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norrig

Retired Staff
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Everything posted by norrig

  1. Wow, what a trip down the feel train, I wasn't prepared for this, at all. I just want to say, from the bottom of my heart, thank you. I'll probably never forget this. Thank you, everyone, for everything. This community definitely got a special place in my heart. I love all of you. Reading this thread legitimately made my month. This is too wholesome. Thank you, I will be back one day <3
  2. Never mentioned anything about forms? The whole thing should be done IG through commands/menus.
  3. Valid point indeed, perhaps to keep it in the sense of "fairness", a vehicle could auto un-register and have the insurance canceled after a period of inactivity instead. Same result but a more realistic/fitting way to reach it.
  4. This is the third time you've posted the exact same suggestion. You've got an answer each time Archived.
  5. We're currently seeing a huge increase in sports- and supercars being bought and owned. They're everywhere, even in low-income areas. It's unrealistic and it's immersion breaking when you see high-end cars abandoned in a crime infested hood. We also have a similar issue with players owning 10+ high-end cars, while at the same time RP'ing as a poor person. Increasing the purchase price of the vehicles won't help, so simply making them more expensive won't make much of a difference. I believe adding re-occurring expenses would mitigate the issues. While this idea may not be original or new, I think now would be a good time to bring up the subject and have a discussion about it. -Vehicle registration Each vehicle should cost a percentage of the initial price to register. Say a vehicle costs 200.000. Within 24 hours of the purchase, you would need to visit a DMV (license place) and register it. Should cost a percentage of the initial price, say 20%. Without a vehicle registration, the vehicle would have no license plate and therefore be ICly illegal to drive. If caught, the vehicle should be impounded until registration is paid + a fine. -Road tax Each week a vehicle owner should be auto deducted an amount from their bank for owning a vehicle, regardless if they use it or not. In a perfect world the price should depend on C02 emissions, safety and horsepower, but to keep it simple, it should be a percentage of the original price. Perhaps an additional cost if the vehicle belongs to the "Super" or "Sports" class. A player can choose to unregister a vehicle to avoid that tax, but the vehicle would then be IC illegal to drive on public roads. -Insurance Each vehicle should be insured to be fully legal. A player can choose not to insure his vehicle, it would however be ICly illegal not to. First-time offense would be a high ticket, say 10k. Second-time would mean the vehicle would get impounded + a larger fine. As you’d still have your license plate without paying insurance, it may be a risk worth taking as it would require an officer to actively check if the vehicle is insured or not. -Pros -Encourages players to pick low-end cars, or cars that actually suits their characters -Encourages selling off unused vehicles, as they will have a weekly expense. -Increases the opportunities for illegal vehicle RP, as you can still drive without paying either of the things, however risking IC punishment. (Perhaps introduce fake plates?) -Discourages having a garage full of high-end vehicles, as they will have weekly expenses regardless if you use them or not. -Discourages the use of "stash-vehicles" -Removes money from the server -Renting out high-end vehicles for events would become financially viable -High-end vehicles would become more unique, as fewer players would keep them -Player-owned scrapyards could become a thing? -Cons -Some development time. I don't think it would be too hard to script, as it wouldn't require any menus or complicated processes, just math mostly. (and an MDC integration) -Let me have it in the comments below
  6. Beast RP skills and just being a top tier dude (Y)
  7. There's no reason not to add them. We've always implemented everything from the DLC's that's technically and practically possible. I have closed this suggestion for now as there's nothing to discuss. The update isn't out yet, nor is any images besides the short teaser-trailer.
  8. I like the font, scaling could be a bit lower though
  9. Hey, happened to me as well. It's Cloudfare (anti DDOS) that bans if you open too many tabs / click on too many threads within a short time span. You should be auto unbanned within 24 hours, if not, send Nervous a forum PM and he'll be able to unban you.
  10. http://vanillaworks.weebly.com/downloads.html https://imgur.com/a/MlZsM
  11. I'd much rather see a livery pack for our current vehicles instead of adding new vehicles.
  12. I wouldn't be opposed to adding a few more properties in the canals, but as I mentioned before I will not add any new properties to the server, only move / delete existing. We have too many unsold to just keep stacking more and more properties. Give me a concrete example of some unused in another area we can move, and we'll take it from there. To the people suggesting we should just add any house / allow requests, I don't believe that's a good idea. The map is objectively too large for our playerbase, so we have to keep players somewhat centralized, especially to be considerate to new players joining. A roleplay server where you can't find any people wouldn't be much of a roleplay server. We need each other to roleplay, spreading out too far isn't beneficial for anyone besides "group rp'ers". Don't forget that Vespucci was added about a week ago, we need to see how it evolves and matures before we start something new and big again.
  13. ((Property will be sold back to the market as OP is banned. OP will be refunded if unbanned))
  14. I'm very much against this idea. A "spawn point" is meant to be a place where your character would realistically sleep. No one sleeps in a police station, perhaps except jailed criminals. Allowing players to spawn directly at a faction HQ takes away from the advantages of owning a property in proximity to a popular spot (a PD HQ as an example). It also takes away roleplay opportunities for taxi drivers, bus drivers, public transport and similar. My suggestion is to rent a spot nearby or buy a property instead. We already have a problem with players "teleporting" across the map, let's not make this problem worse than it needs to be.
  15. Reverse the order, otherwise good. Starting with "what service do you require" is a waste of time if you're in a heated situation. "What is your emergency?" should always come first.
  16. Situation should be the first question. "911, what's your emergency?" -I was robbed by two armed men! "Alright, where are you?" -I'm at Mirror Park Plaza!
  17. Actually not a bad idea at all, hmmm...
  18. Trashing it for the same reason it was trashed last time you posted it:
  19. I've been reading both this and the other discussion about housing, and I hear everyone's feedback and concerns. First of all I'd like to refer to this post, which have been our 'official' stance for a while now: To elaborate a bit, I don't believe our current server population can support essentially adding in the entire map, I fear we'd spread too far making every area feel like a ghost town. It seems like the playerbase is split about wanting to centralize and not to centralize. We've been through issues with this in past (Sandy Shores descript for anyone who remembers). The whole debate is not so much about the technical parts (how we add the houses), it's not so much about where we add them, it's not about which houses. It's all about the main question, should we add more housing? I see the positives, I do, but I also see the negatives. As I've said since I took over property management a couple of months ago, we will add more housing once the playerbase supports it, the dream is to one day have a playerbase large enough to support adding in the entire map. We set a goal about 2 months ago, sell 50% of the current unsold and we'll have a discussion about what to do. We're not even near 50% right now. We have to fully tackle the overall question before we move into the practical and technical ways to do it. We have daily discussions about "Where is everyone?" "interior roleplayers", "group roleplayers" and similar. We have valid concerns about new- and soloplayers being unable to find other players. We had multiple street gang factions close down as they rarely RP'ed/interacted with anyone but their own group. We have daily ingame tickets, discord questions and forum topics about that exact issue, "where is everyone?". To have a thriving roleplay community you need interactions, it's the whole premise and point of roleplay. At the same time, housing can also increase interactions and can spawn a whole new "hot spot" just by simply having them. It's all about finding that balance and it goes hand-in-hand with the size of the playerbase. I'm not saying my stance is the correct stance, I'm not saying I have the perfect solution. My point is adding housing may be cool and cheap in the short term, but is it good in the long-term? Are we even ready for it? Do we have enough players to support it? What about our current areas? There is so many potentially devastating side effects or consequences that we can not ignore. If the majority disagrees with me, I will of course respect that and add more housing, but is it good for the community as a whole, is it the right decision?
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