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nobody

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  1. This isn't just about fishing, that was just an example. This is about making people roleplay in civilian industries. You can't trust people to actually roleplay things when they are only doing it to grind money. 8/10 people will rinse and repeat a job without doing a single emote, because they are designed to be done alone and the script hands you a payout, not another player. I agree with you AVRO. A lot of things that should just be roleplayed are scripted, and scripting too much ends up in people relying on it in order to do anything. Ideally there would be no jobs and people would just roleplay doing things for the sake of roleplay, but I don't think that's realistic with the cashgrab mentality that (unfortunately) a lot of players have. I think grants and contracts are a great idea and will create some industries, but my concern would be that it's too time consuming or complex for new players to get involved in. The problem with just roleplaying things without a system being in place to rewards them is that unfortunately a lot of players won't do something if there's no reward. If a guy has a fishing voyage, he doesn't make any money and he can't pay other players, meaning a lot of them probably won't do it again and it dies off. In my original example, I imagined an experienced player with a boat hiring a crew of new players and the whole experience encouraging good roleplay in them. Right now if you tried it, a lot of players would look at it and think that it would have been more profitable for them to grind a script job with no RP. Obviously this isn't a good way to think in an RP community but I think it's more common than we like to think. I think if the script was designed to be more accommodating to roleplay than grinding, it would pay off in the long run by making people actually roleplay. Incentivizing this kind of roleplay will make sure people take part in engaging roleplay, making them better roleplayers in the long run and get rid of their cashgrab mentality. These jobs are mainly for new players anyway that do not have the money or experience to create an industry/business or roleplay what they want to roleplay. It could be a really positive influence/starting point that makes a good first impression on players as to what is expected on the server. I don't think each job should be individually scripted because that really limits the industries to whatever is chosen, but a system could be put in place to allow players to create their own industries and somehow have it be profitable. It's something to think about.
  2. I think its important to make sure that civilian roleplay is incentivized from the start. A lot of roleplay servers end up being cops and robbers because that is all the server allows it to be. If everything added to the server is geared towards illegal and government groups, it creates a server where people will mostly only roleplay those things. An example is servers that create an inventory system, but the only things you can put in it are weapons and drugs. Civilian roleplay doesn't necessarily mean more scripted minigames or jobs, but an easy system to allow players to create a business and make that business more than a hangout spot and robbery target. Moving things from point A to point B is fine, but there has to be some depth to it that will help people interact through roleplay. People like to use trucking as an example and say things like "Well civilians can move cargo from A to B to C, and illegal roleplayers can rob them, and people can protect them." That's fine, but at the end of the day it's still planning for a cops, victims, and robbers server. Instead of fishing being a job where you go to a spot and type a function over and over again, it should be a job where you buy a boat, assemble a crew, and go deep out on the seas, then come back some time later with your haul and sell it. The Captain/owner of the ship divides the payments to the crew, and everyone gets paid (or not). Some ships have better pay than others, which creates a competitive market. Some ships break down, some ships and equipment can haul more fish. Some ships can go out deep into the waters and get certain fish. If you want a really complex example, one ship could skip on his maintenance costs but his ship has a chance of breaking down or even sinking (and being lost), making a distress beacon where FD or someone can rescue them. Now his ship is gone, and while the workers made more money, they are now unemployed. Whereas the second vessel paid his taxes, paid his ship maintenance, paid for his upgraded fishing equipment, all meaning the crew gets paid less, but in the long run it pays off and balances out. This same line of thought can be tweaked and applied to any industry or jobs out there that you can think of. People should have to work together, that's where roleplay is created. If you create minigames or even jobs where players can do it by themselves, for the most part, that is exactly what they will do. Most people don't like to roleplay by themselves, so why would they roleplay a job that they do by themselves? That's the source of the grinding mentality. The way the current jobs are designed, you could do them on an empty server, and have the same experience.
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