Problem:
I am having problems with the wallets limitations
Solution:
Simplify the economy or allow more money in hand or a single wallet.
[b][u]Problem:[/u][/b]
[b][u]Solution/Idea:[/u][/b]
Problem:No items on shops, no shops at all.There is shops, but they probably inactive.
There is shops, but they probably inactive.I know, but since not everyone can afford a business, there should be active/state ones.
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.What kind of shops?
I know, but since not everyone can afford a business, there should be active/state ones.
A bank would be appreciated as well. Thank you very much.Which bank?
Which bank?
SF & LV
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.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.
Problem: Jurisdriction system is annoying. It forces you to patrol unpopulated areas.The system has been modified.
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
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.
Problem: PNS.Instead of 1000, 500 will be a better range or it repairs 500-1000 depending on the damage level
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 $1,000 to repair my car instead of going from SF to LS to look for a mechanic. The mechanic job is quite impressive and totally a great addition, but re-adding PNS will not make the mechanic job useless. It can be used for roleplay in many cases.
How? For groups such as SFDS, it's been much easier and effective to manage than in RS4.
Problem: Jurisdriction system is annoying. It forces you to patrol unpopulated areas.Buddy that was my suggestion so you posting the exact same thing as me
Solution/Idea: Remove it or make jurisdrictions manually chosen
Problem: Fire volunteers ruining roleplays and fire vehicle misuse
Solution/Idea: Encourage volunteers to join SAFD in someway
Problem: /ad is too expensive, few people use it.
Solution/Idea: Decrease the price of /ad to 50$ per advertisement, or 1$ per letter.
EDIT: Is this topic still actively checked by managers etc?
Want to put some emphasis on this specific point. Lots of people seem to agree with me, in-game.
Problem: continued economic stagnation
Solution: frequent economic stimulus
Take us back to RS4, it will help this server grow again!
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.
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.
Problem: No Taxi radio
Solution: Bring back Taxi radio.
Problem: Cannot do police duty effectively
Solution:
Make whiskey buyable from 24/7
... /carpaint ?!?!
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.
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.
I don't know what if it was lowered to $100?Fair enough. Hope this can be realised ASAP.
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.
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.
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.
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.
1. I agree this is what's hindering business owners from earning money, if this is still on-going can someone confirm?1. Still going on.
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.
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.
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?Why would I want SF to be active after I bought a house?
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.
Problem:1. I believe ther was such thing in RS4, won't really bring much of attention to it anyway.
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.
Problem:No items avaible in interiosTo add to that, when whoever buys something like that say in a business, that will automatically go to the business owner.
Solution/Idea: adding old stuff to interior like whiskey vodka dildo etc anything to interiors.
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...His proposed change is an improvement whatever angle you look at it.
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.
Shortening it down is laziness.So what about /rhl? Was CBFasi wrong to implement that?
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.
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?
Was reading through the last page and saw this.Each city and town have one or two ammunations, there are multiple reasons for this I suppose, though I do not know which.
What is an ammunation doing in Montgomery then?
Was reading through the last page and saw this.No idea, but that I got told when trying to buy Dillimore ammu.
What is an ammunation doing in Montgomery then?
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.If one gets set, it should fit. Montgomery fits, I believe ?
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.
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 ?
I've asked Zaila about this and he says it's not in the plans ?
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."
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.
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.
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.
(MTA:SA) SFFD Fire fighter:uhm:
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.
Edit: :uhm:
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.)
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.
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.
Even the worst family accepts their members with applicationsBeing 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.
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.
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.
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
Well, if there are more members this means there will be more command staff doesn't it ?
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
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.
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?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?
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?
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.
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 ?
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.
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.