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mj2002

Charity 2023 Tier 4 Donator
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Everything posted by mj2002

  1. How about if you wear a mask, the distance from where you can see the character's name greatly reduced? Like, 1-2 meter or something? That's going to prevent a lot of metagaming.
  2. Take away the feature that hides character's name tags for a day and see how that works out. If people want to portray realistically, then they shouldnt have a problem with this. If they suspect metagaming, they can always report, right? Doesn't require any new rules either.
  3. Until something like this actually works, there is a workaround. XMR radio is a separate process in Windows and therefor you can adjust the volume independent of the RageMP process in the volume mixer application.
  4. Do you know if any progress was made? I believe they're still not avaible for use for normal users.
  5. Where are you getting this idea? Proper houses are very limited in supply.
  6. Lower payments for trucking a little bit, and add a little bonus for when an employee accepts a delivery through a command. Perhaps do not allow this if the trucker is also part of the business script that he's delivering to.
  7. In the long run, this is definitely an improvement. However, it would be good how this plays out on LC before it gets ported to the LS server. Then we can see what's needed in terms of repair garages, how to deal with desync and other bugs, etc. Perhaps it needs to add no-collision for cars that are just being spawned until they are driven in for more than a few seconds, in order to avoid damage to cars that are spawning on top of each other. That sort of stuff.
  8. I'd help you out, but the chances of it resulting in anything that would even be looked at, nevermind seriously considered are very small. Price changes for vehicles are extremely rare, and I doubt changes to all of them would even be considered. Beyond that, what important problem is it going to solve? Money is not a real issue of concern for a lot of players who have been around for a long time now, and the economy is structured in such a way that all but the most expensive cars are available for everyone to buy. Regardless, start with considerations as listed below. Some of these are straight up price factors, others provide a sort of baseline. Some of these are minor and can be completely disregarded for certain vehicles or even entire classes, some of these are major factors that largely define the price. They don't impact all vehicle classes in the same way either. Where for modern cars, the age of a real life counterpart might be a value-reducing factor, it might increase it for classic cars. This list is not complete. Performance, overall Performance, specifics like top speed, drivetrain layout, handling, off-road performance, acceleration Performance relative to other vehicles in the same class Utility, number of seats Utility, special mechanics (mostly for commercial vehicles, but also convertibles) Utility, cargo capacity Customization, amount of available options Customization, special and unique options Technical, vehicle model quality Technical, vehicle sounds Technical, bugs or suboptimal implementation Real life, general availability and frequency of occurrence (rarity) Real life, generally acceptable value, current or past Real life, generally acceptable MSRP, for relatively new cars Real life, status/cool factor (enjoying getting others to agree on this factor) Real life, appearances in popular culture/fame Real life, brand value Keep in mind that a pricing model needs to have a purpose. What is it trying to achieve? Is it trying to set the prices as realistically as possible? is it trying to discourage/encourage the use of certain vehicle classes to get the overall vehicles in use to a more realistic level? Is it trying to make vehicles as affordable as possible for those characters where vehicles are an important part to their roleplay? Each of these can be answered on a spectrum, and the purpose behind this is likely a mix of multiple different demands that are placed on the results. Either way. To make it work properly, all the above, and more, would have to be carefully considered, then factored based on the state of the economy (value of currency basically, unless you're edging more towards super realistic prices). This needs to be done for each vehicles, each vehicle class, and then probably more than once to solve imbalances. When you do all this, you still run into multiple problems. Cars in GTA5 inherently do not lose value. Mileage is a thing, but the costs are so minor and so back-of-mind for 99.5% of the players, this doesn't really do much unless a car starts going above 1500 miles. I'll let you in on something, most vehicles in GTAW don't make it past 200 miles before they're discarded. Beyond vehicles not depreciating once they're GTAW-old, they also not lose value as their real-life counterpart would. This is why good performing models based on 80s or 90s era models are priced so badly. There is no reliability penalty, no shortage of parts for repairs, no wear and tear on the interior, no problems with aging technology, no decreasing performance, no comfort levels, etc, all of which in real life have major effects on a vehicle's value as they age. Beyond this, nearly all vehicles have an unlimited supply, which means rarity does enter into the calculation of valuing a vehicle when buying one, new or used. You can have all the GT500s in the server that you could reasonable want, whereas in real life, Ferrari 250 prices are driven up by popularity and limited supply to the extent where even replicas are valuable. A vehicle can never increase in value over time, unlike real vehicles. It is this way for a good reason, but it limits what you can achieve when pricing cars. One more to make it even worse. The prices will have to be reviewed and redone infrequently, because prices just change over time. Good luck finding someone to keep doing that! Basically, its a whole lot of work for something developers won't even look at, never mind take into serious consideration.
  9. All I'm saying is that whenever this comes up, the standard answer is that one cannot expect too much from administrators, because they're volunteers. I should know, I've made the argument myself as well. But upon reflection, the argument is a little thin. That's nothing bad on the administrators themselves.
  10. You can come up with an example where comparing for a few specific factors, some of which are subjective, it is not coherent for you. That doesn't mean there is no coherence in the overall system of pricing vehicles. As I stated before, its not perfect, but its not without coherence either. It's not that hard to understand. The thing about this kinda deal is that its very easy to take a few examples and call it bad pricing, because you don't have to come up with the prices. Its much harder to come up with a system of pricing all vehicles in a coherent way, because you have to then consider a lot of different variables. This specifically is why threads like these never go anywhere. They do not provide solutions that consider all the relevant factors.
  11. You are asking for more realism, but you're labeling it as coherence. There is coherence already in the current system, but its not realistic. Instead, its based on vehicle performance, some subjective "cool factor", sometimes real life rarity, sometimes creating a financial barrier to induce rarity in game, etc. It's not perfect, but there's definitely coherence.
  12. You cannot set realistic prices in this environment because many of the factors that would usually reduce a vehicle's value are not present in GTA5/GTAW.
  13. This is of course by design though. It's not like having volunteers is the only choice.
  14. mj2002

    Stamina System

    That's a false comparison. There's already widespread abuse. That's what is explained in the first post.
  15. mj2002

    Savings System

    This is just not true. I can't support this suggestion. Money is being thrown at you from every direction, hourly. What you are suggesting will achieve nothing. When everyone can just get more money by doing nothing, things that are finite in supply will just get more expensive over time.
  16. It removes all the interesting roleplay involved though.
  17. No. It has been stated that the script will be the same.
  18. Any word on this? This would be really helpful, not just for ideas about factions.
  19. mj2002

    Cars from GTASA

    None of these looks particularly good. -1
  20. This has been suggested and considered multiple times already. The problem isn't that staff has no idea how this works at all. Most people know that corporations can own assets. The problem is that the script is designed with characters in mind when it comes to ownership of anything. Business entities in the script aren't capable of "owning" vehicles or assets. It just doesn't work like that. Until the development team is ready and willing to overhaul this part, we're not going to be seeing this happening.
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