Argonath RPG - A World of its own

GTA:IV => IV:MP - Liberty City Multiplayer => IV:MP Ideas & Suggestions => Topic started by: Surena on May 16, 2017, 03:26:49 pm

Title: [IV:MP] Rework on the current weed system.
Post by: Surena on May 16, 2017, 03:26:49 pm
(http://i.imgur.com/uI8j4Cv.png)


Dear Argonathians,

I am suggesting a better weed system because everyone is hitting a border in the current script:

My suggestion is to get more pots, or some pots for people with lower levels and pots for people with higher pots.
The idea from Senate to get the dark orange (http://www.argonathrpg.eu/index.php?topic=120302.0) back could apply on this too.

We could add NPC`s as well to choose between growing and buying from NPC. (Buying from NPC should have a much higher bribe rate, but still give profit when selling to NPC`s).
Also the buying rates should be modified a little to be more fair about the lack of profit and roleplay rate.

We could also add more levels, like 10 instead of 3?

Feel free to share your thoughts.

Kind regards,
Kerrar



Title: Re: [IV:MP] Rework on the current weed system.
Post by: about10pandas on May 16, 2017, 04:07:35 pm
Totally Supported
Title: Re: [IV:MP] Rework on the current weed system.
Post by: Mihail Junkovich on May 16, 2017, 05:49:17 pm
The implementation of dark orange with the rework of weed system could work. But generally, I think that dark orange + amount of respect should be avoided at all costs [See my post in that topic]

As for the weed system, I would agree that 2nd and 3rd NPC buying rates should be modified slightly by increasing the buying amount:

2nd NPC [50cent] - From 8$/9$ to 9$/10$
3rd NPC [Italiaaaaa] - From 8$/9$/10$ to 10$/11$

The current bribe rate for 3rd NPC is draconic in some cases, where the NPC would leave you with the profit of 600$ for 1000g of cannabis. Now, I do support bribe and it's mechanic, just the price should be altered so that all the work does not go to waste. What I would suggest is maybe adding a mechanic that would offer to the player to "deny" bribe and get some other penalty instead.

Think of, for example.. you deny the bribe from the NPC [You save i.e. 2400$ from the current bribe on 3rd NPC when he buys for 1 kilo = 10 000$], and the system automatically transfers you to jail for 20-30 minutes [You got busted]. Or, the system automatically suspects you [If any of players is on /duty and online] and impounds your vehicle + strips away all your weapons.. with potential automatic suspectation by the server itself. Those are just some random, first thought suggestions

Anyways, maybe.. think of alternative ways to drag down the players from such a high profit.

As for the "players sell for more than NPC buys", that part is due to the fact that jobs are made while thinking of an individual. No one forces you to hire worker to get you weed..
I alone was the one that constantly pushed up the prices for buying cannabis because I was doing all day nothing while someone else collects weed. So, I pay for their time, not only for the weed

I think that is roleplay-ish, wouldn't you agree?


The number of weed spots should be increased and spread-out throughout the whole city and all the pots on the first, Dukes/Broker island should be repositioned [Especially the one at Outlook park].
Title: Re: [IV:MP] Rework on the current weed system.
Post by: Surena on May 16, 2017, 06:05:43 pm
The implementation of dark orange with the rework of weed system could work. But generally, I think that dark orange + amount of respect should be avoided at all costs [See my post in that topic]

As for the weed system, I would agree that 2nd and 3rd NPC buying rates should be modified slightly by increasing the buying amount:

2nd NPC [50cent] - From 8$/9$ to 9$/10$
3rd NPC [Italiaaaaa] - From 8$/9$/10$ to 10$/11$

The current bribe rate for 3rd NPC is draconic in some cases, where the NPC would leave you with the profit of 600$ for 1000g of cannabis. Now, I do support bribe and it's mechanic, just the price should be altered so that all the work does not go to waste. What I would suggest is maybe adding a mechanic that would offer to the player to "deny" bribe and get some other penalty instead.

Think of, for example.. you deny the bribe from the NPC [You save i.e. 2400$ from the current bribe on 3rd NPC when he buys for 1 kilo = 10 000$], and the system automatically transfers you to jail for 20-30 minutes [You got busted]. Or, the system automatically suspects you [If any of players is on /duty and online] and impounds your vehicle + strips away all your weapons.. with potential automatic suspectation by the server itself. Those are just some random, first thought suggestions

Anyways, maybe.. think of alternative ways to drag down the players from such a high profit.

As for the "players sell for more than NPC buys", that part is due to the fact that jobs are made while thinking of an individual. No one forces you to hire worker to get you weed..
I alone was the one that constantly pushed up the prices for buying cannabis because I was doing all day nothing while someone else collects weed. So, I pay for their time, not only for the weed

I think that is roleplay-ish, wouldn't you agree?


The number of weed spots should be increased and spread-out throughout the whole city and all the pots on the first, Dukes/Broker island should be repositioned [Especially the one at Outlook park].

That sounds a lot better than what we have now.

As for what the bribe denial goes, I wouldn`t add the auto 20-30 seconds jail and weapon strip but either just a suspectation when cops are online (and on duty).
If they are not, then goodjob you can just shoot the NPC and drive away without problems.

If the number of weed spots get increased, then we don`t need the struggles to buy from players with high prices anymore, since we get our own area to farm.
And I can help with finding some good places for weed spots if needed. (I have found some good ones already).  :D
Title: Re: [IV:MP] Rework on the current weed system.
Post by: Mihail Junkovich on May 16, 2017, 06:32:32 pm
I actually would suggest total rework of the system, but I think that currently, we are better without it

Just patch up the current one to make it bearable :p

Quote
and the system automatically transfers you to jail for 20-30 minutes
Those ain't seconds haha

Please, do notice that I support higher profit only if there are penalties that keep the whole "money making" process somewhat balanced

Grinding/Farming money jobs should take on the concept of Fishing
All other jobs should serve mostly the point of extension for roleplay rather than to get cash fast because it is "GTA"


Sadly our current client is not supporting pedestrians, so "factions" [criminals/cops/whatevernots..] need to rely on each other in order to get the roleplay going.. so rofl-stomping competition by having fun only on your end is not viable option at the moment, at least that is what I think
Title: Re: [IV:MP] Rework on the current weed system.
Post by: James Conway on May 16, 2017, 06:46:11 pm
What's the maximum amount of money you can earn by growing and selling to NPC's?
Title: Re: [IV:MP] Rework on the current weed system.
Post by: Surena on May 16, 2017, 06:49:24 pm
Those ain't seconds haha

20-30 minutes is a lot of time, so I won`t go for that unless we, as criminals, get something to do in jail like methods to escape or be able to get visits (by adding that alderney interior to the jail script) which could be epic.

What's the maximum amount of money you can earn by growing and selling to NPC's?

If we are going for Mihail`s suggestion:

First NPC - 200 grams for 1800$ without bribe and 1260$ with bribe. (Unchanged).
Second NPC - 500 grams for 5000$ without bribe and 3500$ with bribe.
Third NPC - 1000 grams for 11,000$ without bribe and 7700$ with bribe.

Quote from: IV:MP Crime Life
The bribe is always 30% of the deal price.

EDIT: Changed the prices since my math sucks...  :D
Title: Re: [IV:MP] Rework on the current weed system.
Post by: James Conway on May 16, 2017, 06:56:56 pm
20-30 minutes is a lot of time, so I won`t go for that unless we, as criminals, get something to do in jail like methods to escape or be able to get visits (by adding that alderney interior to the jail script) which could be epic.

If we are going for Mihail`s suggestion:

First NPC - 200 grams for 1800$ without bribe and 1260$ with bribe. (Unchanged).
Second NPC - 500 grams for 5000$ without bribe and 3500$ with bribe.
Third NPC - 1000 grams for 10,000$ without bribe and 7000$ with bribe.

Is that the ultimate profit without costs etc?
Title: Re: [IV:MP] Rework on the current weed system.
Post by: Surena on May 16, 2017, 06:57:59 pm
Is that the ultimate profit without costs etc?

The ones without bribes are the maximum we could get with Mihail`s suggestion.
Title: Re: [IV:MP] Rework on the current weed system.
Post by: James Conway on May 16, 2017, 06:58:58 pm
The ones without bribes are the maximum we could get with Mihail`s suggestion.
What's the time needed to achieve that profit?
Title: Re: [IV:MP] Rework on the current weed system.
Post by: Surena on May 16, 2017, 07:00:28 pm
What's the time needed to achieve that profit?

I think about 10 minutes for the first NPC, 20 minutes for the second NPC and 30 minutes for the 3rd NPC?
Title: Re: [IV:MP] Rework on the current weed system.
Post by: James Conway on May 16, 2017, 07:01:21 pm
I think about 10 minutes for the first NPC, 20 minutes for the second NPC and 30 minutes for the 3rd NPC?
With growing time etc? Does that mean you can earn 10.000 or 7.000 in 30 mins?
Title: Re: [IV:MP] Rework on the current weed system.
Post by: Surena on May 16, 2017, 07:02:51 pm
With growing time etc? Does that mean you can earn 10.000 or 7.000 in 30 mins?

You cannot assume the growing time since that is affected by two factors.

That time given is just the time you need to wait untill the timer will reset and you will be able to sell weed to NPC again.
Title: Re: [IV:MP] Rework on the current weed system.
Post by: James Conway on May 16, 2017, 07:03:53 pm
You cannot assume the growing time since that is affected by two factors.
  • When someone has the time/energy to do it.
  • When there are pots free to farm.
Let's say the everything worked out perfectly, your time would be 30 mins?
Title: Re: [IV:MP] Rework on the current weed system.
Post by: Surena on May 16, 2017, 07:06:36 pm
Let's say the everything worked out perfectly, your time would be 30 mins?

I have heard that growing up to 1KG takes about 1 hour when grinding.
Could be longer when taking pauses or doing roleplay parts here and there, or less when buying huge amounts of weed from other players as well.
Title: Re: [IV:MP] Rework on the current weed system.
Post by: S65AMG on May 16, 2017, 11:07:58 pm
What's the maximum amount of money you can earn by growing and selling to NPC's?

If we say that you are alone, no cops, fuels/tow problems and no other farmers around the spot, you will take at least 1h40 to make 1000g of weed.
This is the best time, if you are in the perfect timing, for every round.
(It needs 12,5 x 4, knowing that to /grow 4 pots, it will take at least 8 minutes, and you have to do grow 50 times to obtain only 1kg. :bananarock:)

Once you get these 1000g, the 3rd NPC offer (in the best case) 10K, without any bribe, means you get 5K profit, for 1h40 of intense and risky farm (not so risky if you can achieve it in 1h40 tho).
In the worst case, 600$ of profit for almost 2 hours  :lol:
Title: Re: [IV:MP] Rework on the current weed system.
Post by: ahmedXD on May 17, 2017, 05:48:06 pm
Even if its 11pg its still very low.

You grow and harvest 20g only.
Takes you 50 times to achieve 1000g.
After growing you wait 1min.
And 5 minutes to grow again at same spot.
Lets assume you will be able to harvest every 5 minutes 20grams.

That will be 5x50= 250minutes = 2hours and 10minutes nonstop.
Will make you 7k profit and you paid for 50seeds =5k
So in 2hours and 10minutes non stop you will make 2k  :app: or without bribe 11k. So thats 6k profit.
Ofcourse after being the highest level which takes many months to achieve.

P.s: you can only make 6k once a day. Not to forget the cops that will be after you the entire time + if you crash. So ultimatly lets assume 4 hours will make you 6k.


The update shall be: to copy and paste the old scripts  of RS1.8 weed system @Armelin and even increase the profit rates to be suitable with the current economy.

No one complained about the old system, non will if its back again.
Title: Re: [IV:MP] Rework on the current weed system.
Post by: Vitorrio on May 17, 2017, 07:45:09 pm
P.s: You can only make 6k once a day. So ultimately let's assume 4 hours will make you 6k.
Yes, sadly, players are limited to selling 1000 grams each day. Probably this limit should be removed and instead, officers to be able to interrogate NPCs, somehow. The NPC might uncover the name of the last buyer or not (50% chance of success).
The update shall be: to copy and paste the old scripts  of RS1.8 weed system @Armelin and even increase the profit rates to be suitable with the current economy.

No one complained about the old system, non will if its back again.
As for the old system... I don't know what to say. The best solution would be a combination between the two systems. But, I think the best thing to do is roleplay with players. Anyway, returning to the old system would mean another huge change, plus, it would need the be adapted to the one RS 2.0 economic system. All in all, I am not experienced enough to have a strong opinion about what to change at the current weed system. But I can say it has some flaws.
Title: Re: [IV:MP] Rework on the current weed system.
Post by: James Conway on May 17, 2017, 07:47:11 pm
Nah, I don't think we'll be copying anything from the old scripts. We do want to improve the current system however.
Title: Re: [IV:MP] Rework on the current weed system.
Post by: Mihail Junkovich on May 17, 2017, 09:30:21 pm
If you do power-farming, you can get 1000g in about 1h 30min on 5 weed spots [4 on the first island + 1 spot on the Colony island]

Current status is that.. that gets you to this:

-5000$ for 50 weed-seeds
+8000$ - 10000$ for 1000g 8-10$/g [the 3rd NPC buyout rate]
-2400$ - 3000$ for the bribe [3rd NPC bribe]

Profit in the worst case going from 600$ to 2000$ for 1h and 30min of work. 
Best case scenario profit being 3000$ to 5000$ for the same time.

If you compare it to the similar [grinding] jobs, like fireman and medic, you can easily get the efficiency of the profit rate.
What weed "job" should be by my opinion is just: little bit more profit for bit more risk



The update shall be: to copy and paste the old scripts  of RS1.8 weed system and even increase the profit rates to be suitable with the current economy.
(http://i66.tinypic.com/2enq7gp.jpg)
Title: Re: [IV:MP] Rework on the current weed system.
Post by: ahmedXD on May 17, 2017, 09:41:04 pm
If you do power-farming, you can get 1000g in about 1h 30min on 5 weed spots [4 on the first island + 1 spot on the Colony island]


I tried it once and fbi harvested every spot.
Play it safe maybe 2 at a time only, or risk losing everything.



What about level 30 of weed in rs 1.8
You can make 9k profit a day.
How about bringing it back and doubling it to 18k along with all the criminal loses 5k when jailed 8k if level 80+
Title: Re: [IV:MP] Rework on the current weed system.
Post by: James Conway on May 17, 2017, 11:06:57 pm
I tried it once and fbi harvested every spot.
Play it safe maybe 2 at a time only, or risk losing everything.



What about level 30 of weed in rs 1.8
You can make 9k profit a day.
How about bringing it back and doubling it to 18k along with all the criminal loses 5k when jailed 8k if level 80+

Just fyi, you can't compare the old weed system to the current weed system. The whole economy and prices are different in the new server scripts. Getting the same profits from the old weed system would cause an unbalance to the server. Just like car prizes are totally different that from the car prizes in 1.8. You cannot compare two different things.

At this point we're looking on how to improve the current weed system. Should prizes be higher? Should there be more weed spots (if yes, how much and where)? Should there be less risk? Should there be more risk? Should there be a different way of harvesting? There is alot of variety of suggestions we could think of. 

Everytime I hear "we should go back to 1.8" it makes me cringe. Why can't we work with the current system? Does growing weed earn less than doing missions? Does it have less benefits than other jobs? Compare the "weed job" to other money making ways we currently have. Weed is a risky job, it's fine if it's earning more money that other jobs currently, but it should not be alot more, it should be in proportion with the other jobs. Also keep in mind you can use other people to do the weed growing for you and buy their weed. There is a whole lot of roleplay or chain of command that could be used in this job. It's a free way of doing business. The medic or fireman job is scripted and can only be done in one way, the weed job is not like that.

If the problem is that there are too many cops hassling the weed growers, maybe we should consider having more weed spots. Or maybe we'll get to the conclusion we need a server rule or something. If you suggest something, please use an argument to support your suggestion in a way that makes sense. Growing weed should not make you a millionaire instantly, it's earning should be in proportion to other jobs and the risks that come with it. Avoiding cops and other weed growers can be considered a risk belonging to this job.
Title: Re: [IV:MP] Rework on the current weed system.
Post by: ahmedXD on May 17, 2017, 11:52:12 pm

I agree with you somehow.

But why make profits lower + increase car prices.

How is it different from a server reset to make players play again?

Pretty much people should work again while getting lower profits to repurchase the cars that they owned for cheaper prices before.

Simply solution is to increase weed profits not go back to 1.8  :app:
Title: Re: [IV:MP] Rework on the current weed system.
Post by: about10pandas on May 18, 2017, 01:56:26 am
Why not returning it to the system it had when RS2 started? I remember people buying in 23pg.
Title: Re: [IV:MP] Rework on the current weed system.
Post by: James Conway on May 18, 2017, 12:22:21 pm
But why make profits lower + increase car prices.

So people can't buy the supercars within a week. Also weed profits need to be in proportion. That means you should earn money equal to the work you put into it. It should not be alot better or alot worse than any other jobs. That's called keeping a balance in the economy.

Why not returning it to the system it had when RS2 started? I remember people buying in 23pg.

Because that system was different and possibly unbalanced. Back then you couldn't grow the weed yourself, now you can. 
Title: Re: [IV:MP] Rework on the current weed system.
Post by: Surena on May 18, 2017, 12:40:48 pm
Quote
That's called keeping a balance in the economy.

Weed isn't a legal job so it should destroy the economy somewhat  :D
Title: Re: [IV:MP] Rework on the current weed system.
Post by: James Conway on May 18, 2017, 02:42:44 pm
Weed isn't a legal job so it should destroy the econony somewhat  :D
So then your suggestion is to increase prices somewhat.

2nd NPC [50cent] - From 8$/9$ to 9$/10$
3rd NPC [Italiaaaaa] - From 8$/9$/10$ to 10$/11$
Title: Re: [IV:MP] Rework on the current weed system.
Post by: Surena on May 18, 2017, 02:43:49 pm
So then your suggestion is to increase prices somewhat.

2nd NPC [50cent] - From 8$/9$ to 9$/10$
3rd NPC [Italiaaaaa] - From 8$/9$/10$ to 10$/11$

Yeah, that should be the starterspack  :lol:
Title: Re: [IV:MP] Rework on the current weed system.
Post by: Mihail Junkovich on May 18, 2017, 02:59:20 pm
Quote
If you compare it to the similar [grinding] jobs, like fireman and medic, you can easily get the efficiency of the profit rate.
What weed "job" should be by my opinion is just: little bit more profit for bit more risk

Quote
The number of weed spots should be increased and spread-out throughout the whole city and all the pots on the first, Dukes/Broker island should be repositioned [Especially the one at Outlook park].

I think these two should be considered
Title: Re: [IV:MP] Rework on the current weed system.
Post by: about10pandas on May 18, 2017, 03:09:11 pm
Then, increase in the number of weed spots and a bit increase in the price would be good.
Title: Re: [IV:MP] Rework on the current weed system.
Post by: Nadim Jones on May 18, 2017, 06:33:52 pm
Then, increase in the number of weed spots and a bit increase in the price would be good.
Or for example,when you get to the third, youll unlock a new way to get weed.
Title: Re: [IV:MP] Rework on the current weed system.
Post by: about10pandas on May 19, 2017, 12:49:51 am
Or for example,when you get to the third, youll unlock a new way to get weed.
And make the 4th one for weeds too with a higher price
Title: Re: [IV:MP] Rework on the current weed system.
Post by: Nadim Jones on May 19, 2017, 01:18:01 am
And make the 4th one for weeds too with a higher price
yea :D so after the risks and the time spend in dealing. The man will be rewarded by making more and more money after dailing with npc 4.
Title: Re: [IV:MP] Rework on the current weed system.
Post by: Mihail Junkovich on May 19, 2017, 01:28:12 am
Hell no.. unless they introduce higher penalty, no way there should be 4th weed-npc

I even like that 4th one is selling weapons for cheap price.. some players built some roleplay around it, kinda looks fun
Title: Re: [IV:MP] Rework on the current weed system.
Post by: Surena on May 24, 2017, 10:07:56 pm
Everytime I hear "we should go back to 1.8" it makes me cringe. Why can't we work with the current system?

Why does it make you cringe? The golden times were in 1.8. We can`t work with the current system because:

1. All pots are almost 24/7 busy, and if you think about starting a roleplay to buy weed from others:
2. When you want to buy from people, they either sell to others for blazingly high prices or work alone.
3. NPC prices are kinda low, so making profit is probably even slower than other moneymaking jobs.

Does growing weed earn less than doing missions? Does it have less benefits than other jobs? Compare the "weed job" to other money making ways we currently have. Weed is a risky job, it's fine if it's earning more money that other jobs currently, but it should not be alot more, it should be in proportion with the other jobs. The medic or fireman job is scripted and can only be done in one way, the weed job is not like that.
It has less benefits since it doesn`t give "more" money than other moneymaking jobs.

Also keep in mind you can use other people to do the weed growing for you and buy their weed. There  is a whole lot of roleplay or chain of command that could be used in this job. It's a free way of doing business.
Everyone works for their own (no rp), and if they do sell weed to others (small rp), then they sell it for like 13pg+ instead of the max. 10pg NPC rates which is dogshit but it does happen.

I think if we add more pots, bump up the NPC prices a little bit or even add a new NPC, then the weed systems could be more enjoyable. So let`s test this out?
Title: Re: [IV:MP] Rework on the current weed system.
Post by: Walid on May 25, 2017, 01:06:58 pm
I agree with James, people will buy supercars in few days , so people will start doing only Weed jobs leaving
Medic/fireman/fishing etc any kind of jobs.

And in other way, Yes the current weed system is bad, they should work on it such as like u said "increase weed pots"
I would say increase a bit in the weed prices because People buy from players with 11per g and sells to NPC with
8per g, we should develop it but not that much that will destroy the economy rate and other jobs in Argonath

This is my suggestion, i dont know about u guys and what will u say.

Regards, Daniwalid
Title: Re: [IV:MP] Rework on the current weed system.
Post by: Surena on May 25, 2017, 02:03:39 pm
I agree with James, people will buy supercars in few days , so people will start doing only Weed jobs leaving
Medic/fireman/fishing etc any kind of jobs.

Even back in RS1.8 fireman job was pretty popular and we didn`t have fishing/medic back then. The economy was good aswell.
You cannot avoid people buying supercars in a few days, look how many people have multiple supercars.

It makes me cringe when someone is saying that 1.8 is bad while most of us including me liked 1.8 more.
But lets talk about the present and future instead of the past.

Lets try to increase NPC rates a bit and add more weedpots to see how it goes?
Title: Re: [IV:MP] Rework on the current weed system.
Post by: Walid on May 25, 2017, 02:32:31 pm
Even back in RS1.8 fireman job was pretty popular and we didn`t have fishing/medic back then. The economy was good aswell.
You cannot avoid people buying supercars in a few days, look how many people have multiple supercars.

It makes me cringe when someone is saying that 1.8 is bad while most of us including me liked 1.8 more.
But lets talk about the present and future instead of the past.

Lets try to increase NPC rates a bit and add more weedpots to see how it goes?

The problem is at One Side people are seeing it in a negative way

The other side looking it in a positive way
Title: Re: [IV:MP] Rework on the current weed system.
Post by: ahmedXD on May 25, 2017, 06:06:53 pm
I have a better suggestion to this.

Make each pot growable by everyone, 1im wait time after growing for every person indivually.

How nice is it that 2,3 cops Creep on weed growers, how good it will be to have 2,,3 or more players going to 1 weed spot and growing.

This will solve most of the problems + make a better rp if many people get caught together.
What do you guys think ?
Title: Re: [IV:MP] Rework on the current weed system.
Post by: S65AMG on May 25, 2017, 07:39:24 pm
I have a better suggestion to this.

Make each pot growable by everyone, 1im wait time after growing for every person indivually.

How nice is it that 2,3 cops Creep on weed grows, how good it will be to have 2,,3 or more players going to 1 weed spot and growing.

This will solve most of the problems + make a better rp if many people get caught together.
What do you guys think ?

1 minute is too short in my opinion, people would stay at the same pot (the most discret one) all the day. And producing much more weed than now, with less efforts (just need to type /grow and /harvest, and again /grow; /harvest etc...). + We all know that if this is implemented, all weed producers will fly to Alderney' pot and camp there, and no one will be around Outlook Park  :lol: (less RP ?)

Moreover, if each pot can be /grow by everyone, no matter if someone is already there, there will be no "competition" anymore between criminals, no more "gang wars" and "fights" for some territories suitable to /grow.

I think the fact that if someone is growing, another can't should stay. Afterall, there is always competitions between criminals, and not only criminals versus cops.
Title: Re: [IV:MP] Rework on the current weed system.
Post by: ahmedXD on May 25, 2017, 07:42:18 pm
1min after growing to /harvest .
Same timings.
There is no gang wars and fights or hate.
Title: Re: [IV:MP] Rework on the current weed system.
Post by: S65AMG on May 25, 2017, 09:35:58 pm
1min after growing to /harvest .
Same timings.
There is no gang wars and fights or hate.

Misunderstanding about this thing, I thought you were talking about the time between the last /harvest and the next /grow.

So where do you place the differents criminals families and gangs with this system ? We can see some scenes of fights between 2 groups for a pot but this will disappears if everyone could grow no matter if there are already others people at the same pot. I think the change needs to be on prices or adding some pots to improve the time needed to make 1000g for example, but I am not sure with this way.
Title: Re: [IV:MP] Rework on the current weed system.
Post by: Mihail Junkovich on May 25, 2017, 09:55:31 pm
1min after growing to /harvest .
Same timings.
There is no gang wars and fights or hate.

(http://i65.tinypic.com/33kf1aw.jpg)

Seems dope to me?

------------------
Increase weed pot numbers, slight increase of 3rd/4th npc prices for the time being before any larger rework is done. Otherwise, start thinking of completely new system
Title: Re: [IV:MP] Rework on the current weed system.
Post by: badboy.dhia on June 07, 2017, 06:43:24 am
Unsupported

there are lots of players spend lot of times and lose lot of money to unlock npc
and to earn respect !
is that fair if we rework and back to the old system ?
Title: Re: [IV:MP] Rework on the current weed system.
Post by: Surena on June 07, 2017, 02:56:50 pm
Unsupported

there are lots of players spend lot of times and lose lot of money to unlock npc
and to earn respect !
is that fair if we rework and back to the old system ?

You would still keep the respect levels I think.
And why is it unfair? The old system made more than twice as much cash than this system does, but lets think about reworking rather than rolling back on the previous script.  ;)

Increase weed pot numbers, slight increase of 3rd/4th npc prices for the time being before any larger rework is done.

Lets try this out and see what will happen.
Title: Re: [IV:MP] Rework on the current weed system.
Post by: ahmedXD on June 07, 2017, 02:58:42 pm
(http://i65.tinypic.com/33kf1aw.jpg)

Seems dope to me?

------------------
Increase weed pot numbers, slight increase of 3rd/4th npc prices for the time being before any larger rework is done. Otherwise, start thinking of completely new system

lol nah , but group growers gonna probably try to rekt lcpd forces  :neutral:
Title: Re: [IV:MP] Rework on the current weed system.
Post by: MrTheenD on June 07, 2017, 07:36:58 pm

Increase weed pot numbers, slight increase of 3rd/4th npc prices for the time being before any larger rework is done.
Also remove bribe system bullshit. It's so annoying that after all the work you have done and getting some of your weed plants destroyed by cops and at the end you get bribed and lose all profit.

One more thing, increase the cannabis amount after you harvest a weed plant (like from 20 to 30.)
Title: Re: [IV:MP] Rework on the current weed system.
Post by: Surena on June 07, 2017, 07:46:34 pm
Also remove bribe system bullshit. It's so annoying that after all the work you have done and getting some of your weed plants destroyed by cops and at the end you get bribed and lose all profit.

One more thing, increase the cannabis amount after you harvest a weed plant (like from 20 to 30.)

That`s also a good idea.

Maybe we can extend the max limit you can sell weed to a NPC per day as well? Since it`s 3 or 4 now I think.
Title: Re: [IV:MP] Rework on the current weed system.
Post by: Surena on July 10, 2017, 03:32:59 pm
Bump.

It`s over two months ago when I started this topic and yet I don`t see any difference.

Everytime I hear "we should go back to 1.8" it makes me cringe. Why can't we work with the current system? Does growing weed earn less than doing missions? Does it have less benefits than other jobs? Compare the "weed job" to other money making ways we currently have. Weed is a risky job, it's fine if it's earning more money that other jobs currently, but it should not be alot more, it should be in proportion with the other jobs.

Apparently that makes only you cringe. But now it makes us all cringe. And the statements about weed making "slightly" more money compared to other jobs is BS.

After comparing the most popular job (Fireman & Medic), I can see that we can earn about 3600$ atleast per hour.
In comparison to weed, we need more than 1 hour to farm 1KG weed (Best case scenario) to get like 2000$ (Based on 3rd NPC), thats 1000$ profit over the 1000$ paid for the weed-seeds if you haven`t got any bribes.
While we work much harder than a single 20 mins fireman & medic mission.

Yes, I know, we shouldn`t consider weed being the best moneymaking job, which it should be because it`s considered illegal.
But the fact that it earns less than other jobs makes me and others cringe.

The court case demands against me are even higher, for reference  :lol:
Title: Re: [IV:MP] Rework on the current weed system.
Post by: about10pandas on July 10, 2017, 03:39:37 pm
That`s also a good idea.

Maybe we can extend the max limit you can sell weed to a NPC per day as well? Since it`s 3 or 4 now I think.
3 or 4 times a day? 3rd NPC buys once in 24 hours
Title: Re: [IV:MP] Rework on the current weed system.
Post by: gabrielkiriac on July 10, 2017, 05:48:58 pm
Cops make 500 an hour if lucky. Taxi drivers make 100 a year lately. Stop complaining about it
Title: Re: [IV:MP] Rework on the current weed system.
Post by: JackDockz on July 10, 2017, 05:55:06 pm
Cops make 500 an hour if lucky. Taxi drivers make 100 a year lately. Stop complaining about it

Since the rise of the corrupt freecops the officers are able to gain huge amounts of money in less than 1hr. Evade Ts is the best excuse tho to earn cash for these corrupt officers. So maybe taxi earns a bit less but Cops are richest earners around now. And I am the criminal who pays 200$ just to muse them and get them some $$
Title: Re: [IV:MP] Rework on the current weed system.
Post by: gabrielkiriac on July 10, 2017, 05:59:55 pm
lol jack you don't even know what you're talking about do you
Title: Re: [IV:MP] Rework on the current weed system.
Post by: JackDockz on July 10, 2017, 06:18:34 pm
lol jack you don't even know what you're talking about do you

Well No. I just wanted to make a great speech. Lol
Title: Re: [IV:MP] Rework on the current weed system.
Post by: Surena on July 10, 2017, 06:19:03 pm
Cops make 500 an hour if lucky. Taxi drivers make 100 a year lately. Stop complaining about it

I won`t stop complaining, we are talking about weed not a legal job...
Title: Re: [IV:MP] Rework on the current weed system.
Post by: JackDockz on July 10, 2017, 06:24:40 pm
I won`t stop complaining, we are talking about weed not a legal job...

Well we were comparing weed VS other jobs.
On the topic tho adding weed spots is the only thing requested . The prices are fair tho and also pls make the first move demand less weed seeds because they are den costly now.
Title: Re: [IV:MP] Rework on the current weed system.
Post by: PuNNcT on July 11, 2017, 03:00:02 am
Here it is a good example of how weed system should be implented on the server.

Shorter at the begining because the forum decided to time me out while typing on my phone. I managed to save the good part. Lets get to the subject

Let me give you an example which in my opinion should be the same on the server.

Choose a country

a. Mexic
b. Colombia

Guess what, they are both the biggest drug providers in the world. 

You may say that im high,well, not right now. In fact,

if you chose Mexic then you voted for a system where the weed world[w.w aka walter white from breaking bad] is controlled by the criminal families at this time on the server.

If you opted for Colombia then we will probably be in a way no competition has ever seen before. In this option people are fighting over each other for the best pots available but they must remember their enemy they have in common, the law.

Gangs will bring blood to the streets in their path of becoming the most feared drug cartels in liberty city.

I'll let you think about it because i have to go sleep because sun rise is it in T-60.

Before going to take a nap, i want to say one more important thing, beside improving the roleplay by at least 50% both options will include hard work for a good payment and consenquencies to whoever gets caught.

Go watch "El Chapo" if you're too lazy to read about drug cartels.

Im waiting for opions & questions demanding more informations about this ideea because im not going to be typing all the details, especially while on my phone.

Good Night, Europe.
Good Night, Mexic because thats what i chose.

 :bananarock: Peace bros :bananarock:
Title: Re: [IV:MP] Rework on the current weed system.
Post by: about10pandas on July 11, 2017, 03:55:08 am
Cops make 500 an hour if lucky. Taxi drivers make 100 a year lately. Stop complaining about it
Cops don't earn illegally that's why they don't earn more than the criminals. Pablo Escobar made billions xD
Title: Re: [IV:MP] Rework on the current weed system.
Post by: abdallah98 on July 18, 2017, 12:10:06 am
Cops don't earn illegally that's why they don't earn more than the criminals. Pablo Escobar made billions xD
I saw a cop suspecting me for 55555
If there is no admin cops earn 1000 per 10 Min
Also they get carkilled to just earn money , please let cops out of weed topic
Title: Re: [IV:MP] Rework on the current weed system.
Post by: about10pandas on July 18, 2017, 05:06:12 am
I saw a cop suspecting me for 55555
If there is no admin cops earn 1000 per 10 Min
Also they get carkill to just earn money , please let cops out of weed topic
Admins are everywhere, they will get banned for doing such things. Therefore, they don't earn if they don't want to get banned
Title: Re: [IV:MP] Rework on the current weed system.
Post by: PuNNcT on July 18, 2017, 12:15:05 pm
I see that players are speaking about something else other than the weed system which kinda makes me think again.

I'd like to see an improved system on this type of ideea.

Buy Weed-Seeds >> Grow >> Harvest >> Get Cannabis >> If Sell 1=NPC then Sell 1=false; If Sell 2=Family Members then Sell 2=true;

This means that players who are not part of any family will have the only option to join one in order to be able to sell at an NPC.

I really think that this will not only improve the weed system, but it will also give us the chance to roleplay more and why not, families will fight for the weed power in Liberty City.

Basically, whoever is under the big families on the server [that should be stated somewhere on the forums], needs to trade their weed to the big powers.

This is just like a chain. Families will have to have a weekly meeting where they set the weed price and deal with other stuff. They will have to say why they should lower the weed or why should they give more money to the drug dealers they are paying.

Every family member will have 3-4 drug dealers at his hands. This is just an ideea, you think it !

Without reading the above stuff, which may seem boring for you,

the ideea is simple as this : You can't sell to NPC if you're not a top family member.
Title: Re: [IV:MP] Rework on the current weed system.
Post by: William Carter on July 18, 2017, 12:48:58 pm
Also they get carkill to just earn money , please let cops out of weed topic
What?
Title: Re: [IV:MP] Rework on the current weed system.
Post by: superh2o on July 18, 2017, 01:47:34 pm
Individual or group member should be equal, what makes a group member better then,  a solo player?

What would be the parameters for group to be allowed to sell weed, what's a large family?

Why should groups have more perks?  Just cuz they have quantity?

Who will grant a group statis they are worthy of selling drugs?
Title: Re: [IV:MP] Rework on the current weed system.
Post by: PuNNcT on July 19, 2017, 11:52:11 pm
Just think out of the box.

In real life where do you go to buy weed from?  A drug dealer.
( only applies to countries who restrict these but nvm)
 
How did that guy become a drug dealer?
Who is providing him with the goodies? Because i bet almost a very low percent of people irl have a farm which they sell the products at the end.

A family. He must be a member of a family or at least an associate.

I really think people who want to get involved in real illegal activities should show their intentions by joining a family.

Other than this, the map will have its own way of separating the gangs.

For example

A family takes Dukes
Another one takes Bohan and so on.

I dont like to see everyone working on their own, getting all the pots in such a mess.

The actual weed system is a mess because nobody can take control over it.

People are selling on high prices and ripping off everyone who is new by buying very low.

Thats why im saying the only way to make something nice out of this is by actual families getting involved as a team versus the other ones.

Of course, families can make peace and help each other if they want to.

Just like real life.

The point is:

Players should have ability to control the weed system but they must gain control.
No one can do this without being a member of a gang.

Now speakin about the pots.

In my opinion these pots should be changed or at least left like they are and new ones added to make them equal and well distributed over the map.

Because, without giving spoilers, 4 of them are on a single island and the rest far away from each other

The pots number should be increased and changed with at least 4 new ones.

If we want to make roleplay here lets take examples from whats going on in real life.

A lone wolf person cant be equal of a family, just cant.
And the same goes with weed too.

Im expecting more feedback on this ideea.
And sorry for any writting issues, im on my phone.

And i would like to see arguments brought to my ideea not just questions that would have to wait my answer.

You think in another way. Say why, explain yourself. Otherwise  i cant understand where you are heading to with these question to question answer you gave me.

I highly suggest you watching a document on real life drug system or just watch a serial like Breaking  Bad if not, go for El Chapo. All other serials are crap except few ones.


Large family = take example of a group with more than 10 people in it teameworking.




Title: Re: [IV:MP] Rework on the current weed system.
Post by: JackDockz on July 20, 2017, 06:58:55 am
Well you are right but what wil you do about thw new players. Its always like teach them the game and they will keep every spot you tell them occupied. They dony care about anyone else, and they spend like hours just growing weed and also will try to sell at high rates only. Well ine instance i told a person im new in the game and he tried selling me his weed at 20pg while he told a friend of mine that the price is only 10pg and he doesn't sell higher.
Nobody can teach them teamwork in any field whether it be weed or medic firemen missions.
Title: Re: [IV:MP] Rework on the current weed system.
Post by: Surena on July 20, 2017, 07:54:09 am
Well you are right but what wil you do about thw new players. Its always like teach them the game and they will keep every spot you tell them occupied. They dony care about anyone else, and they spend like hours just growing weed and also will try to sell at high rates only. Well ine instance i told a person im new in the game and he tried selling me his weed at 20pg while he told a friend of mine that the price is only 10pg and he doesn't sell higher.
Nobody can teach them teamwork in any field whether it be weed or medic firemen missions.

Many people, including me, are still waiting for a new system to be scripted but this is yet without succes so I will involve the previous rs1.8 script;

If you want to make profit now, then newcomers are currently your jackpot since they aren't familiar with the stupid high prices for weed. If you would look back at rs1.8 this way, then the weed system in rs1.8 was much better sorted out. You hired someone to farm at NPCs, they sell you, then you have the ability to sell to npc or higher ranked criminal in the weed industry and get more cash, meanwhile he could make profit too, or you would farm with NPCs yourself which was also possible because there were NPCs based on your respect level. Thus no interruption by others so you could work hard as the whole system was stable and equal and fun.

Now all the profits are smaller than other legal jobs. Even lcpd makes more money than us if you compare their demands in court cases... Its insane.
Title: Re: [IV:MP] Rework on the current weed system.
Post by: superh2o on July 20, 2017, 09:41:02 am
 Lol cops make money?  Since when lol? 
Title: Re: [IV:MP] Rework on the current weed system.
Post by: Surena on July 20, 2017, 10:43:41 am
Lol cops make money?  Since when lol?

Since they implemented court cases with crazy high demands.  :D
Title: Re: [IV:MP] Rework on the current weed system.
Post by: superh2o on July 20, 2017, 11:08:12 am
you did earn 11k from that trade its only natural they want the money they used for operation XD
Title: Re: [IV:MP] Rework on the current weed system.
Post by: William Carter on July 20, 2017, 01:05:27 pm
Since they implemented court cases with crazy high demands.  :D
What about Freecops?
Title: Re: [IV:MP] Rework on the current weed system.
Post by: Surena on July 20, 2017, 01:10:01 pm
What about Freecops?

Freecops aren`t part of LCPD, but they still do earn 200$ for each kill and 1000$ for each jail.  ;)
Title: Re: [IV:MP] Rework on the current weed system.
Post by: William Carter on July 20, 2017, 01:24:32 pm
>>>> but they still do earn 200$ for each kill and 1000$ for each jail.  ;)
Why are freecops not complaining for money while criminals do D:<
Title: Re: [IV:MP] Rework on the current weed system.
Post by: Surena on July 20, 2017, 03:08:09 pm
Why are freecops not complaining for money while criminals do D:<

Because we are criminals!

If we wanted to get money from doing legal jobs, then why would weed even exist in-game, why would we even become criminals if we have less advantages than legal alternatives?

For freecops there aren`t set any rules which states they may not do illegal activity after going off duty, so they have the freedom of choice.
Even ranked cops can always switch over to be a criminal just like Toreto did, as people need a change sometimes.

Loyality is most likely the problem with cops, not restrictions set by rules. This doesn`t mean that cops are bad, but you can blame yourself for having low amount of cash.

We have smuggled people, killed people, sold people and done many illegal trades to get as much cash as possible. Weed is something that is illegal since it counts as drugs, besides the fact that it (usually) makes a lot of profit.
"So this is what the dream feels like? This is the victory we longed for." -Niko Bellic 2008
Title: Re: [IV:MP] Rework on the current weed system.
Post by: William Carter on July 20, 2017, 03:48:00 pm
Cops make 500 an hour if lucky. Taxi drivers make 100 a year lately. Stop complaining about it
Title: Re: [IV:MP] Rework on the current weed system.
Post by: Surena on July 20, 2017, 04:00:22 pm
Those are legal jobs, you AREN`T forced to be a cop or taxi driver.

Read this once again without hurry:
For freecops there aren`t set any rules which states they may not do illegal activity after going off duty, so they have the freedom of choice.
Even ranked cops can always switch over to be a criminal just like Toreto did, as people need a change sometimes.

Loyality is most likely the problem with cops, not restrictions set by rules. This doesn`t mean that cops are bad, but you can blame yourself for having low amount of cash.
Title: Re: [IV:MP] Rework on the current weed system.
Post by: PuNNcT on July 20, 2017, 04:04:18 pm
Just try to make the difference between legal and illegal.

Weed is illegal, it will earn more, people will get addicted to make money.
But stop complaining about other jobs, we are speaking here on the weed system.
Title: Re: [IV:MP] Rework on the current weed system.
Post by: William Carter on July 25, 2017, 08:26:36 pm
Read this once again without hurry:
I once again quote this message because i agree with brian


Cops make 500 an hour if lucky. Taxi drivers make 100 a year lately. Stop complaining about it
Title: Re: [IV:MP] Rework on the current weed system.
Post by: Surena on July 26, 2017, 03:49:47 pm
Dude... Take it easy!
Cops aren`t forced to be cops, it`s their loyalty that forces them. Is it so difficult to type /duty at any PD?

Brian`s quote only gives some information about payments, not any good arguments used, so I leave that asside.
I will stay protesting against your opinion and supporting this topic.

And once again I will announce that I am talking about an illegal job, not one of those legal jobs.

Just as good support the blue team gets, they do have their advantages while getting small rewards.
Duty job is just like admin duty but then for laws, it`s your duty to fullfill your requirements.
You must be happy that you get rewards after all with duty, unlike admins that get "nothing" for their hard work.

If you aren`t happy about the payments, then make a suggestion and maybe it will get accepted at last?
I`m curious to know if any of of the blue team ever did make a suggestion once with good arguments.

Criminals have the rights to suggest ideas and get supported as well, no discriminations needed like "Stop complaining."
And it doesn`t make sense that cops are actually voting in this idea...
I know, we are a community, but make good arguments so we can make the idea equal to what criminals and cops want.




Title: Re: [IV:MP] Rework on the current weed system.
Post by: badboy.dhia on July 27, 2017, 11:39:59 am
okey if we go back to the old system ..
what about players like me
lost lot of money and times to unlock the 4npc ?
is that fair ? 
Title: Re: [IV:MP] Rework on the current weed system.
Post by: Joey on July 27, 2017, 11:45:37 am
okey if we go back to the old system ..
what about players like me
lost lot of money and times to unlock the 4npc ?
is that fair ?
You don't know what u are talking about.. But to make u happy, no one's going back so cheers!
Title: Re: [IV:MP] Rework on the current weed system.
Post by: about10pandas on July 27, 2017, 05:16:29 pm
okey if we go back to the old system ..
what about players like me
lost lot of money and times to unlock the 4npc ?
is that fair ?
Joey made $8M cuz of that system and so can you :p
Title: Re: [IV:MP] Rework on the current weed system.
Post by: Joey on July 27, 2017, 05:55:48 pm
Joey made $8M cuz of that system and so can you :p
No ser its a lie
Title: Re: [IV:MP] Rework on the current weed system.
Post by: superh2o on July 27, 2017, 06:01:48 pm
Joey had 8mil, but neto total of all that the farmers is most likely 16mil, so criminals made a whole lot of money its just Lucchese who planed and did the best. Also money is equal. To hard work and hours spent selling/ buying / farming. The money didnt just fall into joeys inventory.
Title: Re: [IV:MP] Rework on the current weed system.
Post by: abdallah98 on August 15, 2017, 04:35:42 am
Totally Supported
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