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how and why are there so many rich people


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2 minutes ago, Alyssa McCarthy said:

Wages / unemployment and starting checks are far too high.

 

 

This is the core of the problem.

 

Cutting down starter checks has the most impact. If new characters receive starter checks for the first 35 hours instead of the first 40 hours, this will have a very positive impact on the economy, without hurting new players to the extent that they feel they have to grind. 

 

Cutting down unemployment checks is the second most effective method that'll likely result in the least resistance. Change the $800 you receive as Farmer / Fisherman / Etc to the $500 that characters without those NPC jobs receive, and it will also positively influence the economy. The effect is significant, whilst most players will probably not really notice this change.

 

Cutting down wages is slightly more complex.

 

Weekly wages for government employees are relatively high, compared to what the average character has for income. This should be reduced, but I expect serious resistance against this idea, since you're targeting a specific set of players that will immediately argue that they put in a lot of effort to reach their 20 hours shift time per week and that, whilst the economy is important, they shouldn't be the ones to have their wages reduced in order to improve said economy.

 

Hourly wages are slightly easier to cut down. Going from $4000/hour to $3500/hour isn't going to be the end of the world, but the impact on the economy won't be as significant either. In the end, you'll make it harder for (mostly newer) players to work at, and run, shops like 24/7s, gas stations, tobacco stores, etcetera, which already rarely open. 

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In all seriousness, it's mostly in my opinion a consequence to what the server has encouraged through how its core systems have been built and developed for RP. Also the fact that it's just part of RP populations that only a small fraction are creators of RP versus consumers of RP (the majority). Most social/civilian characters will conform to the established meta that ensures you meet the biggest amount of people to RP with to maximize opportunity for fun interactions. If you don't have power of personality and charisma on your side, being rich and having access to things is the third easiest way (the first way is to know how to use Menyoo and be on Facebrowser). The power of homogeneity is also strong. If the meta for social life is clubs and penthouse parties, RPing as a middle-class wage slave can be very lonely. Everyone plays either gritty Lumpen characters or the 1%. The in between is harder to find.

 

On the other hand, business RP is pretty dead, and starting your own business requires an extensive process that depends on open timeframes for Property Management to allow requests, so even creative people find problems to offer alternatives for RP because there's no chance to build daily life, simple business. A lot of businesses don't even open enough to create a career out of them since they seem to open three or four times before owners give up.

 

There's reasonably about a dozen jobs (all generally portraying minimum wage/low skill occupations, or highly skilled jobs that require extensive research) your character could reliably portray IC in the world without it all being passively RPed on your own in a niche that few people will be interested in (and which you can't make a living off of). If you get universal income in the form of paychecks that are still positive when you've got MILLIONS in assets (I'm pretty sure you won't stop seeing profit from checks until you have like 8 Million in assets, and at that point no taxation matters realistically since the sheer profit in any investment will be massive in comparison), so if people dont NEED to work to survive, and there's no attractive jobs to RP for the ENJOYMENT of it, people will RP rich and do nothing, unless their character concept hinges entirely on the idea of NOT being rich.

 

Name changes don't help, but that's just an inevitability in this server. Assets are stable in GTAW because a vehicle or a property can be resold for either a potentially huge profit (properties) or at a minimum loss (modded cars being sold at dealership prices). Once you have made enough money on the one character, nothing is ever stopping you from having every single luxury ever on any character you ever play. For a portion of the population with a certain mentality this is the comfortable route to take, since they can have the car they want, the house they want and go where they want, since that's the three specific things they get to show off.

 

tl:dr: the server encourages people to play in ivory towers and create their own power fantasies while discouraging daily life on the streets, also there's nothing to spend money on so people will gravitate to eventually buying rich people things

Edited by Koko
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33 minutes ago, mj2002 said:

 

 

This is the core of the problem.

 

Cutting down starter checks has the most impact. If new characters receive starter checks for the first 35 hours instead of the first 40 hours, this will have a very positive impact on the economy, without hurting new players to the extent that they feel they have to grind. 

 

Cutting down unemployment checks is the second most effective method that'll likely result in the least resistance. Change the $800 you receive as Farmer / Fisherman / Etc to the $500 that characters without those NPC jobs receive, and it will also positively influence the economy. The effect is significant, whilst most players will probably not really notice this change.

 

Cutting down wages is slightly more complex.

 

Weekly wages for government employees are relatively high, compared to what the average character has for income. This should be reduced, but I expect serious resistance against this idea, since you're targeting a specific set of players that will immediately argue that they put in a lot of effort to reach their 20 hours shift time per week and that, whilst the economy is important, they shouldn't be the ones to have their wages reduced in order to improve said economy.

 

Hourly wages are slightly easier to cut down. Going from $4000/hour to $3500/hour isn't going to be the end of the world, but the impact on the economy won't be as significant either. In the end, you'll make it harder for (mostly newer) players to work at, and run, shops like 24/7s, gas stations, tobacco stores, etcetera, which already rarely open. 

I think the argument you’ll face from gov factions is that as someone working for 4K / hour in a 24/7, a typical cop is already earning far less than that per hour.

 

Gov factions grade their salaries so if you take a MD / DA or senator that’s earning 60-100k / 20 hours this only works out as 3-5k / hour which is barely different from someone working a bar job.

 

 

 

 

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8 minutes ago, Alyssa McCarthy said:

I think the argument you’ll face from gov factions is that as someone working for 4K / hour in a 24/7, a typical cop is already earning far less than that per hour.

 

Gov factions grade their salaries so if you take a MD / DA or senator that’s earning 60-100k / 20 hours this only works out as 3-5k / hour which is barely different from someone working a bar job.

 

 

 

 

GS-0: $0/week

GS-1: $30,000/week

GS-2: $35,000/week

GS-3: $40,000/week

GS-4: $45,000/week

GS-5: $50,000/week

GS-6 $65,000/week

GS-7: $75,000/week

GS-8: $80,000/week

GS-9: $90,000/week

GS-10: $100,000/week

GS-11: $110,000/week

 

Gs-10 is senator, gs11 is gov faction leaders.

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7 minutes ago, Alyssa McCarthy said:

I think the argument you’ll face from gov factions is that as someone working for 4K / hour in a 24/7, a typical cop is already earning far less than that per hour.

 

Gov factions grade their salaries so if you take a MD / DA or senator that’s earning 60-100k / 20 hours this only works out as 3-5k / hour which is barely different from someone working a bar job.

 

Sure, but the 24/7 employee has to roleplay for the entire time. They need more than one hour on shift to get the $4000. These are all details though. the important parts are hourly unemployment and start paychecks. Those have the most impact.

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9 minutes ago, Alyssa McCarthy said:

I think the argument you’ll face from gov factions is that as someone working for 4K / hour in a 24/7, a typical cop is already earning far less than that per hour.

 

Gov factions grade their salaries so if you take a MD / DA or senator that’s earning 60-100k / 20 hours this only works out as 3-5k / hour which is barely different from someone working a bar job.

 

 

 

 

 

It is but it isn't. 24/7 jobs can't be passively farmed and you require 21 hours of stationary, active RP for $84.000/week, considering you have the kind of time and patience to stand behind a counter for 3 hours of real time every day for 7 days. GOV positions for the most part see that same quantity without even a fraction of this being actual productive work. Then again it hardly matters as the people who are interested in GOV jobs usually were rarely lacking assets to begin, and also I understand the level of reward because very few people want to actually do those jobs, which is why GOV has open positions constantly.

 

At the end of the day everyone keeps making money that they can't spend, and the server keeps pushing this idea that your OOC money =/= your IC money, even when that money was earned IC.

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I hate to be the prophet of news you don't want to hear but like IRL, those who are rich are also those who tend to play the most. Yes beginners get decent pay, but its about how they spend it. Those active players who will always get max paychecks are those who tend to have the absolute most wealth. Kinda the same as it is IRL, to a degree. 

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6 minutes ago, Mecovy said:

Those active players who will always get max paychecks are those who tend to have the absolute most wealth. Kinda the same as it is IRL, to a degree. 

Actually this server is even closer to real life in that most rich characters inherited that wealth from a past character.

Edited by Koko
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5 minutes ago, Koko said:

 

It is but it isn't. 24/7 jobs can't be passively farmed and you require 21 hours of stationary, active RP for $84.000/week, considering you have the kind of time and patience to stand behind a counter for 3 hours of real time every day for 7 days. GOV positions for the most part see that same quantity without even a fraction of this being actual productive work. Then again it hardly matters as the people who are interested in GOV jobs usually were rarely lacking assets to begin, and also I understand the level of reward because very few people want to actually do those jobs, which is why GOV has open positions constantly.

 

At the end of the day everyone keeps making money that they can't spend, and the server keeps pushing this idea that your OOC money =/= your IC money, even when that money was earned IC.

While there is some truth to what you say, that those people don’t open 20 hours / week is their choice - nothing stops them.

 

someone RPing a cop for 20 hours a week is earning ~half what a 24/7 person earns an hour.

 

Ontop of that, the 24/7 employee is also earning 800/hour for an unlimited number of hours per week where as the most a gov employee can earn is 20*their hourly salary.

 

 

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