africa. One of these organizations is the 14K Triads, the second-largest Triad Society second to the Sun Yee On, its main rival. Many consider the 14K the most violent of the Triads, as the organization has traveled far from its traditional roots and splintered into many branches throughout the world. The 14K, unlike many of the other Triad societies, is somewhat disorganized due to having no shared Mountain Master keeping control over the branches. As a result, many branches differentiate and even war with each other at times, giving the 14K Triad a feared reputation of being the most violent & aggressive out of all the other Triad Societies. The 14K Triad are mainly known for their smuggling of drugs around the world. Still, like most Triads, they put their hands in anything legal & illegal that can make them cash, including but not limited to extortion, kidnappings, hacking, human trafficking, prostitution, money laundering, arms trafficking, contract killings, and more. The organization still clings to a few of its old traditions but is profoundly nothing more than a group of crooks. 14K presence is known publicly through the many arrests of the Wah Ching, an organization that included 14K Triad members. Now the organization seeks to expand throughout Chinatown as its base of criminal activities.
    7 points
  2. -1 Panic is only to be used in life-threatening situations anyway. So the fact they have to actually open chat and type it, and roleplay using it in a situation where they're being shot at or otherwise in danger is nerf enough. If you can't stop that from happening then it's fair game. The quick response is a balance of the fact that you can get basically five blocks away within a minute in GTA's map. Giving people a 30 second grace is as good as allowing them to go and sit anywhere else in the city. The whole point of it is to try and peserve the life of the person using it. If a delay of anything over like 10 seconds is used, they become useless in the context of GTA and how fast you can move from A to B. May as well get rid of the alarm at that point and just force them to radio "Mayday, Location." It'll be faster and more effective. We have a crime rate miles more unrealistic than what it should be with MCI's and people dying hourly each day. Any suggestions to lower this with OOC rules or boundries is met with people saying keep it IC. So of course if so many people are dying I think its certainly fair to allow cops quick response times and a useful panic button. Advocating the panic button to be more useless just advocates more people to shoot at cops cause it's a whole lot easier to get away when you get a nice little grace period. And if anything, we need less shootings. Not more.
    6 points
  3. I struggle to understand why major gun & drug suppliers are assigned to characters rather than factions. Doing it this way essentially centralizes such an impactful asset to players who probably don't deserve it in the first place, hence the numerous public bans as of late. Having major suppliers assigned to factions doesn't eradicate the issue of OOC dealing, but instead evens out the playing field in terms of responsibility. Guns for example should trickle down from faction leadership/administration who assumingly are already trusted members of IFM, thus minimizing the incentive to supply Discord buddies on the account of it reflecting very poorly on an entire faction, resulting in consequence. It's worked in other communities and it can work here. The fact that you can namechange, keep your supplier and start again in a new faction is a testament to how backwards the current system works.
    4 points
  4. Detailed Description Simple; bring back the normal Sandking SWB; Honestly have no idea why it was removed to begin with as it had no bug & was perfectly fine. The other Sandkings that were in the modpack are still there, so why was this one removed? We need more modern American styled pickups, bring this back. I can understand why the Patriot was removed from general purchase, but why remove the normal Sandking? Just makes no sense imo. Relevant Commands/Items Return the Sandking to the dealerships. How will it benefit the server? More American trucks, quality of life.
    3 points
  5. Overview User Relevant Physical Fiat Money — Your cash is now an item that can be interacted with and has weight! Bank Account Entities — Actual Bank-Accounts consisting of Routing Numbers and References are now in place! Pay Method Dialog — Shops and Services (e. g. Barber, Clothing, Gas Stations, etc.) now allow you to decide how to pay! Owners can decide what method of payment they want to allow. Scripted Job Payment Switch — Scripted Jobs with a few exceptions (e. g directly sold fish) now pay earned money to your bank account! Detailed Transaction Log — A clean transaction history is now available! Back-End Double-Entry Bookkeeping — Transactions now follow the double-entry system thus allowing for regular calculation of assets! Economy Watchdog — A System is in place, monitoring pre- and post-money changes to detect exploits and errors! Alt-To-Alt Check — A System is in place monitoring any transfer of items (including the money) to detect alt-alt'ing! Physical Fiat Money Your cash is now an item that can be interacted with! To move, drop or store cash, just treat it as you would treat any other item. Furthermore, to ease up the process, you can just pass in the word "Money" to any of the item commands and have the script figure out the item index. As the Money has weight to it, appropriate measures to transport large amounts of cash have to be taken. To split the money, just simply provide the amount to be split to the Item-Command. Example: Storing $200 inside a vehicle. /vpitem money 200 Summary Money is now an item and you can also use the word money in your item commands instead of a number. Bank Account Entities Actual Bank-Accounts consisting of Routing Numbers and References are now in place! As opposed to before actual Bank-Accounts have been introduced which come with their own set of data. Any such Bank-Account contains the following relevant Information*: ▪ Routing Number ▪ Name ▪ Balance *Only listing all relevant and non-backend properties. Routing Number A 9-Digit Identification Number for any Bank-Account. To receive any payment to your Bank-Account this Information has to be shared with the paying party. Name The Name of a Bank-Account is not necessarily only limited to your First and Lastname. Organizations and/or any other Name can be applied. This name can be changed as well should there be a need for it for certain events and fundraising. Balance Kept simply this is the total money you own within a Bank-Account. More specifically, this is the sum of your owed money subtracted by the money you own, resulting in a value that shows the balance between the former and the latter. Banking Procedures Any Bank Transfer requires the Routing Number of the Receiving Party. To obtain your own Routing Number, use /stats or /routing which also display all your other related routing numbers. Routing Number displayed after using /stats Routing Numbers displayed after using /routing Going from the above Picture, the Routing Number "010000169" would need to be passed on to any Party that wants to transfer money to the Character with the name Isaac Kerner. Such transfer would be performed with the command /transfer if it was to come from your personal account, /ftransfer if it was to come from your faction account, /btransfer if it was to come from your business account. Usage of the command "/transfer" This is a universal command for any transaction, be it for receiving accounts that are online or offline, factions or businesses. All that is required is a valid Routing Number and the above command can be used to transfer money to Characters, Factions, and Businesses. Upon sending the Command with a valid Amount and Routing Number, you will be prompted to Confirm the Transaction with a random Hash. You will also see the Plain-Text Receiver's Name to ensure that you are transferring to the correct Account. So, suppose an account with the Routing Number "010000169" exists and you know it's your friend John since he gave you his Bank Details. To transfer any Amount to John, you would type in the following Command: /transfer 200 010000169 Or with a comment. /transfer 200 010000169 Your Comment Which then prompts you with the following: Prompt to confirm the transaction to John Doe for an Amount of $200. The same procedure would apply to transferring any Amount to Factions or Businesses, for instance, to transfer your CCWP / PF fees to the LSPD, you would need to obtain their Bank Account Routing Number. In Summary, a Routing Number was introduced to act as an Information Layer between the Receiving Party and the Paying Party. It is no longer possible to simply /banktransfer Firstname Lastname without having acquired the Routing Number from a person. This was necessary to Anonymize Bank Accounts and to also to a certain degree stop people from Power Gaming a transaction onto someone else's Bank-Account without the Receiving Party even having shared their Bank-Account Details to the Paying Party. To make a transfer from your personal account to another account, use: /transfer [amount] [routing] [comment (optional)]. To make a transfer from your faction to another account, use: /ftransfer [amount] [routing] [comment (optional)]. To make a transfer from your closest business script account to another account use: /btransfer [amount] [routing] [comment (optional)]. Additionally, you can skip the transaction hash safety by enabling fast-transfers. To do so use /fasttransfer. However, be careful and pay attention to your routings to avoid making wrong transactions. /transfer 100 010000169 From my personal account to an Account with Routing 010000169 /ftransfer 100 010000169 From my faction account to an Account with Routing 010000169 /btransfer 100 010000169 From my first business account to an Account with Routing 010000169 Summary Bankaccounts now have a number that identifies them which is called routing number. Instead of specifying a name like LSRP or John Doe in your transfer-commands, you now transfer to a Routing Number. Pay Method Dialog Shops and Services (e. g. Barber, Clothing, Gas Stations, etc.) now allow you to decide how to pay! The Option to choose your payment method for Goods and Services has been introduced and you will now be presented with a simple menu that allows you to select your preferred payment method at the checkout. Dialog to select the payment method. After choosing your Method of Payment your transaction is completed. Employees also receive the information about the payment method chosen and can then decide to accept or decline it (/acceptorder & /denyorder) Shop-Owners can furthermore use /bmethod to limit their buisiness to a certain type of transaction. This can be useful if owners do not want to accept any cash and thereby avoid the dangers of cash transport. /bmethod cash /bmethod bank /bmethod all (default) Notification for employees after an order has been placed by a customer. Example: An owner could be inclined to order his employees to deny all large payments made in cash due to security reasons as large amounts of physical cash (Remember, it has a weight to it now) ending up in his cashbox would need transport to a bank and thereby could lead to Cash-In-Transit Robberies. Summary You can now select Pay by Cash or Pay by Bank at shops and such. Owners can limit what you select to stop a certain method at their shop. Scripted Job Payment Switch Scripted Jobs with a few exceptions (e. g directly sold fish) now pay earned money to your bank account! Job Payments are now paid out to your bank instead of cash. This means any character using these jobs to set up a base wealth, does not accumulate their money on their hand, which in itself combats inauthentic robberies at scripted job payment markers. However, the sale of natural products such as fish or meat is an exception to the switch and is still paid out in Detailed Transaction Log A clean transaction history is now available! Incoming on the UCP throughout the next weeks, thanks to the web developers. DEVELOPMENT DIARY Back-End Changes! Only Read to Know How The System Works. If you just want to Know How to Use it, Scroll up Again. Double-Entry Bookkeeping Transactions now follow the double-entry system thus allowing for regular calculation of assets! Before the changes are explained, a brief explanation on how Money was transferred before the Update. To transport a certain Amount from A to B, the Script just had to Know B and the Amount. No details about where the money came from (A in this case) were provided. So a transaction between A and B was two individual Operations. "Take Money from A. Give Money to B." Between these two Operations, no actual link between A (From) and B (To) existed. This made tracking the transport of Money very difficult as an additional log had to be inspected and inspecting a certain transaction would not provide you with any details about where the money came from or where it went to. Nearly 300 re-written Spots inside the Script and several newly introduced Systems later, a System was implemented that combined the Transport of Money into one Operation which did the following: "Take Money from A AND Give it to B" While this might seem like a small change for the cost of rewriting an immense amount of spots, it is in actuality one of the most important concepts in bookkeeping and the core concept of Double-Entry Bookkeeping. Not only does this concept allow one to keep a precise record of transactions, but it furthermore allows to detect errors with these transactions. Given the following Formula, Assets = Liabilities + Equity, or for our case, Balance = Incoming - Outgoing. One can now calculate the Balance a certain Account should have by summing all Outgoing Transactions and all Incoming Transactions to an Account and then comparing it with the Actual Balance that Account has. As an example, suppose you have a Bank Account A, which has a Balance of 100. Upon looking at all Transactions of this Bank Account A, you would see the following: [Transaction 1] Incoming Payment 200 from B. [Transaction 2] Outgoing Payment 100 to A. Now with the above Formula, we can calculate the Balance of A by simply plugging in the parts: Balance = SUM(Incoming) - SUM(Outgoing) = 200 - 100 = 100. And indeed 100 is the Balance so no error has happened on this Bank Account. Should the Balance however not equal 100, or generally speaking the calculated Balance not equal the actual Balance of an Account, it would mean, that an error happened in the history of the Bank Account's transactions. If the calculated amount is for example less than the Actual Balance, then the Account has more Money than it should have. In our case of a Game-Environment a Bug or Exploit likely made the Account acquire more Money than it should have. The same goes for the case that the calculated amount is higher than the actual Balance, which means that the Account is missing some money, likely due to a bug. GTA:World houses multiple Systems that deal with Money on a daily basis, that is the reason why this concept is very useful as it allows someone to quickly detect any leaks within the transaction system and then calculate if Money was obtained through exploits, or if Money was lost due to bugs. Any Transfer of Money, Cash, Bank runs through this Double-Entry Bookkeeping System. If a Scripted Job such as the Farmer pays you a wage, then that Money is now taken out from one of the many Server-Owned Bank Accounts and transferred to you. This allows us to quickly and precisely monitor how much certain Bank-Accounts (i. e. the Server-Owned Farmer-Job Bank) pay out to Characters and then compare these payments to balance out the economy more accurately and data-backed. Economy Watchdog A System is in place, monitoring pre- and post-money changes to detect exploits and errors! The Economy Watchdog essentially just is there to ensure that nothing outside of the Double-Entry Bookkeeping Process goes wrong. That means should the Book-Keeping System give a greenlight for a transaction, yet any Game-System fail the Operation, thus, preventing the actual Money Transfer, the Watchdog is there for a last measure to detect it. It does so by noting down the Money-State Pre-Change (Before any Transaction Operation) along with the operation that is to be executed and eventually after the execution compares the Post-State (After the Transaction Operation) to determine if the process happened correctly. Should this check fail, a log with the backup state is put out so the refunding process is easier. Alt-To-Alt Check A System is in place monitoring any transfer of items (including the money) to detect alt-alt'ing! An Alt-To-Alt Detection System is monitoring any Item-Movement. This is necessary to prevent any transfer of items between the Characters of the same Player. With the Physical Fiat Money, this also of course applies to the Money-Item. It does so by comparing the Initial Owner and the chain with the current Character that is handling an item, then upon noticing an Alt-To-Alt Action, it alerts the Admins as well as Logs this Alert for future investigations.
    3 points
  6. Vega #2 is going hard. Keep at it.
    3 points
  7. @Karnerwas severely addicted to ERP, seeing as being an admin was stopping him from experiencing it in it's full potential , Karner decided to depart from his Staff duties and continue with his male hooker route, that's where he found love and true passion for roleplay that everyone enjoys. Hope this explains it.
    3 points
  8. Because it's a game? If the rules allowed people to rob others as often as they like, wherever they damn well please it would be an absolute misery to roleplay anywhere and it would be anarchy. If all people do is rob every person they see day and night in sports cars, how can they possibly get any character development from that? Yes, bad shit happens everywhere in real life but that argument has very little relevance in an enclosed environment with 600-800 players many of whom trying to be notorious, bad ass criminals who given the chance, would kill you just for breathing nearby them. We need some sort of balance so that people can actually roleplay characters that have meaningful lives and interactions with others.
    3 points
  9. Detailed description: Nobody wants to be confined in jail and not able to roleplay with their mates, I totally get that. However when it comes to committing serious crimes on the server there's very little in the way of actual deterrent that's fair to both sides. The victims of crime are expected to just take the L and roleplay the consequences yet when it comes time for the criminal to roleplay theirs they immediately namechange out of jail to avoid said consequences. This in my opinion, is not only unfair but powergaming. It's especially troublesome when the conviction is secured after a long court case with many hours of effort put in by the prosecutors. It's a real slap in the face and imho it needs to change. My suggestion is that when a character is in jail, they loose the ability to namechange or delete that slot for the duration of the jail time. The only exception which is reasonable, should be life sentences. In which case a player can change their character to a jail character if they want to continue development and free up a slot, or apply for NC permission to IFM. Also If someone is killed in a shootout with police, that should be an immediate CK which namechanges locked for 48 hours on that slot. This in turn will reduce the use of throwaway characters used for robbing sprees or borderline dm. Commands & Items to add: None How would your suggestion improve the server? I get that not everyone will like this suggestion but I think as a whole it will benefit both the legal and illegal roleplay community and encourage players to think more about their characters actions, forcing them to roleplay consequences when things go tits up just like the rest of us are expected to. Because as it stands, there's very little in the way of meaningful consequences for illegal activity that actually encourages players to think except for those who actually care about their characters enough not to do dumb shit.
    2 points
  10. This thread has spiraled, Faction Management are already collectively reviewing the concerns raised as well due to previous reports. Non-RP fear CK's are able to be reported by anyone in game as well as through character-kill applications retrospectively. It is highly unlikely automatic CKs will ever be implemented as it will target everyone instead of those that are actually problems, every situation is unique and should be treated as such. A criminal firing upon police will be interpreted by both sides differently, however, it is not something that is always a "suicide by cop" situation or tell-tale sign of a poor roleplayer. When criminals are CK'd, they start from the bottom again. They cannot name-change and retain rank as those in legal factions do, but this does not mean we will ever value their characters less. This suggestion in it's current development would do more harm than good to the illegal community.
    2 points
  11. "However when it comes to committing serious crimes on the server there's very little in the way of actual deterrent that's fair to both sides. The victims of crime are expected to just take the L and roleplay the consequences yet when it comes time for the criminal to roleplay theirs they immediately namechange out of jail to avoid said consequences." So actually there are consequences and the consequences are so bad that some people pay real life money to avoid them even if this still means losing their character. Bad throwaway characters are a problem that should be dealt with on a case by case basis by staff; we shouldn't be tailoring our server rules to the worst people. This Grand Theft Auto server benefits from an illegal RP community and we need rules that won't just drive them away to make more room for Second Life avatars.
    2 points
  12. @dawpi is simply the best cat out there. Gotta love @Adv and @Wuhtah too for quick responses both in-game and over Forums & Discord. And special thanks to @Nervous as well for spending so much time with fixing issues some players had with chat lag and freezing, even making a group chat to focus on that. Much love. ❤️
    2 points
  13. Oh boy. I call dibs on making tomorrow's robbery thread, all right?
    2 points
  14. The question is not whether or not something is realistic, but what aspects of reality we want portrait- and in what frequency and detail and so on. This is in no way limited to robberies alone. Just that something happens irl does not mean it has to be portrayed- see terroristic acts, pedophilia, abusing every possible loophole to scam people for all their moneys and so on.
    2 points
  15. first screenshot post reserved, will sell for $9.99
    2 points
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