Argonath RPG - A World of its own

GTA:SA => SA:MP - San Andreas Multiplayer => SA:MP General => Topic started by: Devin on February 13, 2014, 05:47:49 pm

Title: Thoughts & Suggestions
Post by: Devin on February 13, 2014, 05:47:49 pm
It's rather apparent that many would like to express their opinions but can't find an appropriate location to do so.

This topic is here for the community members to mention their troubles they are experiencing in-game, no this is not bugs but about the current systems.
When posting about a current issue or something you would like to see changed/modified to make it easier to use, it would also be vital to provide a solution which you see as fit.

All opinions and suggestions will be looked at and considered.
For example:
Code: [Select]
Problem:
I am having problems with the wallets limitations
Solution:
Simplify the economy or allow more money in hand or a single wallet.

Format is simple to keep things uniform:
Code: [Select]
[b][u]Problem:[/u][/b]

[b][u]Solution/Idea:[/u][/b]

 For multiple "cases" you may post more than one in a single post.

Those posting complaints and negative remarks will be removed, this topic is to point out what needs to be addressed, not to complain about the scripts but to improve them.
Title: Re: Thoughts & Suggestions
Post by: Khm on February 13, 2014, 05:56:30 pm
Problem:
Police jurisdiction is annoying and it limits the player to role-play properly specially on this player count.
Solution/Idea:
Remove it until we get more than 200 players daily so no one gets annoyed with those limits.

p.s do we can make all the problems in one post or one by one?
Title: Re: Thoughts & Suggestions
Post by: Jones on February 13, 2014, 06:04:47 pm
As many as you want.
Title: Re: Thoughts & Suggestions
Post by: beLTa on February 13, 2014, 06:20:36 pm
Problem: Fire Mission Bug, don't get money.

Solution/Idea: In my openion, monthly pay is the best idea.
Title: Re: Thoughts & Suggestions
Post by: Stivi on February 13, 2014, 07:04:41 pm
Problem:Selling to the script. ( drugs )

Solution/Idea:Increasing the p/g on heroin, you lose cash at the current rate. Really needs to be looked on. Or maybe, adding a restriction that wouldn't allow you to take more or less grams than set.

At the current rate, for a big package you need to get more than 41grams. Add a restriction that wouldn't allow you to take less than that. :)
Title: Re: Thoughts & Suggestions
Post by: Miller786 on February 13, 2014, 08:21:41 pm
Problem:cant patrol with my fav partner because of juristiction system

Solution/Idea:add a scripted partner command
Title: Re: Thoughts & Suggestions
Post by: Rusty on February 13, 2014, 08:29:32 pm
Problem:
Jurisdiction System for Law Enforcement
Solution/Idea:
I had posted this over on the ARPD Forum Dev topic Zaila had started.

Instead of the script automatically assigning you to a city, let the players choose where they wish to be.  Now everyone will pick Los Santos right? Well set a limit of how many Officers can be assigned to each city at any given time.  So if someone tried to choose Los Santos jurisdiction it's show a message that "there is enough units in the city right now".  The player would then have to choose from the remaining two or go off duty.
Title: Re: Thoughts & Suggestions
Post by: Hamza. on February 14, 2014, 10:28:45 am
Problem: Police Jurisdiction teleport - causes delay in command work and other immediate response.

Solution/Idea: Revert back.
Title: Re: Thoughts & Suggestions
Post by: eymas on February 14, 2014, 11:00:48 am
Problem: Dialogs which replace certain commands needlessly slow down the process, i.e. sending cash to a player.

Solution/Idea: As it pains me to say but returning /send in lieu of the dialogs may speed up certain handles if we follow the example provided.
Problem: Only a handful of stores work, and some do not sell the products that should be there(the phone in a 24/7 being one).

Solution/Idea: To stock the others, and to re-set the products to their intended store type.
Problem:
Mentioned the most; The jurisdiction system limits certain divisions and officers of suspecting players in areas where required, examples being kidnapping situations or backup calls in cities that aren't in the cop's jurisdiction. This also leads to complications such as officers chasing civilians and apprehending them; leading to the civilian possibly reporting the case as DM,

Solution/Idea:
Regretful of saying this, but as a honest opinion: The jurisdiction system has brought more harm than good. However: That which rusty had mentioned may be a solution.

These are what I can think of right now, I may post more if I find them.
Title: Re: Thoughts & Suggestions
Post by: Mark Knight on February 14, 2014, 11:14:14 am
Problem: Jurisdiction system.

Solution/Idea: A simple solution for this problem is to remove this script.
Title: Re: Thoughts & Suggestions
Post by: Astaroth on February 14, 2014, 11:45:04 am
Problem: Cut /groupmessage [name]. It's too damn long for the people that are in several groups and kinda complicating.

Solution/Idea:/g(roup)m(essage) [name] ((/gm))
Title: Re: Thoughts & Suggestions
Post by: newguy on February 14, 2014, 12:14:47 pm
Problem: Towtrucks don't tow

Solution/Idea: Please make them tow.
Title: Re: Thoughts & Suggestions
Post by: JDC on February 14, 2014, 07:10:56 pm
Problem:

RS5's implementation has jeopardized one of the factors behind the high playability of RS4, which was the implementation of sophisticated scripts in a simple, easy-to-play, and easy-to-understand manner. While I admire Argonath's streak of innovating in development and raising the bar for the sophistication of scripts, raising the level of sophistication at the expense of playability reduces the user-friendliness of the script.

A comparison I would like to use would be Blackberry's OS 10 devices, which have excellent hardware, but need improvement in the user-friendliness department; this has caused OS 10 to be poorly known and marketed when compared to other user-friendly operating systems such as Android.

The user-friendliness of Argonath's gamemodes is one of the things that set us apart from other servers, where (new) players are forced to go through unnecessary inconvenience. First impressions last, and if a (new) player finds a level of playability low enough to intimiddate them, they could be possibility demotivated from staying and progressing further.

One notorious example of this is the overuse of dialog boxes. When I refer to overuse, I do not mean how they are used to group the more complicated features (which is actually a good thing with medium to high levels of complication), but how they are applied to even the simplest options.

Solution/Idea:

Reduce the (mandatory) usage of dialog boxes, by allowing the simplest options to also have a command form, while keeping their features in their dialog box counterparts as well. Examples of this would be /send, /money, and /bank. This would allow for the retention of RS5's more complicated features, while keeping it easy to understand.

Related to Item #1.

Problem:

Speaking practically, as it is the wallet system is currently nothing but an annoyance and inconvenience, with the sole purpose of protecting players from /pickpocket. In the case of /pickpocket, the vast majority of its usage involves little to no roleplay.

With the loose change restriction that bars you from carrying more than $5,000 on hand without a wallet, new(ly registered) players who go straight to a fire mission lose their earnings as many of them do not have wallets and/or active bank accounts. They do not receive any direct warning of this either.

Solution/Idea: Removal of wallets, /pickpocket, and the "loose change" restriction.

Will be mostly quoting from my post here (http://www.argonathrpg.eu/index.php?topic=104062.msg1654626#msg1654626).

Problem:

Aside from Bass, Hyuga, Janar, Jones, Leon, Megamidget, Mike, Mikro, Rusty, Skalleper, and Slavik, I have hardly seen any of the other moderators/administrators (excluding managers+, as most of them have constant out-of-game Argonath tasks as well) in more than a month. As my playing schedule now differs a lot due to recent sleeping problems, this observation takes timezones into account.

A couple of admins laying low due to real life reasons (as real life is an important factor) at any given time is normal and/or acceptable, but having only little more than half of the Admin/Moderator workforce (numbering 18 in total) as active regularly is a problem in itself.

While I greatly appreciate the effort of our helpers who are active (in working ingame and/or suggesting/implementing improvements for RS5), one of our issues is server activity and one of the roles of Admins/Moderators is to lead by example.

Solution/Idea:

Simply put, the overall activity of the team has to increase as most of the time, there are 0-2 (most frequently 0 and 1) Admins/Moderators online, which is not good. I'm not sure about now, but at the time I left the SA:MP RPG admin team to focus on SA:MP Stunt in mid-2012, activity quotas (of >5 hours a week) were being enforced.

Enforce the activity quotas again and recruit more Moderators from deserving, regularly active players.

Problem:

Drugs are currently very hard to collect, with low statistical chances of getting them even if you know all the drug spot locations. This is compounded by the bi-hourly random reset. While the idea of a dynamic drug system is good, the implementation is poor as your statistical chances of gaining weed (for example) are f**ked.

Solution/Idea:

Implement a system like Teddy's proposal to rewrite drug collection (http://www.argonathrpg.eu/index.php?topic=103773.0), which allows for variability and convenience while retaining the challenge posed to drug dealers.

Problem:

In the absence of regular events, jobs are now the main source of income. The problem is that among those jobs, fireman duty is the only one that offers any decent income (taking into account factors such as nearly all players being poor due to the reset) for those aspiring to gain assets, which makes this the actual main source of income.

Meanwhile, the other jobs (except cop) earn poorly in comparison as 100% of their earnings comes from the pockets of other players, and are mostly neglected. This also alienates players who wish to earn decently, yet do not like the fire and cop duties, effectively reducing the "civilian" sector to ~90% firemen.

This effectively reduces the rest of the economy to a virtually stagnant state, as a result of the lack of ways to earn.

Solution/Idea:

State subsidy for the mechanic, medic, and driver jobs, so that they will earn more. An example would be my proposal to subsidize the driver job (http://www.argonathrpg.eu/index.php?topic=103738.0).

Problem:

Healing is now much harder, as medics are now the only way to do so. This is compounded by the low numbers of medics, as their job does not pay much. Additionally, all food shops have been rendered useless.

Solution/Idea:

Return food to the food shops and have the state subsidize the earnings of medics. Additionally, impose restrictions on food, affected by the type of food eaten (i.e: "You are already full. Please wait for a while before you can buy food again.") to prevent food shops from becoming an absolute instant-heal mechanism.

Problem:

Repairing cars is much harder as there are usually only one or two mechanics on the server, compared to around a dozen Pay n' Sprays for the entire map. Repairing your car becomes impossible if no one is on mechanic duty.

Solution/Idea:

Remove the barriers from Pay n' Sprays. However, in order to keep the system more friendly to mechanics, implement an additional payment if the player uses a Pay n' Spray while there are mechanics online. To balance things out and help prevent mechanics facing pressure to go off duty so Pay n' Sprays can be used for free, the earnings of mechanics should be subsidized and increased, similar to the subsidy solution I posted in Item #3.

Problem:

Fireman Duty has become Argonath's version of the Canadians' ice hockey. While a growing majority of active firemen are familiar with and practice "Teamwork", where the percentage of the mission is divided equally between those who participate in the missions, there are still (and will still be) greedy / moneyhungry players who decide to grief others for their own gain in the form hoarding missions (some going so far as to steal sources from other new firemen, and we know about possible effects on new players) and stealing.

This directly affects players who are struggling to get ahead in the server. While past griefers in cop duty cause relatively minor inconvenience (from /su abuse and/or moneyhungry cop ethics) by giving jail time or a death/loss of weapons, this affects players who are struggling to get ahead in the server as it directly hinders their ability to earn (for needed money, cars/properties, etc) and could possibly demotivate the player from progressing further in both short- and long-term aspects.

What is even worse is that such actions are not classified as rulebreaks (unless carjacking/DM/flaming/etc. become involved) and admins are therefore powerless to help those who are affected by "bad" firemen, leaving the victims and the "good" firemen on their own to deal with it.

Solution/Idea:

Implementation of /fireban with the rights given to Administrators+ and ARFD officials. /copban / /bancop and ARPD regulations have been effective in dealing with players who use the cop duty to grief others, and this is something that fire duty needs as well due to its nature as something that can affect player progress in an even more long-term manner than cop duty, being the current main source of player income.

Problem:

The Spawn at: Random Hospital option has demotivated a significant amount of users. This adds even more convenience in incidents where players are attacked and killed during roleplay by rulebreakers, or accidentally killed by someone else while trying to go somewhere, causing further disruption of roleplay.

I experienced an example of this personally when I was roleplaying a kidnap with some Ancelotti members in Ocean Docks, where I was using the /ill animation on the floor after the Ancelottis roleplayed kicking and binding me. A random rulebreaker then carkilled me as I could not get out of the way in time due to the animation, and I spawned in an LV spawn after. The distance alone pretty much killed off the moment of roleplay, something that could be avoided more often if players could spawnn nearer.

Solution/Idea:

Spawn at the nearest hospital instead. If there are players who take advantage of this in a shootout (or worse, smartasses who conduct their last stands in front of a hospital), that is what admins are for.

Problem:

As of now, it is much harder to place scripted hits as hit spots are quite hard to find. In nearly two months of firemanning, I have traveled around the map extensively and found only one such hit spot.

Solution/Idea:

Add a method (whether direct or indirect) for players to be able to find hitman spots. Admins should, of course, have ready access to the entire hit system to root out any and all abuse.
Title: Re: Thoughts & Suggestions
Post by: Pingster on February 14, 2014, 08:23:01 pm
that's the only hit spot btw, so maybe add some more.
Title: Re: Thoughts & Suggestions
Post by: Stivi on February 15, 2014, 12:44:18 pm
Problem:No items on shops, no shops at all.

Solution/Idea:Provide every city with a electronic store, 24/7, restaurant, pizza-stack, burger shot, ammunation. it's very annoying having to to LS 24/7 to buy one seed. Add the items in these shops as well. Not everyone can buy properties, so not everyone can start selling items.
Title: Re: Thoughts & Suggestions
Post by: Slavik on February 15, 2014, 01:06:24 pm
Problem:No items on shops, no shops at all.
There is shops, but they probably inactive.
In order to buy from shops the shop keeper/owner must stock his/her business with items.
Title: Re: Thoughts & Suggestions
Post by: Stivi on February 15, 2014, 02:06:17 pm
There is shops, but they probably inactive.
In order to buy from shops the shop keeper/owner must stock his/her business with items.
I know, but since not everyone can afford a business, there should be active/state ones.
Title: Re: Thoughts & Suggestions
Post by: Slavik on February 15, 2014, 02:09:23 pm
I know, but since not everyone can afford a business, there should be active/state ones.
What kind of shops?
Title: Re: Thoughts & Suggestions
Post by: Devin on February 15, 2014, 02:12:26 pm
I know, but since not everyone can afford a business, there should be active/state ones.

I am currently going around activating certain stores that are useful such as clothing stores and 24/7's etc.
Title: Re: Thoughts & Suggestions
Post by: Stivi on February 15, 2014, 03:21:48 pm
A bank would be appreciated as well. Thank you very much.
Title: Re: Thoughts & Suggestions
Post by: Slavik on February 15, 2014, 05:09:41 pm
A bank would be appreciated as well. Thank you very much.
Which bank?
Title: Re: Thoughts & Suggestions
Post by: Mr. Goobii on February 15, 2014, 05:55:14 pm
Which bank?

SF & LV
Title: Re: Thoughts & Suggestions
Post by: Rusty on February 15, 2014, 06:13:11 pm
SF & LV

Las Venturas recently got one set today, it's located across from LVPD.
Title: Re: Thoughts & Suggestions
Post by: Devin on February 15, 2014, 08:42:18 pm
SF Bank has also been set in it's old location near Ottos Auto.
Title: Re: Thoughts & Suggestions
Post by: Zaila on February 16, 2014, 03:56:45 pm
Problem:Selling to the script. ( drugs )

Solution/Idea:Increasing the p/g on heroin, you lose cash at the current rate. Really needs to be looked on. Or maybe, adding a restriction that wouldn't allow you to take more or less grams than set.

At the current rate, for a big package you need to get more than 41grams. Add a restriction that wouldn't allow you to take less than that. :)

That's how it's supposed to work. You can earn money through the system, and you can loose money. That's intended (And dont say that you always loose money, i have done extensive testing on it myself to make sure it's working correctly). The scripted price is changing on every script reload.
Title: Re: Thoughts & Suggestions
Post by: Stivi on February 22, 2014, 11:01:25 pm
That's how it's supposed to work. You can earn money through the system, and you can loose money. That's intended (And dont say that you always loose money, i have done extensive testing on it myself to make sure it's working correctly). The scripted price is changing on every script reload.
Well, then you made drugs really worthless. It'better if you get healed than cured, so don't give me the healing advantage of drugs. Heroin is illegal, it takes more or less than 10minutes to collect and if a cop sees you on minimap you're screwed. Now, I wouldn't say it's worth the effort of finding a heroin spot, let alone the profit. Weed on the other hand is profitable.
Title: Re: Thoughts & Suggestions
Post by: ClazzyJogel on February 23, 2014, 03:18:07 pm
I was planning to post here, but JDC pretty much covered everything. :lol:
Title: Re: Thoughts & Suggestions
Post by: Huntsman on February 23, 2014, 03:26:05 pm
Problem: Jurisdriction system is annoying. It forces you to patrol unpopulated areas.

Solution/Idea: Remove it or make jurisdrictions manually chosen



Problem: Fire volunteers ruining roleplays and fire vehicle misuse

Solution/Idea: Encourage volunteers to join SAFD in someway
Title: Re: Thoughts & Suggestions
Post by: Slavik on February 23, 2014, 04:37:41 pm
Problem: Jurisdriction system is annoying. It forces you to patrol unpopulated areas.

Solution/Idea: Remove it or make jurisdrictions manually chosen

The system has been modified.



Problem: Fire volunteers ruining roleplays and fire vehicle misuse

Solution/Idea: Encourage volunteers to join SAFD in someway

If you see that /report
Title: Re: Thoughts & Suggestions
Post by: Huntsman on February 25, 2014, 04:57:24 pm
Problem: The group system is for serious roleplay servers and kills the whole concept of creativity and effort when managing a group.
 
Solution/Idea: Remove the group system and implement the war system in another way.
Title: Re: Thoughts & Suggestions
Post by: saberman on February 25, 2014, 05:02:01 pm
Problem: The group system is for serious roleplay servers and kills the whole concept of creativity and effort when managing a group.
How? For groups such as SFDS, it's been much easier and effective to manage than in RS4.
Title: Re: Thoughts & Suggestions
Post by: Jeremy. on February 25, 2014, 07:09:34 pm
Problem: PNS.

Solution/Idea: Increasing the price of the PNS - such as $1,000(just giving an example)- so those who want to fix up their car they would pay more and those that do not, will call a mechanic. At the current amount of players there are just a few mechanics which is really worse. I'd rather pay $1,000 to repair my car instead of going from SF to LS to look for a mechanic. The mechanic job is quite impressive and totally a great addition, but re-adding PNS will not make the mechanic job useless. It can be used for roleplay in many cases.
Title: Re: Thoughts & Suggestions
Post by: Kingston on February 26, 2014, 06:04:20 pm
Problem: PNS.

Solution/Idea: Increasing the price of the PNS - such as $1,000(just giving an example)- so those who want to fix up their car they would pay more and those that do not, will call a mechanic. At the current amount of players there are just a few mechanics which is really worse. I'd rather pay $1,000 to repair my car instead of going from SF to LS to look for a mechanic. The mechanic job is quite impressive and totally a great addition, but re-adding PNS will not make the mechanic job useless. It can be used for roleplay in many cases.
Instead of 1000, 500 will be a better range or it repairs 500-1000 depending on the damage level
Title: Re: Thoughts & Suggestions
Post by: JDC on February 26, 2014, 08:18:12 pm
How? For groups such as SFDS, it's been much easier and effective to manage than in RS4.

For the information of all, groups can opt out of the group script if they do not wish to use it. However, it is essential for cementing RS5's group support; vehicles, group accounts, and many others.
Title: Re: Thoughts & Suggestions
Post by: Simon_sullivan on June 03, 2014, 08:50:20 pm
Problem: random jurisdiction

Solution/Idea: it would be much better and would make cop much more happier which i think would improve and make RS5 unique against RS4 if you let cops choose their preferd jurisdiction
Title: Re: Thoughts & Suggestions
Post by: Hevar. on June 03, 2014, 09:30:42 pm
Problem:
Gets stuck underground and sometimes admin are busy.
Solution/Idea:
Bring back /helpmeup
Title: Re: Thoughts & Suggestions
Post by: Jcstodds on June 05, 2014, 10:41:03 am
Problem: Cannot do police duty effectively
Solution:
Make whiskey buyable from 24/7
... /carpaint  ?!?!

Title: Re: Thoughts & Suggestions
Post by: Frank_Hawk on June 05, 2014, 11:38:03 am
Problem: continued economic stagnation

Solution: frequent economic stimulus
Title: Re: Thoughts & Suggestions
Post by: Cofiliano on June 06, 2014, 03:05:22 pm
Problem: Development of Economy

Solution: 1.Finish the /restock , /orderlist, aka trucker job
               2. Made the business owners set the prices of their products they sell.



Problem: Not able to test colors, nor use color on other cars except yours.
Solution: /carpaint for all vehicles should be back asap.


Problem: Giving weapon inside cars destroys the criminal roleplay in which criminals mostly give each other weapons in the cars.
Solution: Remove this pointless limitations.


Problem: Cab drivers dont have much work to do, even with the updates made with the bonuses.
Solution:1. Make a simple bot script for them, so they can pickup bots and take them to a certain locations, when there's no /taxi calls.
 2. Fix the /taxi call
3. If you dont want to script this, then removal of most state vehicles, except for the ones at the newplayer spawn point, and around the map with specific vehicles (like vans, trucks, boats, etc).


problem: weapon market is dead

Solution: Make the ammo price go lower the more bullets you buy.
I.e. if a ak47 bullet cost 30$/bullet when you buy 200, it should go down to 10$/bullet when you buy 2000 of it.



Implement this suggestion, and you'll have an average of 60 players minimum most of the time.
Title: Re: Thoughts & Suggestions
Post by: Cofiliano on June 07, 2014, 08:55:37 pm
Problem: No Taxi radio
Solution: Bring back Taxi radio.
Title: Re: Thoughts & Suggestions
Post by: beLTa on June 07, 2014, 09:32:31 pm
Problem : no /ds / /cmb anymore.

Solution : Bring them back, So it will better for the new players to know about examiners/teachers instead of checking their groups, their members etc.
Title: Re: Thoughts & Suggestions
Post by: Orel on June 08, 2014, 07:45:54 pm
Problem: Firemen are not team working and are money hungry way too much.

Solution/Idea: Remove the current pay system for fireman, make equal pay for all firemen every 3 mission lets say, doesn't matter how many fires they extinguished.
By that firemen will not start spraying each other with the watter cannon in the middle of a mission just so they can get more cash..

Problem: Firemen mission alert

Solution/Idea: Make all firemen around the map able to see that there is a mission so that way we don't have to stay at the HQ for 40 minutes each time beacuse it's really boring.
Title: Re: Thoughts & Suggestions
Post by: AK47 on June 08, 2014, 11:15:29 pm
Problem: There is no /store-feature.

Solution/Idea: Bring back the /store so we don't need to go and buy a new skin every time we want to change it.
Title: Re: Thoughts & Suggestions
Post by: Simon_sullivan on June 09, 2014, 06:22:45 am
Problem: Jurisdriction system is annoying. It forces you to patrol unpopulated areas.

Solution/Idea: Remove it or make jurisdrictions manually chosen



Problem: Fire volunteers ruining roleplays and fire vehicle misuse

Solution/Idea: Encourage volunteers to join SAFD in someway
Buddy that was my suggestion so you posting the exact same thing as me
Title: Re: Thoughts & Suggestions
Post by: AK47 on June 09, 2014, 12:40:43 pm
Problem: In /tune there is no feature to remove/sell your mods

Solution/Idea: Simply add a "Remove modifications"-feature!
Title: Re: Thoughts & Suggestions
Post by: Bundy on June 13, 2014, 03:38:32 pm
Problem: Can't use own skin on driver duty.

Solution/Idea: Allow usage of own skin on driver duty.



Problem: Fireman missions last around 50 seconds, half of the firemen can't get to the scene on time because of moneyhungry firemen.

Solution/Idea: Make the fireman missions last at least thrice as long.



Problem: Fireman duty earns more than whatever other duty. Most of the people are firemen.

Solution/Idea: Balance the earnings by increasing the payments for other jobs. This will also benefit the economical situation in a long-term.



Problem: /ad is too expensive, few people use it.

Solution/Idea: Decrease the price of /ad to 50$ per advertisement, or 1$ per letter.


EDIT: Is this topic still actively checked by managers etc?
Title: Re: Thoughts & Suggestions
Post by: Stivi on June 13, 2014, 04:22:17 pm
Problem:Unable to tune state cars

Solution/Idea:Give mechanics the ability to do tune state vehicles .



Problem:NOS - Takes $2500 to buy 25 NOS.

Solution/Idea:Remove the limitation of 25 NOS minimum when buying. Some don't have that much cash.
Title: Re: Thoughts & Suggestions
Post by: Bundy on June 24, 2014, 03:04:52 pm
Want to put some emphasis on this specific point. Lots of people seem to agree with me, in-game.

Problem: /ad is too expensive, few people use it.

Solution/Idea: Decrease the price of /ad to 50$ per advertisement, or 1$ per letter.


EDIT: Is this topic still actively checked by managers etc?
Title: Re: Thoughts & Suggestions
Post by: JDC on June 24, 2014, 05:01:38 pm
Want to put some emphasis on this specific point. Lots of people seem to agree with me, in-game.

The point of the price is to make people think carefully before using /ad; when the price was lower, it was highly prone to abuse. Needless to say in most cases, proactive / preventive enforcement can save everyone (not just the admins) a few more headaches than reactive enforcement.

But currently, this disadvantages low-paying jobs like drivers and mechanics. Perhaps a compromise would be good, like the first /ad being $50 and you having to pay a much higher price (say, $750) if your next /ad is done within a certain time of the first one, before reverting back to the default $50 price. This would both allow poorer workers to advertise their services server-wide, while discouraging abuse from repeated /ad's.

If you want to see how your ads will look like, /previewad is already added ingame.
Title: Re: Thoughts & Suggestions
Post by: Squeez on June 24, 2014, 05:08:40 pm
Take us back to RS4, it will help this server grow again!
Title: Re: Thoughts & Suggestions
Post by: Bundy on June 24, 2014, 05:22:38 pm
Abusing any script is a server rulebreak, the /ad-script shouldn't get a special treatment, in this case.
Also, the people who abuse /ad (usually random new guys advertising their server) do not give a single crap about the price, they advertise whatever the cost.

I say; get rid of the overcharge on advertisements and give potential players the chance to advertise their roleplay. At least give it a shot, see how things roll out.
Title: Re: Thoughts & Suggestions
Post by: Max_Sullivan on June 24, 2014, 05:44:01 pm
Do something strict about implying teamwork on firemissions , The problem arises when even one of the firefighter messes the Teamwork.Even 5 out of 6 are ready the last one comes and ruins everything , which results all other people to lose trust against each other and then deny for teamwork in next round. Or nowdays When a firefighter ditches the teamwork and start doing extra , the other people kills the person with extinguisher or water cannon which also results getting them warned for cannon abusing.
Title: Re: Thoughts & Suggestions
Post by: Rusty on June 24, 2014, 08:14:32 pm
Problem: continued economic stagnation

Solution: frequent economic stimulus

By handing out more paydays? (which the money comes from the bank which is in debt)
Or are you referring to having people spend money between one another rather than horde it?

Take us back to RS4, it will help this server grow again!

That doesn't help us at all, alot of us would like RS4 back myself included but doing so would be dumping on the work the developers put into RS5.

Abusing any script is a server rulebreak, the /ad-script shouldn't get a special treatment, in this case.
Also, the people who abuse /ad (usually random new guys advertising their server) do not give a single crap about the price, they advertise whatever the cost.

I say; get rid of the overcharge on advertisements and give potential players the chance to advertise their roleplay. At least give it a shot, see how things roll out.

I don't think we are to light on warning off /ad abusers though one thing that pisses me off about it is criminal factions using it to recruit, it's very under-used for it's actual purpose.  Reducing the cost or removing it is another thing, as you say people abuse it it by either flooding or posting some nonsense that no one gives a damn about.  I don't know what if it was lowered to $100?

Problem : no /ds / /cmb anymore.

Solution : Bring them back, So it will better for the new players to know about examiners/teachers instead of checking their groups, their members etc.

To be honest we have /groupmembers so anyone can check if people are on from those groups providing they know the group's name ingame.  I don't see the need for additional commands.

Problem: No Taxi radio
Solution: Bring back Taxi radio.

Why not they make a CB channel the official taxi radio?  Most taxi's in real life work off CB radio's as it is.

Problem: Cannot do police duty effectively
Solution:
Make whiskey buyable from 24/7
... /carpaint  ?!?!

More items are to be added in-game, I had mentioned about it a while ago to Zaila but it's probably skipped his mind now.  If anyone has a list of buyable and consumable items from RS4 forward them onto us.  I don't know if not being able to tune state cars was intentional or not but surely a command to re-paint your vehicle temporarily can be added in.

Problem: Development of Economy

Solution: 1.Finish the /restock , /orderlist, aka trucker job
               2. Made the business owners set the prices of their products they sell.



Problem: Not able to test colors, nor use color on other cars except yours.
Solution: /carpaint for all vehicles should be back asap.


Problem: Giving weapon inside cars destroys the criminal roleplay in which criminals mostly give each other weapons in the cars.
Solution: Remove this pointless limitations.


Problem: Cab drivers dont have much work to do, even with the updates made with the bonuses.
Solution:1. Make a simple bot script for them, so they can pickup bots and take them to a certain locations, when there's no /taxi calls.
 2. Fix the /taxi call
3. If you dont want to script this, then removal of most state vehicles, except for the ones at the newplayer spawn point, and around the map with specific vehicles (like vans, trucks, boats, etc).


problem: weapon market is dead

Solution: Make the ammo price go lower the more bullets you buy.
I.e. if a ak47 bullet cost 30$/bullet when you buy 200, it should go down to 10$/bullet when you buy 2000 of it.



Implement this suggestion, and you'll have an average of 60 players minimum most of the time.

1.  I agree this is what's hindering business owners from earning money, if this is still on-going can someone confirm?
I heard that owners were supposed to be able to set their own items and prices inside owned businesses, not sure if that was finished or over-looked for the time being.

2. See Jcstodds reply.

3. Unsure how bots work in SA:MP maybe a developer can further discuss this?  Either way the job is minuscule compared to others.

4. I would rather see the more heavy weapons capped out at over a few thousand before the bullets became cheaper compared to a UZI where buying a few hundred would then reduce the bullet cost by about $1-$2.  I had an idea about gaining weapons through the restock system, as owners have to order stock and a player has to deliver it, why not allow weapon orders to get hijacked enroute to their destination?  If a rival was able to successfully take control of the truck without blowing it up then could then off-load it at a specific location.  It would create serious competition within the weapon market.

I'll read through other posts, but if anyone else has more do post them please.
Title: Re: Thoughts & Suggestions
Post by: Bundy on June 24, 2014, 08:39:01 pm
I don't think we are to light on warning off /ad abusers though one thing that pisses me off about it is criminal factions using it to recruit, it's very under-used for it's actual purpose.  Reducing the cost or removing it is another thing, as you say people abuse it it by either flooding or posting some nonsense that no one gives a damn about.
Thanks for your reply.

Clear rules for the usage of /ad should be pointed out, i.e.; no advertising of criminal factions, illegal items etc.
A function should not be hindered because of a couple of rulebreakers. Members of the administration team should punish abusers accordingly.
Think about the amount of people who would actually appreciate it.

Quote
  I don't know what if it was lowered to $100?
Fair enough. Hope this can be realised ASAP.
Title: Re: Thoughts & Suggestions
Post by: Stivi on June 24, 2014, 08:47:07 pm
I don't think we are to light on warning off /ad abusers though one thing that pisses me off about it is criminal factions using it to recruit, it's very under-used for it's actual purpose.  Reducing the cost or removing it is another thing, as you say people abuse it it by either flooding or posting some nonsense that no one gives a damn about.  I don't know what if it was lowered to $100?


4. I would rather see the more heavy weapons capped out at over a few thousand before the bullets became cheaper compared to a UZI where buying a few hundred would then reduce the bullet cost by about $1-$2.  I had an idea about gaining weapons through the restock system, as owners have to order stock and a player has to deliver it, why not allow weapon orders to get hijacked enroute to their destination?  If a rival was able to successfully take control of the truck without blowing it up then could then off-load it at a specific location.  It would create serious competition within the weapon market.


The /ad price just kills the business. Use $500 to /ad and win $112 from a pizza-stack. Sorry, that's wrong. If it can be tweaked now, would be cool. It can always get changed later when economy's stable enough.

That's awesome really. I did post on a weapon-topic by Teddy, a while ago, about being able to restock your business yourself as well. Rob guns off another ammu-nation and use them as stock on your own.
Title: Re: Thoughts & Suggestions
Post by: Rusty on June 24, 2014, 09:44:34 pm
Thanks for your reply.

Clear rules for the usage of /ad should be pointed out, i.e.; no advertising of criminal factions, illegal items etc.
A function should not be hindered because of a couple of rulebreakers. Members of the administration team should punish abusers accordingly.
Think about the amount of people who would actually appreciate it.
Fair enough. Hope this can be realised ASAP.

Alot of rules need to be cleared up as some need to be forum searched which isn't the way to go about hunting down rules for one tiny thing.
I don't mind advertising illegal items as-long as the ad obscured it enough to make it look like you were advertising something else but in reality a few might know what your on about.  In a sense it creates roleplay between cops and others, as shady ads can be investigated by SAPD's investigations division.  I'll gather more feedback from players then present it to HQ (or they can read it here as-well!).

The /ad price just kills the business. Use $500 to /ad and win $112 from a pizza-stack. Sorry, that's wrong. If it can be tweaked now, would be cool. It can always get changed later when economy's stable enough.

That's awesome really. I did post on a weapon-topic by Teddy, a while ago, about being able to restock your business yourself as well. Rob guns off another ammu-nation and use them as stock on your own.

Until businesses start earning properly then I'd have advertisements reduced to a low cost if not free.  I've seen people first hand get more of a loss from using the command than gaining from what they're selling via it. 

Just a small idea that could be worked on by someone who had more of an idea how the weapons trade worked, I realize those who don't partake in law enforcement are left with little to choose from to earn money and this is where the work needs done.  If business were making money then the protection system on them could come into play where groups could offer their service and guarantee deliveries arrive without harm, or destroy deliveries until a owner decides to hire someone.  I'm sure that's how the restocking was supposed to work anyway(?) 

Problem: PNS.

Solution/Idea: Increasing the price of the PNS - such as $1,000(just giving an example)- so those who want to fix up their car they would pay more and those that do not, will call a mechanic. At the current amount of players there are just a few mechanics which is really worse. I'd rather pay $1,000 to repair my car instead of going from SF to LS to look for a mechanic. The mechanic job is quite impressive and totally a great addition, but re-adding PNS will not make the mechanic job useless. It can be used for roleplay in many cases.

I'm uncertain if they would revert it back or add a custom price for Pay N' Spray's.  Everyone wants them usable again, the only issue is how it'll effect the mechanic job.  A solution to having both available would need to be made.
Title: Re: Thoughts & Suggestions
Post by: Cofiliano on June 24, 2014, 10:21:25 pm
1.  I agree this is what's hindering business owners from earning money, if this is still on-going can someone confirm?
I heard that owners were supposed to be able to set their own items and prices inside owned businesses, not sure if that was finished or over-looked for the time being.

2. See Jcstodds reply.

3. Unsure how bots work in SA:MP maybe a developer can further discuss this?  Either way the job is minuscule compared to others.

4. I would rather see the more heavy weapons capped out at over a few thousand before the bullets became cheaper compared to a UZI where buying a few hundred would then reduce the bullet cost by about $1-$2.  I had an idea about gaining weapons through the restock system, as owners have to order stock and a player has to deliver it, why not allow weapon orders to get hijacked enroute to their destination?  If a rival was able to successfully take control of the truck without blowing it up then could then off-load it at a specific location.  It would create serious competition within the weapon market.

I'll read through other posts, but if anyone else has more do post them please.
1. Still going on.
3. You skipped the giveweapon.
4.Bots work more then fine in SAMP.



I agree that payday's are not the way of stimulating economy, but giving a good earning ways for players is.
But that's what's lacking most of it, specially when it comes to illegal businesses.
Every economy in the world is based on illegal money production, yet criminals cant really earn much on drugs, the extortion script is not over, that's why I insist on changes in this area.
Title: Re: Thoughts & Suggestions
Post by: Rusty on June 25, 2014, 12:31:44 am
1. Still going on.
3. You skipped the giveweapon.
4.Bots work more then fine in SAMP.



I agree that payday's are not the way of stimulating economy, but giving a good earning ways for players is.
But that's what's lacking most of it, specially when it comes to illegal businesses.
Every economy in the world is based on illegal money production, yet criminals cant really earn much on drugs, the extortion script is not over, that's why I insist on changes in this area.

Alright I'll enquire about the state of the business script and see if it's being in line to get worked on.
Sorry was really skimming through posts had been occupied with work related activities when I was typing this all up.  I guess it could be done, even if it was put on the back burner for a bit it's not a obstacle that needs removed ASAP. 

You know I've always hoped that being able to manufacture drugs inside your own home would be made available, players able to create their own recipes with some providing lasting effects with increased health and some causing immediate overdoses or death due to how lethal they are.  Open to ways on how to further economy growth.
Title: Re: Thoughts & Suggestions
Post by: JDC on June 25, 2014, 03:54:31 am
Do something strict about enforcing* teamwork on firemissions , The problem arises when even one of the firefighter messes the Teamwork.Even 5 out of 6 are ready the last one comes and ruins everything , which results all other people to lose trust against each other and then deny for teamwork in next round. Or nowdays When a firefighter ditches the teamwork and start doing extra , the other people kills the person with extinguisher or water cannon which also results getting them warned for cannon abusing.

I have already been helping out with teamwork ingame, but there is a long way to go before we reach the best solution on the current problems with fire missions.

This issue is going to be brought up with the team, as it currently produces a negative domino-effect within the server.
Title: Re: Thoughts & Suggestions
Post by: Allen_Sullivan on June 25, 2014, 10:16:33 am
I have already been helping out with teamwork ingame, but there is a long way to go before we reach the best solution on the current problems with fire missions.

This issue is going to be brought up with the team, as it currently produces a negative domino-effect within the server.

Yes it does also creates conflict and anger in player's mind cause all wait for 30 minutes and one player comes and messes it up. Its a total Mindfuck. And also when informed to admins they say "Its not a rule break i cant help it" "People cant be trusted much , Be careful" rather than keeping an eye at time of mission who messes up and warning them . So make sure all admins help us in this too.
Title: Re: Thoughts & Suggestions
Post by: DiFronzo on June 29, 2014, 10:39:33 am
Problem:
Inactivity in San Fierro.

Solution/Idea:
I thought about ways to make San Fierro more active and attractive:

1. New players will also spawn in San Fierro International.

All the new players spawn in Los Santos, and not in San Fierro.
This way, they will be aware of what's in Los Santos and almost never leave it.
If new players will spawn in San Fierro, San Fierro will get more attention.

2. Add more shops.
Los Santos has 2 ammunition s while San Fierro only has one,
it has 5 clothing shops while San Fierro only has 3.
In addition, there are some type of clothing shops that don't exist in San Fierro, like Victim.
It would be helpful if San Fierro will also have some, at least one.

3. More fire missions.
Most of the fire missions are around or close to Los Santos, therfore, firefighters always wait for a mission
in Los Santos Fire Department, and not in San Fierro Fire Department.
Some locations I thought about:
Gant Bridge, The building in Missionary Hill, Easter Basin, Kincaid Bridge (A burning train).

4. Add more more attractions.
Add some unique attractions to San Fierro, that other cities don't have.
Also remove some of Los Santos's to San Fierro.


Same things can also be done on Las Venturas if needed.
Title: Re: Thoughts & Suggestions
Post by: beLTa on June 29, 2014, 10:52:47 am
Problem:
Inactivity in San Fierro.

Solution/Idea:
I thought about ways to make San Fierro more active and attractive:

Why you want to make SF more active? You bought a house there or any shop?

Title: Re: Thoughts & Suggestions
Post by: DiFronzo on June 29, 2014, 03:02:47 pm
Why you want to make SF more active? You bought a house there or any shop?
Why would I want SF to be active after I bought a house?
And no, it just bothers me that it is an awesome city but not active.
Title: Re: Thoughts & Suggestions
Post by: beLTa on June 29, 2014, 03:05:31 pm
Why would I want SF to be active after I bought a house?
And no, it just bothers me that it is an awesome city but not active.

That would not be a good idea and who said SF is not an active city? I also can see most of the players in LS because this is the main area. So, If you want to make SF more active then now, do something good. Have a good day, Jimmy.  ;)
Title: Re: Thoughts & Suggestions
Post by: Stivi on June 29, 2014, 03:28:28 pm
Problem:
Inactivity in San Fierro.

Solution/Idea:
I thought about ways to make San Fierro more active and attractive:

1. New players will also spawn in San Fierro International.

All the new players spawn in Los Santos, and not in San Fierro.
This way, they will be aware of what's in Los Santos and almost never leave it.
If new players will spawn in San Fierro, San Fierro will get more attention.

2. Add more shops.
Los Santos has 2 ammunition s while San Fierro only has one,
it has 5 clothing shops while San Fierro only has 3.
In addition, there are some type of clothing shops that don't exist in San Fierro, like Victim.
It would be helpful if San Fierro will also have some, at least one.

3. More fire missions.
Most of the fire missions are around or close to Los Santos, therfore, firefighters always wait for a mission
in Los Santos Fire Department, and not in San Fierro Fire Department.
Some locations I thought about:
Gant Bridge, The building in Missionary Hill, Easter Basin, Kincaid Bridge (A burning train).

4. Add more more attractions.
Add some unique attractions to San Fierro, that other cities don't have.
Also remove some of Los Santos's to San Fierro.


Same things can also be done on Las Venturas if needed.
1. I believe ther was such thing in RS4, won't really bring much of attention to it anyway.
2. It has been confirmed by HQ members that there will be no ammunations set, others then the ones  that are official ( /in SinglePlayer ). There's an official Victim in 'Fierro.
3.This will really not bring more players, it will bring more firemen, more ram, more sirens. For me, no.
4.There's a skate-park in SF, mapped. And a underground parking.
Title: Re: Thoughts & Suggestions
Post by: LoHi on June 29, 2014, 07:16:01 pm
Problem:
/local chat is hard to read/understand when in a large roleplay with multiple conversations going on at once.

Solution/Idea:
Change /localchat's color slightly depending on the distance. Also consider /me, /em, /shout and /whisper.
Title: Re: Thoughts & Suggestions
Post by: Lustigkurre on July 05, 2014, 10:35:32 am
Problem: Can't turn off helpchat

Solution/Idea: /h off
Title: Re: Thoughts & Suggestions
Post by: wweman14 on July 06, 2014, 02:20:03 am
Problem: The Medic Duty is not so useful. 

Solution/Idea: When you get into a shootout or something of the sort, you die instantly and you spawn and lose everything. What if there was a different system? When you lose all HP, you are given a choice to either 1. Spawn at Random/Job/Home etc, or to wait for a medic. If the player selects medic, whoever is on medic duty will be informed of the situation and will go to the player and revive them, and they will have all weapons etc, but they will spawn with 5 hp or so, and they have to go to a place to regain health. This will raise the amount of medics, the importance of the job, expand RP and more money to medics. Credits given to Pablo Escobar for idea :D
Title: Re: Thoughts & Suggestions
Post by: Pablo Escobar on July 06, 2014, 02:23:33 am
Problem:No items avaible in interios

Solution/Idea: adding old stuff to interior like whiskey vodka dildo etc anything to interiors.
Title: Re: Thoughts & Suggestions
Post by: wweman14 on July 06, 2014, 02:39:58 am
Problem:No items avaible in interios

Solution/Idea: adding old stuff to interior like whiskey vodka dildo etc anything to interiors.
To add to that, when whoever buys something like that say in a business, that will automatically go to the business owner.
Title: Re: Thoughts & Suggestions
Post by: Pablo Escobar on July 06, 2014, 02:45:37 am
Problem: /containers

Solution/Idea: /ct , it'll better solution to write everytime /containers /containers ,its just annoying..
Title: Re: Thoughts & Suggestions
Post by: Cyril on July 06, 2014, 02:10:04 pm
Problem: /containers

Solution/Idea: /ct , it'll better solution to write everytime /containers /containers ,its just annoying..

The only problem here is that you are lazy...
Title: Re: Thoughts & Suggestions
Post by: Pandalink on July 06, 2014, 04:24:57 pm
The only problem here is that you are lazy...
His proposed change is an improvement whatever angle you look at it.
Stop trying to provoke people for no reason.
Title: Re: Thoughts & Suggestions
Post by: AK47 on July 06, 2014, 05:41:20 pm
Shortening it down is laziness.
Title: Re: Thoughts & Suggestions
Post by: LoHi on July 06, 2014, 09:40:28 pm
Problem:The Medic Duty is not so useful.

Solution/Idea:When you get into a shootout or something of the sort, you die instantly and you spawn and lose everything. What if there was a different system? When you lose all HP, you are given a choice to either 1. Spawn at Random/Job/Home etc, or to wait for a medic. If the player selects medic, whoever is on medic duty will be informed of the situation and will go to the player and revive them, and they will have all weapons etc, but they will spawn with 5 hp or so, and they have to go to a place to regain health. This will raise the amount of medics, the importance of the job, expand RP and more money to medics. Credits given to Pablo Escobar for idea :D

I love this idea, but for the love of god, don't bold and underline such a long answer, it's unreadable.
Title: Re: Thoughts & Suggestions
Post by: Jeremy. on July 06, 2014, 09:47:36 pm
I love this idea, but for the love of god, don't bold and underline such a long answer, it's unreadable.

Indeed, that would surely improve the roleplay quality. Good luck in trying to make developers implement it. :)
Title: Re: Thoughts & Suggestions
Post by: Pandalink on July 07, 2014, 12:08:02 am
Shortening it down is laziness.
So what about /rhl? Was CBFasi wrong to implement that?
Title: Re: Thoughts & Suggestions
Post by: wweman14 on July 07, 2014, 12:55:01 am
I love this idea, but for the love of god, don't bold and underline such a long answer, it's unreadable.
Fixed, but take it easy :P it aint the end of the world.
Title: Re: Thoughts & Suggestions
Post by: Everett on July 07, 2014, 08:14:05 pm
Was reading through the last page and saw this.

2. It has been confirmed by HQ members that there will be no ammunations set, others then the ones  that are official ( /in SinglePlayer ).
What is an ammunation doing in Montgomery then?
Title: Re: Thoughts & Suggestions
Post by: eymas on July 07, 2014, 08:21:10 pm
Was reading through the last page and saw this.
What is an ammunation doing in Montgomery then?
Each city and town have one or two ammunations, there are multiple reasons for this I suppose, though I do not know which.
Title: Re: Thoughts & Suggestions
Post by: Stivi on July 07, 2014, 09:31:55 pm
Was reading through the last page and saw this.
What is an ammunation doing in Montgomery then?
No idea, but that I got told when trying to buy Dillimore ammu.
Title: Re: Thoughts & Suggestions
Post by: LoHi on July 07, 2014, 11:18:52 pm
Problem:
People prefer respawning their vehicles over using mechanics.

Solution/Idea:
Respawning (or just blowing up vehicles) should not restore vehicles to full HP, instead restore them to 500 or 750.
Title: Re: Thoughts & Suggestions
Post by: Rusty on July 08, 2014, 12:30:35 am
Was reading through the last page and saw this.
What is an ammunation doing in Montgomery then?

No idea as there isn't even an official store, but if I had to guess it's because there is nothing near it even though Blueberry/Palomino are very close by.  I was asked about setting one at Dillimore but we came to the conclusion that no more will be set.  If we set another others will ask for them and so on, personally I don't see why one shouldn't be set in Dillimore, ultimately not my call to make. 


 
Title: Re: Thoughts & Suggestions
Post by: OmaR_RuLeZx on July 08, 2014, 01:06:12 am
Problem: Police Jursdiction System

Solution/Idea: It should just be removed and if so there would be no problems or stuff for the scripters. I am saying this because it can ruin RP moments or stuff that the police force find in their way.
Title: Re: Thoughts & Suggestions
Post by: Stivi on July 08, 2014, 10:27:23 am
No idea as there isn't even an official store, but if I had to guess it's because there is nothing near it even though Blueberry/Palomino are very close by.  I was asked about setting one at Dillimore but we came to the conclusion that no more will be set.  If we set another others will ask for them and so on, personally I don't see why one shouldn't be set in Dillimore, ultimately not my call to make.
If one gets set, it should fit. Montgomery fits, I believe ?
Title: Re: Thoughts & Suggestions
Post by: Pablo Escobar on July 09, 2014, 12:05:46 am
Problem: Current drug system and changing drug spots in every 1-2 hour , Finally,i was growing x5 spots at the same time and suddenly all spots are changed ,i bugged x5 old spots because i cannot pick my weeds after spots changed my weeds still on the ground but thats not avaible to pick it up

Solution/Idea:
After all ,Most of families and groups they all have a places to chill like NBA lives in Idlewood , Gvardia Lives in SF , Corleone Lives in LS etc etc,Why dont we put that drug system to some system better that current one , we may give them a warehouse everysingle one or a random interior they'll have a chance to grow their weeds in their gardens for lets say 5 minutes. or they'll have a chance to order their heroins inside of interior of warehouse , we should completely make all type drugs illegal and that'll give a chance to get a lot of $$ from that bussines, at the same time people can be able to allowed Roleplay in their hoods no to kill someone for weed/heroin spot ,however to gaining that much cash shouldn't be allowed that much easier , PD and FBI players should be play as a undercovered players in mafia/group/gang and they have to give some information about families and gang status , PD can be able to prepare their selves for operations at some specific positions and FBI can be able to take off weed/heroin from player.(OFC Weed/Heroin will be destoryed by FBI ) They can sue player to ordering heroin and cooking etc for 500$ / 1 Million $ , This kind of operations should be allowed from time to time not everyday to keep balance as expected maybe in 2 months for 1 time but the time can be able to modifiy by FBI High Ranked player, Criminals wont be able to know any info about it ,if they dont have anyone sneaking in FBI too thats risk too , After that FBI should allowed to make warrants to enter some privacy warehouses and properties,That warrants should be taken from Court Judge's with a legal way however,to getting warrants from Judge's ,you have to show some proofs maybe drug deal screenshots  ? a video ? anything else will be helpfull in this case,

So after all making this kind of system ;

-We'll have a territory system to everyone will know their places and protect their places.
-People wont run around like chickens
-We dont need to waste our times for driving/flying around SA
-PD will be more oganized group of people ,they'll handle with territory fights or better RP's than pull over someone
-FBI will have privileges to destory drugs from taken illegal families.
-Court Judge's and another Lawyer Players will be able find really heavy RolePlays (Court Cases etc)
-FBI agents try to sneak out inside of mafia/gang/families that'll totally helpfull for both side to improve Roleplays.
-People will be play more serious to find out spy inside of them
-We dont need to kill eachother for spots anymore
-People will play full of knowledge and team play in everysituation ,thats because they'll stay together in hoods/terriories.
-Families wont attack eachother for nothing like you crash my car , pew pew die , that type of things will be gone
-Criminal Roleplays will have a chance to get $$ like real life but at the same time ,its a risk to lose all of it.
-Mafia/Gang Members will be stick together and stand against fights together,that'll totally increase level of Roleplay for newbie players.
-Everyone else can be able to find out Roleplay in their hoods as a friendly.
-Criminal families/gang will take care of their alliances and they'll protect them if someone cames in,
-They'll lower DM level of this server.
-If someone get shot by someone everyone will be in scene and witness it,That'll helpfull for admins to decide it who telling the thruth who's lying.

PS:That's an idea can be changed improved or etc.


Best Regards

Pablo Escobar
Title: Re: Thoughts & Suggestions
Post by: Rusty on July 09, 2014, 12:36:42 am
If you owned a home you were suppose to be able to grow weed at the door, no idea if that actually works.  If it does saves looking around for spots all day long.
I made developers aware of the bugged weed spots that are present, it's just a matter of time when they get round to sorting it out. 

FBI/SAPD have undercover Officers who conduct drug busts or raids on known criminal groups, just ask Marco Soprano he got rolled by myself and my partner a few days ago same with Andra Vercetti who was selling drugs at the drug market in the storm drains.  We can already destroy drugs we have confiscated, we can already embed undercover's into groups if we wanted too.  FBI have opened previous cases against groups the Blaze one being an example, groups aren't as free as they think when it comes to law enforcement gathering needed information to take them to court.  Warrants already exist in both FBI/SAPD, even the court directs warrants to us to arrest people who fail to turn up at a trial.

Title: Re: Thoughts & Suggestions
Post by: Pablo Escobar on July 09, 2014, 03:45:31 am
If you owned a home you were suppose to be able to grow weed at the door, no idea if that actually works.  If it does saves looking around for spots all day long.
I made developers aware of the bugged weed spots that are present, it's just a matter of time when they get round to sorting it out. 

FBI/SAPD have undercover Officers who conduct drug busts or raids on known criminal groups, just ask Marco Soprano he got rolled by myself and my partner a few days ago same with Andra Vercetti who was selling drugs at the drug market in the storm drains.  We can already destroy drugs we have confiscated, we can already embed undercover's into groups if we wanted too.  FBI have opened previous cases against groups the Blaze one being an example, groups aren't as free as they think when it comes to law enforcement gathering needed information to take them to court.  Warrants already exist in both FBI/SAPD, even the court directs warrants to us to arrest people who fail to turn up at a trial.

You right , We have done PD + FBI stuff with your word and another 20 reasons still avaible to discuss.
Title: Re: Thoughts & Suggestions
Post by: Stivi on July 09, 2014, 09:08:40 am
Not sure if people actually know what rs5 holds, at least what's been available to public.

There will be a territory system where groups can fight over an area. Groups will be able to fight over a business. There will be scripted group wars, and it's not going to be for fun. There will be a trophy, which could be a territory or a business.



If you owned a home you were suppose to be able to grow weed at the door, no idea if that actually works.  If it does saves looking around for spots all day long.
I've asked Zaila about this and he says it's not in the plans ?
Title: Re: Thoughts & Suggestions
Post by: Teddy on July 09, 2014, 06:52:16 pm


I've asked Zaila about this and he says it's not in the plans ?

It was. It might not be anymore.
Title: Re: Thoughts & Suggestions
Post by: TiMoN on July 09, 2014, 07:02:54 pm
I've asked Zaila about this and he says it's not in the plans ?
It did exist in the beta, if you wrote /growweed it would say; "You are not at a weed spot or on your house's doorstep."
Title: Re: Thoughts & Suggestions
Post by: Stivi on July 09, 2014, 07:15:25 pm
It did exist in the beta, if you wrote /growweed it would say; "You are not at a weed spot or on your house's doorstep."
Did mention that as well.
Title: Re: Thoughts & Suggestions
Post by: Pablo Escobar on July 09, 2014, 11:09:22 pm
Problem:
 Free cop duty and abusing players game and forcing their Roleplays;

getting free cash for suspecting players and players cannot resist due of losing cash and weapons,they make a /gu to not to lose weapons or anything.

For more info take a look the spoiler.

https://www.youtube.com/watch?v=rHVuWBNV2pA

Solution/Idea:

Removing free cop duty and only allow people with applications ( on forums) with proper way to removing random cops abusing people around and that'll helpfull for bringing a lot of roleplays case as a cop duty and playing with knowledge as a cop.
Title: Re: Thoughts & Suggestions
Post by: Spike. on July 09, 2014, 11:32:37 pm
Problem:
 Free cop duty and abusing players game and forcing their Roleplays;

getting free cash for suspecting players and players cannot resist due of losing cash and weapons,they make a /gu to not to lose weapons or anything.

For more info take a look the spoiler.

https://www.youtube.com/watch?v=rHVuWBNV2pA

Solution/Idea:

Removing free cop duty and only allow people with applications ( on forums) with proper way to removing random cops abusing people around and that'll helpfull for bringing a lot of roleplays case as a cop duty and playing with knowledge as a cop.

Will never happen a solution would be that people which are in criminal groups would not be allowed to go on duty, awaiting response from HQ.
Title: Re: Thoughts & Suggestions
Post by: Manoni on July 09, 2014, 11:44:35 pm
Will never happen a solution would be that people which are in criminal groups would not be allowed to go on duty, awaiting response from HQ.

Not only those that are part of criminal groups abuse their duty rights, anyone can do this and in fact, I've seen mobsters on duty and performing them properly, your "solution" does not makes any sense.
Title: Re: Thoughts & Suggestions
Post by: Patton on July 09, 2014, 11:48:06 pm
only allow people with applications ( on forums)
Too much paperwork via too many people interested in the job for the exact same reasons you're making this proposal.



Edit:
(MTA:SA) SFFD Fire fighter
:uhm:
Title: Re: Thoughts & Suggestions
Post by: Spike. on July 09, 2014, 11:50:18 pm
Not only those that are part of criminal groups abuse their duty rights, anyone can do this and in fact, I've seen mobsters on duty and performing them properly, your "solution" does not makes any sense.

Well, but it does not make sense a person which is in a criminal group be a SAPD Officer. And I only know about 1 or 2 criminals which perform SAP Duties really good.
Title: Re: Thoughts & Suggestions
Post by: Spike. on July 09, 2014, 11:52:57 pm
Edit: :uhm:

Not really the best place... (I wrote as a free one)
Title: Re: Thoughts & Suggestions
Post by: Pablo Escobar on July 09, 2014, 11:59:11 pm
Too much paperwork via too many people interested in the job for the exact same reasons you're making this proposal.



Edit: :uhm:

Too much paper work for most abused job in argonath community ? Even the worst family accepts their members with applications,We should make an something better than this

-Cops can be able to force RP easly
-Cops can be able to kill someone w/o getting suspects
-Cops can be able to get free weps to pew pew around
-Cops can be able to suspect people w/o reasons ( specially night times.)
-Cops can be able to kill civillians w/o getting any punishment ( losing their cash $500 which is really doesnt make any sense)
-Civillians can't afford to get killed any lose everything. ( Thats because they obey the cops even if they corrupt or whatever.)
Title: Re: Thoughts & Suggestions
Post by: Spike. on July 10, 2014, 12:01:03 am
Too much paper work for most abused job in argonath community ? Even the worst family accepts their members with applications,We should make an something better than this

-Cops can be able to force RP easly
-Cops can be able to kill someone w/o getting suspects
-Cops can be able to get free weps to pew pew around
-Cops can be able to suspect people w/o reasons ( specially night times.)
-Cops can be able to kill civillians w/o getting any punishment ( losing their cash $500 which is really doesnt make any sense)
-Civillians can't afford to get killed any lose everything. ( Thats because they obey the cops even if they corrupt or whatever.)

You have good points but I don't think the HQ will move it on, but any ways let's wait for a response
Title: Re: Thoughts & Suggestions
Post by: Rusty on July 10, 2014, 12:13:39 am
Problem:
 Free cop duty and abusing players game and forcing their Roleplays;

getting free cash for suspecting players and players cannot resist due of losing cash and weapons,they make a /gu to not to lose weapons or anything.

For more info take a look the spoiler.

https://www.youtube.com/watch?v=rHVuWBNV2pA

Solution/Idea:

Removing free cop duty and only allow people with applications ( on forums) with proper way to removing random cops abusing people around and that'll helpfull for bringing a lot of roleplays case as a cop duty and playing with knowledge as a cop.

As much as I'd like cop duty to be this way, it just won't happen here.  If players are abusing cop duty by mis-using the /suspect command (giving bullshit reasons/randomly driving past people and suspecting etc etc) it CAN lead to server punishment in form of a ban. 

It is the job that most problems occur from, that is why we have server staff on hand to tackle it and SAPD command staff to deal with them aswell.  There isn't freecops anymore, everyone on police duty falls under SAPD.  If you want to report a cop do so via the ARPD forum, all reports must come with evidence that was obtained by roleplay means.
Title: Re: Thoughts & Suggestions
Post by: Patton on July 10, 2014, 08:43:01 am
Too much paper work for most abused job in argonath community ?
Yes, too much paperwork. A group like the PD would grow very large in a very short time period: as an example, SFPD on MTA:SA grew to about 50 members in just two months, and SA-MP one would grow big even faster due to the larger player base. Managing such amount of people is that much harder since that this is a game.

Quote
Even the worst family accepts their members with applications
Being able to post an application is not a guarantee that the job won't be abused. There exist countless examples where people were just playing nice until their application got accepted, and this is even outside PD.

Removing and sanctioning stuff is one way to do it, but it is hardly the best one. Instead, there should be incentives for good behavior (like weekly bonuses) and bigger penalties for bad conduct (longer copbans). If you really wanted, you could turn it into a roleplay situation: the cop(s) would be taken to the court, but then you'd have two problems instead of one.
Title: Re: Thoughts & Suggestions
Post by: Spike. on July 10, 2014, 10:23:28 am
Yes, too much paperwork. A group like the PD would grow very large in a very short time period: as an example, SFPD on MTA:SA grew to about 50 members in just two months, and SA-MP one would grow big even faster due to the larger player base. Managing such amount of people is that much harder since that this is a game.
Being able to post an application is not a guarantee that the job won't be abused. There exist countless examples where people were just playing nice until their application got accepted, and this is even outside PD.

Removing and sanctioning stuff is one way to do it, but it is hardly the best one. Instead, there should be incentives for good behavior (like weekly bonuses) and bigger penalties for bad conduct (longer copbans). If you really wanted, you could turn it into a roleplay situation: the cop(s) would be taken to the court, but then you'd have two problems instead of one.

Well, if there are more members this means there will be more command staff doesn't it ?
Title: Re: Thoughts & Suggestions
Post by: Pandalink on July 10, 2014, 04:12:47 pm
Will never happen a solution would be that people which are in criminal groups would not be allowed to go on duty, awaiting response from HQ.
This nearly killed the SAPD in RS3, just so you know.
Title: Re: Thoughts & Suggestions
Post by: TiMoN on July 10, 2014, 04:21:58 pm
Want a way to deal with abusive and corrupt cops?
Here's the solution. (http://www.argonathrpg.eu/index.php?board=169.0)

Here's what happened to someone who smoked weed in my car and charged me for it. http://www.argonathrpg.eu/index.php?topic=92100.msg1481530#msg1481530
Title: Re: Thoughts & Suggestions
Post by: Spike. on July 10, 2014, 04:37:59 pm
Want a way to deal with abusive and corrupt cops?
Here's the solution. (http://www.argonathrpg.eu/index.php?board=169.0)

Here's what happened to someone who smoked weed in my car and charged me for it. http://www.argonathrpg.eu/index.php?topic=92100.msg1481530#msg1481530

Now this is something people should do more, but from what I know all courts are temporarily innative due RS5. Need to wait a response form reece for this.
Title: Re: Thoughts & Suggestions
Post by: Rusty on July 10, 2014, 07:33:54 pm
Well, if there are more members this means there will be more command staff doesn't it ?

SAPD was supposed to have an abundance of command staff for RS5, instead RS5 dropped and people left which left us in a bit of a pickle.
Title: Re: Thoughts & Suggestions
Post by: Pablo Escobar on July 10, 2014, 10:17:47 pm
Problem: The Medic Duty is not so useful. 

Solution/Idea: When you get into a shootout or something of the sort, you die instantly and you spawn and lose everything. What if there was a different system? When you lose all HP, you are given a choice to either 1. Spawn at Random/Job/Home etc, or to wait for a medic. If the player selects medic, whoever is on medic duty will be informed of the situation and will go to the player and revive them, and they will have all weapons etc, but they will spawn with 5 hp or so, and they have to go to a place to regain health. This will raise the amount of medics, the importance of the job, expand RP and more money to medics. Credits given to Pablo Escobar for idea :D

I'm still supporting that idea,please comment your ideas about that problem ,thanks.
Title: Re: Thoughts & Suggestions
Post by: Spike. on July 10, 2014, 10:22:49 pm
I am supporting that idea.
Title: Re: Thoughts & Suggestions
Post by: beLTa on July 10, 2014, 10:25:22 pm
Problem: The Medic Duty is not so useful. 
Medic duty would be more helpful if they add the bonus in medic duty too. Your procedure is too long, and no one is going to wait for a medic because it is nothing except wasting of time, and money too. Why anyone wants to waste his money and time just to get his HP back? So, There is no support of it from me for you.
Title: Re: Thoughts & Suggestions
Post by: Spike. on July 10, 2014, 10:29:07 pm
Medic duty would be more helpful if they add the bonus in medic duty too. Your procedure is too long, and no one is going to wait for a medic because it is nothing except wasting of time, and money too. Why anyone wants to waste his money and time just to get his HP back? So, There is no support of it from me for you.

I think that you missed the part that you wont lose your weapons?
Title: Re: Thoughts & Suggestions
Post by: beLTa on July 10, 2014, 10:33:03 pm
I think that you missed the part that you wont lose your weapons?
Got your point. What about if a suspect is evading from a cop, but he is not giving up, and after sometime he got killed by cops. He choose the option to call the medic, Will he remain a suspect? This idea is good on the first hand, but it can be abused easily by anyone, don't you agree?
Title: Re: Thoughts & Suggestions
Post by: Pablo Escobar on July 10, 2014, 11:23:48 pm
Got your point. What about if a suspect is evading from a cop, but he is not giving up, and after sometime he got killed by cops. He choose the option to call the medic, Will he remain a suspect? This idea is good on the first hand, but it can be abused easily by anyone, don't you agree?

Simple explonation,

If you kill civillians on cop duty , you'll get fined $500 for killing civillians ( You'll lose your cash )

If you kill civillians as a RP character ,you'll not going to lose your cash ( you'll get suspected )

So,

If you get killed by civillians , you'll have a chance to return your weapons back

If you get killed by cops, you'll going to lose your weapons and 1k cash ( Since you playing as a criminal,that should be like this to losing weapons at risk status. )
Title: Re: Thoughts & Suggestions
Post by: beLTa on July 10, 2014, 11:30:02 pm

Here it seems that you didn't read my post clearly. Look forward to it and read what i said. I didn't talked about civillians got killed by cops, I am talking about Suspects. Read before you post.
Title: Re: Thoughts & Suggestions
Post by: Pablo Escobar on July 10, 2014, 11:33:40 pm
Here it seems that you didn't read my post clearly. Look forward to it and read what i said. I didn't talked about civillians got killed by cops, I am talking about Suspects. Read before you post.

Due of being suspect ,its your own risk you'll not going to return your weapons back since you were criminal and killed by cops.But you'll have a chance to spawn at the position that you die,that means you'll have a chance to get back your car and move to somewhere else or you may get killed near you house ,you dont need to spawn at hospital etc however,the main point is not killing suspects or cops etc , The point is how to improve EMS duty,specific sitations as a criminal get killed by cop ,HQ should discuss and decide it.
Title: Re: Thoughts & Suggestions
Post by: beLTa on July 10, 2014, 11:42:45 pm

I can not really understand what you guys wants to do. The EMS duty can be good by adding 'bonus' into it, same as Driver and Mechanic duty. For example, heal five (can be increased) persons and get bonus from the server script. That would be cool for medics. Get killed, wants to respawn at the same position, PM a EMS, and wait until he heal you.

There is none of the player that wants to be EMS for just earning $50 or $100. Mechanic duty/Driver duty is going on the top because of the bonus. In the EMS, adding of bonus will increase the amount of medics in game for sure.

Your idea is really not good. This is just wasting of time, and money. As i said before, it can be abused by anyone. Specially from the suspects. Suspect died, waiting for a heal, got his whole HP back from the Medic, His weeapons will be back, and then he will be back to his crime and the script got abused. So, That would not be good for the script.
Title: Re: Thoughts & Suggestions
Post by: Pablo Escobar on July 10, 2014, 11:52:13 pm
I can not really understand what you guys wants to do. The EMS duty can be good by adding 'bonus' into it, same as Driver and Mechanic duty. For example, heal five (can be increased) persons and get bonus from the server script. That would be cool for medics. Get killed, wants to respawn at the same position, PM a EMS, and wait until he heal you.

There is none of the player that wants to be EMS for just earning $50 or $100. Mechanic duty/Driver duty is going on the top because of the bonus. In the EMS, adding of bonus will increase the amount of medics in game for sure.

Your idea is really not good. This is just wasting of time, and money. As i said before, it can be abused by anyone. Specially from the suspects. Suspect died, waiting for a heal, got his whole HP back from the Medic, His weeapons will be back, and then he will be back to his crime and the script got abused. So, That would not be good for the script.

I guess you cannot read english or understand something wrong with you ?

What are you trying to say adding bonus ? Do you think people really care about duties if there's no bonuses ? Thats not a solution to improve some role plays ,as people doing repairing eachother vehicles till get bonus same as taxi duty , which exactly killing the Roleplays and all the things and read my post b4 ,i sent you'll clearlly get it, what i talk about criminals and etc.
Title: Re: Thoughts & Suggestions
Post by: beLTa on July 11, 2014, 12:03:41 am
I guess you cannot read english or understand something wrong with you ?

I can not read and understand.

Do you think people really care about duties if there's no bonuses ?

People will never go on duty if there will no bonus, don't know about RP'ers. Most of the people play, but they play for the money, not for RP. Can you tell me Why most of the players join mechanic duty or Driver duty? because they love those jobs? and don't join medic duty aka EMS?

Thats not a solution to improve some role plays ,as people doing repairing eachother vehicles till get bonus same as taxi duty.

I gave the example of mechanics and drivers because it happened to me, not a single time. Everytime, I'm on foot or walking, drivers come to me (no need to mention his/their name/names) and say "Please come with me, i will give you the money back that will be given to me by you" What does that means? They are driving because they love to drive, No! They drive because they wants to earn money, Why? to be rich.
Title: Re: Thoughts & Suggestions
Post by: Pablo Escobar on July 11, 2014, 12:05:29 am
I can not really understand what you guys wants to do. The EMS duty can be good by adding 'bonus' into it, same as Driver and Mechanic duty. For example, heal five (can be increased) persons and get bonus from the server script. That would be cool for medics. Get killed, wants to respawn at the same position, PM a EMS, and wait until he heal you.

There is none of the player that wants to be EMS for just earning $50 or $100. Mechanic duty/Driver duty is going on the top because of the bonus. In the EMS, adding of bonus will increase the amount of medics in game for sure.

Your idea is really not good. This is just wasting of time, and money. As i said before, it can be abused by anyone. Specially from the suspects. Suspect died, waiting for a heal, got his whole HP back from the Medic, His weeapons will be back, and then he will be back to his crime and the script got abused. So, That would not be good for the script.

Thats what you said to me ... and now you speaking totally different about that ? i didnt understand you.
Title: Re: Thoughts & Suggestions
Post by: beLTa on July 11, 2014, 12:16:06 am
Thats what you said to me ... and now you speaking totally different about that ? i didnt understand you.

What have i speaked totally different now? I gave the answers of your questions, and nothing more. This is the last post of mine of this discussion. I don't want to fight with anyone just for an idea.
Title: Re: Thoughts & Suggestions
Post by: Pablo Escobar on July 12, 2014, 11:46:29 pm
Problem:
 We cannot sell ice creams and hotdog anymore

Solution:
 
/buy hotdog and /buy icecream things back :)
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