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IFM Update #2 - October 2023


slothy

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ILLEGAL FACTION MANAGEMENT

UPDATE #2 - OCTOBER 2023


 

It's almost been exactly a week since our first update about what's going on with IFM. If you somehow missed that initial update, you could go and read through it here:


Since the posting of that update, both the IFM team and developers have been hard at work in coming up with solutions to some of the problems initially presented alongside tackling other issues that came up. This post will act as a follow-up to first one and also give you an idea of what else is to come in the near future. 

 


 

Chopshops
The community and the team unanimously agreed that chopshops were an issue that needed addressing. This script has a direct correlation to the market value of many melee items, electronics, and lockpicks on the server. With many of these items costing more than an actual firearm, it was pretty clear something had to be done. We're hoping that the changes listed below will combat this exact problem whilst at the same time making the whole experience more rewarding for the individual player/group. 

Changes:

  • Vehicles will now grant more car parts and electronics depending on their modifications. 
    • Engine
    • Transmission
    • Suspension
    • Brakes
    • Turbo
    • Subwoofer
    • Alarm System
  • Specific large trucks are no longer able to be chopped. 

 

We didn't want to simply increase the number of vehicles that can be chopped per week. This would ultimately end up hurting the server with vehicles disappearing left and right, creating a worse environment for everyone. We also didn't want to buff the base number of parts received as this doesn't actually increase engagement with the system. Instead, we decided the best course was to let players try and target more lucrative vehicles that potentially have greater modifications (which means more expensive parts). This allows players to be able to both have greater engagement with the system (in terms of finding vehicles that can grant them more parts) while also still giving them the freedom of still picking up any vehicle they want. In the end, this is a massive buff to the number of parts chopshops will produce which in turn will hopefully help in stabilizing the market on items created through these parts.

 

At the same time, we also completely removed the ability for some large trucks to be able to be chopped. We noticed a worrying trend of trucker vehicles being stolen to maximize part output. This is unrealistic considering majority of these real-life versions of chopshops are small garages that are incapable of fitting these large vehicles. It is also much easier to steal a smaller inconspicuous vehicle than something that has eighteen wheels and is very obvious when being driven on the road. With the buffs listed above, there is no longer a need to have to chop up these vehicles to maximize output. 

 

While these changes are already being implemented, there are still more changes to come to this system down the road. We won't be opening up chopshop applications just yet as we'd rather see how the server reacts to the changes first. There might need to be number adjustments made as players play around with this and we're not wishing to completely flood and destroy the economy in one quick swoop by doing too many changes at once. 

 


 

Electronics (Device Scanners & Skimmers)

Another common complaint that ended up coming up from the discussions that started last week were the current state of some electronics just constantly breaking. This made many of them feel useless and not worth the effort or price for them. 
 

Changes:

  • Device Scanners:
    • No longer have a % chance to break.
    • 10 uses each before it breaks (treat this as a battery that depletes). 
    • Ranged increased from 3m -> 5m. 
  • Skimmers:
    • Skimmers were one time use items before. 
    • They now have a 50% chance to break on removal. This is a buff.

 

Not much else to say here, enjoy. 

 


 

Fake Licenses

Fake licenses finally have script support. Admins will now be able to grant players a fake license that can have multiple fields edited.

  • First Name
  • Last Name
  • Age
  • Image

 

image.png?ex=6552753b&is=6540003b&hm=7be

 

They appear no different than using /sdl and are indistinguishable from one another. In order to obtain these licenses, you will have to make a /report and provide ample screenshots of the license creation plus what it is being created for (the reasoning behind it). We don't aim to make these a scheme or supplier item as that's just more paperwork for a pretty basic feature that most players already use notes for. 

 


 

Rules of Engagement 

We're still hard at work on rewriting the current rules. We're aiming to simplify the document and remove any grey areas that were brought up by both administration and the community. The hope here is that the new rules of engagement will instead make it crystal clear as to what is and isn't allowed. There are many changes being made to the rules but one of the biggest ones is discussed below as we felt this one needed some reasoning provided behind its change. 

 

The usage of mercenaries is completely being removed. While we understand that it is realistic for criminal organizations to hire such individuals, we feel that it has caused the server more harm than good. Mercenaries have been a topic of contention for a while now during wars as many players fear that they are being used incorrectly. Many of the times, these concerns have actually turned out to be true. Throughout the server's history with mercenaries, they have mostly almost always been used incorrectly and caused many headaches amongst factions and IFM. Most of the time they are just OOC relations between friends being used as an excuse to bring someone to a war without even compensating them all that much for risking their lives. This causes avoidable reports and workload that ends up elongating wars for no reason. Nobody is happy about it; the two factions aren't and IFM isn't. 

Factions from now on should be expected to fight their own wars and not have to outsource shady characters with weak reasoning to be able to assist them. The new ROE will further elaborate on collaborations between factions and also hired killings (for individuals). What has been said here is simply an update on why mercenaries are being removed. We understand there will be valid concerns surrounding their removal and what it implies for other parts of the ROE. We ask you to just wait and be patient for the actual changes to come. 
 


 

Shanks

We've gone ahead and slightly reduced the damage on shanks to require an additional hit to down someone. We're still working out the specifics on where we as a team and the community want shanks to be. There are no real big changes being done to them right now as we're still trying to analyze the impact of the initial change we made earlier this month. We've received good feedback on how the prison has been holding up with shanks after this change but there still hasn't been enough time to really dial in whether this was the correct move. Rest assured we're keeping close eyes on this specific topic, and we'll provide more updates as we come up with conclusions. 

 

PS: Screwdriver damage has been completely gutted. 

 



We really want to thank @Price for helping push out these script changes so quickly. Without him, none of this would be possible. We also want to thank the community for their quick feedback on many of these issues and we hope to hear even more from you about it. There are many more changes to come in the near future alongside some large revamps of outdated systems. We'll be doing our best to keep you guys in the loop of things and continue to move forward in getting beneficial changes for the illegal community pushed through based on feedback. 

 

Thanks for reading and you can enjoy all these changes starting on server reset tomorrow! 

Edited by slothy
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