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Showing content with the highest reputation on 12/16/2021 in all areas

  1. MISSING MY DARK QUEEN DEARLY never got to go on the wine date or share Christmas with Blanco 😔 dark queen departs.mp4
    17 points
  2. DEVON PLEASE COME BACK BABY WE CAN GET RICH AND MOVE TO TOUSSAINT TOGETHER @Crusade A new quest has been added to your journal.
    7 points
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    6 points
  4. It's always best when the light is off It's always better on the outside Fifteen blows to the back of your head Fifteen blows to your mind So lock the kids up safe tonight Shut the eyes in the cupboard I've got the smell of a local man Who's got the loneliest feeling I. II. III. IV.
    5 points
  5. The russian who got away in the Pine Barrens.
    4 points
  6. "Funny guy" "We've got work to do" "Later that day"
    4 points
  7. All, I understand this is a hot topic, but I feel this is something that should be discussed. The 2-weapons-per-30-days PF Limit. Yes, I said it. I completely understand the system was put in place with great intentions, but I believe the server has outgrown the limit. Detailed Description I feel a sliding scale, rotating on hours, in addition to a 30-day rotation on prices, would be a much fairer & balanced system. Currently, as it sits, weapons flood the market, I understand. Illegal weapons, flood the market, more so, as players can achieve more than 2 weapons a month, through illegal means. I do acknowledge that a player can purchase a legal weapon off a friend if they have already hit their limit, and find it necessary to do so, but this still puts the friend at a disadvantage now, and in a way usurps the 2-weapon-per-30-day limit. Legal RP'ers sit at a disadvantage. You buy one sidearm, and one weapon for hunting, and get robbed, or killed (Albeit, killed in an accident, not necessarily from a shooting). You're done, you're out for the count for 30 days. This particularly affects those RP'ing as security, or hunters. For lack of better words, those who rely on a firearm for their character they have worked so hard to develop. However, when an illegal roleplay is killed, or robbed. They are able to go back into the black market and purchase another firearm. Or, find a player, through whatever means, and rob them at knife point in order to steal their weapons. They essentially do not have a limit placed on the firearms they receive. This is putting the legal RP'ers at a grave disadvantage, and, in a way, encouraging legal players to commit a crime to obtain a weapon, due to an IC limit. Why Thurston, you may ask, do the hours make a difference, as opposed to days? Well, let me answer that here for you. I base my thesis on a time-based risk-loss analysis. The more frequently a player is in the great world that has been created for us to live in, and escape the mundane reality that is becoming our society, the more frequent they are subject to the harsh treatment of Los Santos, the robberies, the shootings, the insane drivers in the streets, and therefore, more likely to lose said weapons. This can be proven true for the most active of players. A player who plays more often, has a higher chance of losing the weapons, whereas, less often players, have a lower chance of losing the weapons. One such unbalanced example is players who work for security companies are subject to the rule, yet are at a much higher risk of violent encounters. I propose that once a weapon is purchased, a timer starts, similar to properties. I believe 20-25 hours of in-game play per weapon is a fair time. This is roughly one week of playing for an average player, and amounts to one weapon per week. This creates a fair and balanced system. Players who play often, will be afforded the same opportunities to buy weapons, as a player that does not play as often, as their ratio of playing vs risking losing the weapon stays the same. Will this possibly encourage players to log more time on their characters, in order to ride this timer? I believe it may. However, more active player base will create that much better of a server than we already have, and the majority of these issues will apply to legal roleplayers, which I'm sure everyone will want to see an increase in. However, once a weapon is purchased, the 30 day rotation still starts. Based on a sliding scale, the weapons become increasingly more expensive, yet doable priced. This will discourage an individual from constantly accumulating weapons for the sake of doing so. Once the 30 day limit falls, the prices reset to the standard market rate. Increased monitoring of gun purchasing may also be considered, what if each time a player purchases a new firearm, they must register it with FLD, and fill out a reason of WHY they are purchasing an additional firearm. A waiting period for additional could also be a great solution - 72 hour waiting period on all weapons - or a 72 hour waiting period after the 2nd weapon in 30 days. Another pertinent issue I’d like to address with the community - It is the standard practice of law enforcement to confiscate for evidence a weapon used in a shooting, even if it is in self defense and justified the weapon is still confiscated. Placing the PF holder at a disadvantage and inability to replace said weapon. My suggestion is not perfect by any means, and could use a good bit of tweaking, but I believe it is a start to a good healthy discussion. Does this risk a slightly higher amount of firearms on the server? Yes, I believe it does. Does this risk a slightly higher number of legal firearms on the server? I also believe it does. I believe, in a way, this will REDUCE the frequency of players robbing for weapons. How I come to a conclusion such as this - Legal RP'ers are more likely to now have a weapon, as there is not as strict of a limit. Urging more caution amongst illegal RP'ers. - There is not such a "gold rush" for what available PF weapons are currently purchased. - Legal RP'ers are not forced to cross over to the illegal side to obtain a weapon for legitimate RP & IC Purposes. This also harms new players to a higher level. - I am a new player about to RP a hunt, I purchase a pistol and hunting rifle. - I get robbed at gun point - I new longer have any weapons and I can not buy one for 30 days. - The illegal roleplayers add the weapons to their infinite stash without a limit for their next haul of firearms. Individuals who wish to hoard weapons will do so, with or without the limit. I also believe with the new weapon maintenance system, this will work together in conjunction with them system for a more balanced and fair distribution of weapons across the board. In addition, perhaps applying or registering every time a weapon is purchased through FLD, will help to cut down on hoarding weapons, as LSPD could raise a red flag to an individual mass-purchasing weapons. I know this has been a lengthy suggestion of an already discussed topic, but I for one believe it is necessary to be brought back up. To summarize, this is an OOC limit that is hurting roleplay opportunities and putting a large demographic of players at a significant disadvantage. I appreciate all of you for taking the time to read this and look forward to reading your thoughts and suggestions. Of course all criticism is welcome. I hope to see you all in game and pray you and your families have a happy Holiday season, & stay safe in these times. Feel free to reach out to me on Discord if you would ever like to have a discussion. - Thurston/Samboiam#9181 Relevant Commands/Items Firearms - Purchasing of firearms inside of stores. No commands. How will it benefit the server? Fairer balance between illegal/legal roleplayers, more balanced system of ability to purchase weapons based on activity, higher time online, high risk ratio accounted for.
    3 points
  8. Trying to make a play. Friendly Fades No Randoms Allowed (NRA)
    3 points
  9. Disenfranchised role-players who are anti-social, low quality role-players who are broadly disliked by the illegal faction community but manage to get by are now entitled to free stuff. I can't support a system that entitles and offers factions that may not be respected by the community at large not an opportunity but a guaranteed set of guns, drugs, properties, mods, and a domain? I cannot support a system that uplifts undeserving factions. I am a firm believer in all factions having been created equally, they all have leaders, the ability to recruit new members, the ability to apply for opportunities, schemes, properties, and ultimately supplier. What this is doing is not only offering dinosaur factions that may not even really contribute to the scheme free stuff, but hard limiting new and upcoming factions from acquiring IFM properties. I say this as the former leader of the oldest faction on the server, there is no benefit to giving OLD factions free stuff, they should have been able to acquire these things on their own, they should be able to ICLY create connections and secure these opportunities, or apply for supplier. This will create a copious amount of work for IFM to do, having to spawn in drops for 20+ factions on top of supplier drives, on top of approving faction threads, on top of monitoring faction quality, responding to scheme requests, IFM property requests, the list goes on - you simply cannot do it all, you are overbearing yourselves with responsibilities. Which will ultimately lead to the total and complete demise of this awful system, you do not have the resources, the time, nor do you care enough to monitor factions as is. If you cannot adequately monitor faction quality now, how do you intend on doing so for every single tier application? Even then, there is no established definition of what 'good roleplay quality' even is, it is all subjective. This is a system that takes something that is already incredibly simple, offers opportunity to everybody equally, and TIME-GATES it like it's an MMORPG, grinding and existing forever making you more powerful than other factions. You are overcomplicating the system and this will ultimately lead towards a total administrative mess, we are trying to fix the system to remedy the lack of longevity within factions in south central, we all know that is what this is about. The fact of the matter is, if the faction leaders and members are not up to snuff, they do not deserve to exist nor do will they continue to exist! Addressing Demotivation I cannot help but laugh at the notion; people who believe that the following reasons are reasons to be demotivated do not want to do it, or want to be spoon fed. I will refute them all briefly. Lack of Progression: Would never be said by anybody who cares to create and facilitate roleplay for others and create interesting roleplay environments, players who say this want arbitrary power, they want to deathmatch, and they want free stuff. Supplier Selectivity: Suppliers are high-quality and vetted role-players by the IFM team, the issue is very obviously supply and demand; as I have always said, IFM DECIDES WHO GETS SUPPLIER, if they want to give it to street gangs, there is absolutely nothing stopping them from doing so, which renders this tiered give outs system redundant and pointless. Open up supplier to more street level role-players. Faction Favoritism: Society has it's outcasts, there are simply some people who do not deserve to be brought to the forefront and are not given opportunity for a reason, when factions are known for deathmatching, instigating random conflict, and ultimately being noobs- but cannot be handled by IFM as it is out of their scope (so they claim), again- as I mentioned previously, factions manage to get by despite being full of shit heads. If factions cannot get along with other factions ICLY, that is their fault for destroying their opportunities to get anywhere. If I go around pissing everybody off and being a dumb ass, deathmatching but getting away with it, overall being a shit head- but I post really really good roleplay screenshots, I am entitled to go up in the tiers and get more free guns to deathmatch with, brilliant idea! -_- Incentives: One's incentive to lead a faction should simply be to create roleplay for others, not for free stuff, lol!!!!!- if anyone genuinely believes that factions need incentives to keep going? They should not be leading factions. The poll is obviously a welfare poll, VOTE FOR FREE STUFF BRO!!!!! Everyone is going to vote for it, it's obviously what people want- MORE GUNS, MORE DRUGS, MORE STUFF- but this is only at face value, if you are going to make a decision based on a poll, I encourage you to poll for demographics and search for a relationship between what factions believe this system will work and who voted for more guns, I think this is necessary information and should be addressed on an individual basis, it will be very clear to see who wants this to be put in place. (Mostly going to be noobs.) TL;DR System will not work, will create way too much work for IFM, IFM will not be able to adequately gauge faction quality due to being so busy with new overbearing responsibilities, alleged issues are people wanting free stuff and being sad/moody :(.
    3 points
  10. Detailed Description: Implement the mod linked below to increase vehicle deformation and the damage vehicles receive when involved in a collision - the latest version of the mod added support for all the vehicles added in the Tuner update so thankfully it seems up-to-date. https://www.gta5-mods.com/vehicles/realistic-car-damage-with-better-deformation-for-dlc-vehicles Relevant Commands/Items: N/A How will it benefit the server? More detailed and immersive crashes, a massive improvement over the bumper car-like damage system vanilla GTA comes with.
    2 points
  11. It is no secret the server found itself in a lot of bureaucracy and micro management over the years. Regardless what type of roleplay you find yourself into, you will eventually have to deal with one of the admin teams or various factions for a variety of reasons - house/business requests, LFM fundings, IFM schemes, RPQM, PF/CCW, Fire Inspections, Fishing/Huting license, business licensing and so on. No matter what idea you might have, you will eventually have to spill the beans in an elaborative essay or fill out formats to be able to do what you intent to do with your character. To put it into perspective - to start a small unique item store, lets say a music store, a person needs to Request a property with PM, detailing their project and why they need said property. This is reliant on a schedule which can, worst case, take between two to four months in total, Furnish or have the property furnished, Request a unique item script, once more detailing their project and need for the script support, Request LFM funding if their business is not self-sustaining due to the new absence of government checks by default Register the business with LSGOV and (if applicable) request a business license with LSGOV, Request and pass fire inspection with SFM, Have active donator status or employ an idividual with donator status, all while also working out their concept, seeking/creating graphic design, an IC website, employing personnel, setting up discord, stock/price list and much more. The total process between initial idea and first opening can easily take up between three months and half a year which creates a huge burden on the player that may be inspired and has an idea they wish to realize, but fails to maintain motivation through this lengthy process or simply does not start to begin with due to the many bureaucratic steps to be taken for their simple, small shop. My suggestion is to sit down and revise all these different applications, bureaucratic steps and essay writing. See what is actually necessary and benefits the server and roleplay quality, cut down on unnecessary writings and remove what creates a simple burden for the sake of simply being there whilst bringing no benefit to the playerbase and the roleplay quality on the server. The server and its community needs less bureaucracy and more natural character-to-character interactions. One with an idea should not have to jump 10 different hoops between in and out-of-character to make their idea reality. A player should not wait for weeks and months end for some requests to open or get a response to such. An admin should not be working nine to five exclusively having to push papers for the server and the sub-team they are in.
    2 points
  12. FOR SALE: CARACARA 2020 CURRENTLY HAS LESS THAN 600 MILES (566.33 miles to be exact). Looking to sell my Caracara 2020 to a good home. This vehicle is perfect for those who love to take trips to the county and go off roading. Low mileage with work done to upgrade the Engine, Brakes and transmission. It also has one of those fancy anti-theft systems to really annoy those local car thiefs. It's a truck. It rides like a truck. It drives like a truck. All of these are GOOD things. This isn't a sports car that you can whip around banham with your friends before you end up crashing, this is the vehicle you want to hit the dirt tracks with and go exploring. If, you have BALLS OF STEEL and consider adverse weather an excuse to do stupid stuff: THIS MIGHT BE YOUR TRUCK. Why are you selling? I have three kids soon to be four alongside a husky puppy that doesn't understand personal space and the police frown on stacking them like dominos in this truck. Apparently their safety is much more important than mine was when I was a kid. Will you sell me any of the parts seperately? No. I'm not in the salvage business. Buy the truck. Love the truck. Give the truck a job. This truck deserves better. Will you take less than $90,000? No. If I wanted an incredibly low price I would have asked for it. Want a cheap car? Get your kid that lowered asbo project down the road that drives all the neighbours mad. I think I'm plenty cheap for this beast. No, really, all I have is under $30,000? That's great, I don't care. Why? Because I don't HAVE to sell this little beauty. Truth be known, I'd rather keep it. But my wife and the local PD says no. STARTING BID: $90,000 BUYOUT: $130,000 (( OOC Information:))
    2 points
  13. 2 points
  14. Monke explanation: Monke gets his PF and CCW. Monke buys gun. Monke gets robbed. Monke loses gun. Monke buys another gun. Monke gets robbed again. Monke can no longer buy any gun for the rest of the month. Monke sad. Furthermore... Monke hunts for a living. Monke runs out of ammo. Monke goes to the gunstore. Monke can no longer buy ammo for the rest of the month. Monke sad. Does it make sense now?
    2 points
  15. Spending A Mortgage On Syrup
    2 points
  16. I think that it’s overall a good idea, but the month requirements should be removed. The quality of the faction and its roleplay should determine moving up exclusively, how long the faction has been around is irrelevant.
    2 points
  17. The development team is moving all the time due to people mostly being students, then having a job so they quit or they just get bored of it. I am glad you have omitted me from your initial thread listing the developers since I spent my last 5 years of life developing daily for the server, but eh, that's what it is. The server is a passion project and must remain one : It is not our daily job, it is not my daily job, it is our passion and that's the core need for a long term successful project if you don't want the server's owner to be away for a year without releasing any update. As soon as it starts feeling like a job, you lose passion and you give up very quick. That's why we don't put any deadlines to our team, we don't force any features. We recommend working on a list of features that are waiting for implementation, and people (and me) pick what they want to work on. I am very surprised to see that some of you are talking about being behind competition or "Microsoft like" whereas we've been the most updated english server ever made, we have way more updates than our two voice competitors on the english scene (Eclipse & Mafia City) and we have 100x more updates than the previous SAMP servers you're all from. We used to have almost daily updates for the past 4 years, with sometimes a few weeks of developement freeze especially in December like this year because people focus on their exam and their family. Servers which tried to compete in the past 5 years were never able to reach our level of development and all failed / disappointed players as they felt like they were playing on an empty gamemode. They all tried to attract players with 2 shiny CEF features but everything else was very disappointing, and the upcoming "competition" is doing the same mistake, and will fail the same within a few months. Releasing a GTA 5 server requires years of daily work prior to be in a playable state by players' expectations nowadays. We still have lot of bugs to fix, however some are high priority and some aren't. We were focusing the past month on fixing all the economy update bug, and major bugs are still found daily that we are silently fixing. For older bugs, most of the time they can't be reproduced easily thus we can't work on them, they are wrongly described, or even not bugs anymore. The game bugs page on the forum is a hell to use for us at the moment, but we still regularly go through it when we want to focus on fixing bugs. The main negative part of our development team is the lack of frontend developers, which leads to us having a lack of UI and thousands of text commands that more & more of you are tired of. To drastically improve this, we have recruited a russian paid designer whose goal will be to work in pair with a frontend developer to implement all the designs onto UIs ingame, here are some examples of the work: However we still have no active frontend developer able to integrate these. I am currently actively trying to recruit one, even paid positions have been opened but we mostly limit ourselves to russian developers when it comes to paid position as western country developers are requiring wages we cannot provide.
    2 points
  18. Good thread. In addition to what you mentioned, there is the burden of hiring employees from a very limited pool of people who even are okay with roleplaying "regular" people--and many of these individuals either abandon the character or go on to own their own business shortly after they make enough money. When my character first had the idea for the brewery, she had somewhere between 10 and 20 people interested in working there. It took about an extra month of IC development before the OOC application was entered. It took about a month and a half of discussing with LFM to get it approved and then another month and a half to get it mapped (which was relatively luckily fast for the scale of the project). By this point, that pool of a dozen people who wanted to work at the spot had shrunk remarkably. Many of them already went entirely different directions with their characters or were not even playing them/the server. The point I'm contributing here is that all these hoops to jump take up time, and time is the biggest enemy we have in an RP community. Obviously we can't just magically appear fully mapped new businesses for people day 1 of their ask and there has to be some bureaucracy to facilitate all of that. My #1 hope for this server's OOC bureaucracy is that we are able to eventually take more and more of it in-character. It'd be really cool if Property Management, for instance, did more and more of their job on IC admin-account PCs. Instead of OOC applications which are not the best demonstration of a player's fit for running an IC property, have IC property managers/investors/sellers/whatever meet with the player's character and have an interview. It'll be more fun for both the player and the admin, it actually fits in with what we're all trying to do here (RP, hopefully), and it gives the admins a chance to actually see how the player roleplays and portrays their character. Just an idea.
    1 point
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