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GTAW 2.6 : Weapons revamp, Economy update deployment, Illegals' improvements & pets update


Nervous

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Hello everyone,

 

We've been working a lot recently to deliver a new major update coming next week!

 

1) Weapons revamp @Nervous

 

In order to make the gun market a bit more dynamic and add more realism to weapons, we've developed a durability system along with the requirement to clean your gun on a regular basis.

All guns will now have a specific durability value which will decrease based on your usage : shooting with the gun, failure to clean the gun when needed, dying with the gun on you will all decrease the durability.

 

Once the minimum durability is reached, you'll need to repair your weapon at a weapon specialist. This job will now be available for legal roleplayers who work in an ammunation (still based on requests to IFM). While we add more weapon specialists on the server, everyone will be able to repair a gun for 1-2 months with a gun repair kit which will be removed in the future.

 

Cleaning your weapon just requires a gun cleaning kit that you can buy in an ammunation or any hardware store, when equipping a gun you'll be informed if your weapon requires lot of cleaning or not. 

 

If you do not clean your weapon, it might regularly jam during a gunfight.

Regarding your weapon's durability, the less durability the worse your recoil will be with that weapon.

 

The update was prepared with the IFM council but we'll be balancing it / making changes based on your feedbacks in the next weeks, the goal is to add more depth to the weapon system & associated roleplay, not to force an annoying system.

 

2) Recoil script @Static

 

We've developed a custom recoil script that is dynamic based on the weapon you use, your character's age (if you are 14 years old you'll obviously have way more recoil than an adult), and based on your weapon's durability.

 

https://gyazo.com/f9d1e2c471a3c6957720b1e9eba6a034

 

The recoil values may be balanced in the next weeks following the update.

 

3) Nametag changes @Nervous

 

Minor characters will now have a (M) next to their nametag to indicate that they are a minor character, as it should be something everyone is able to physically see directly when interacting with your character.

 

4) Drug purity & metagaming changes @Nervous

We've identified a bug which led to all drugs having a purity of 100% when used despite being cut, this issue is now fixed so it'll change quite a lot of effects related to drugs 🙂 

 

We've also fixed a bug which used to show Cocaine (Cocaine) in the drug's name after cutting it instead of showing just the name Cocaine, as some players were using it to metagame cut drugs.

 

5) Economy update deployment @Strobe

 

As previously announced, we'll be switching to a realistic usage of cash money soon : no more robbery limit of cash money, but it'll also be way less used / valuable than bank money.

You'll carry the money directly on you :

Dv6yxU5.png

And each business / players will have a bank account similar to the IBAN system:

WM1EbC7.png

 

The testing phase is now over and we'll attempt to deploy it next Wednesday. This update includes a major revamp of our core financial functions which will allow advanced financial scripts related to businesses & related activities in a near future.

 

Remember to put all your cash money in your bank before Wednesday if you want to avoid being flagged later when you'll deposit the money.

 

6) Dog update @Vassilios

 

We're releasing a major update to the pet script for pets owners, with new additions 

  • Your pet can now sit in the vehicle with you!
  • You are able to display roleplay lines as your pet.
  • K-9s are now able to chase and hold down players.

 

jQd4oKv.png

 

image.png

 

This update also includes various bug fixes related to pets, a full feature showcase will be released soon.

 

7) Criminal points system changes & evading impacts 

 

The current criminal points system blocks long term illegal characters from being able to fully develop their roleplay at some point, whereas bad roleplayers just make new characters every 2 weeks to evade the point system. Our goal with this system wasn't to punish good roleplayers who chosed to stick to their character story for a year or more, thus we'll be pushing a change to the system.

Every months you'll now lose automatically 5 criminal points on your character if your points did not increase during that month.

 

However, to fight players evading with racing cars with no impacts - we'll be updating the evading charge to include an incremental time of vehicle seizure if you're charged for evading 2, 3, 4 times (7, 14, 21 days) and cops will be able to request a full seizure to a judge after the 4th time.

Edited by Nervous
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Just now, Late said:

How many shots on average before gun durability becomes a problem?

For now depending of the weapon it's average 3000 shots before you need to repair it, but we will tweak it if needs be based on the feedbacks. If you die with the weapon in end it'll remove approximately 500 shots.

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