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Brett

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Everything posted by Brett

  1. Part of this is already a discussion that I brought up privately. I could post it publicly at some point, but I hope to get a conclusion on it privately first. As for the topic of this general suggestion, getting rid of either of these is just a hard no, because at the end of the day they serve as a way to fund server-upkeep and are the some of the most profitable options. Thus, from a financial standpoint, they must be available to people for the server to be available to people. So unless we have some other idea relating to them, there isn't much that can be done.
  2. I'm still watching this and would ask for comments to still roll in as it is an important discussion. I also would like to add on that an amnesia style effect of some sort is something I am fine with, but if someone who ICly saw the incident who didn't get PK'd, would be able to ICly inform the individual about the situation as they would still have a memory of being placed in the hospital.
  3. Brett

    Sozza

    Welcome Sozza Valenti lol.
  4. Brett

    Cosmo

    Welcome to the server. We hope you enjoy the experience when it's up and going!
  5. ————————————————————————————————————————————
  6. Good job everyone! Let's keep up the good work!
  7. Brett

    ice

    Well, welcome to RageMP and I hope that you enjoy it here on LCRP.
  8. Pleasure to have you.
  9. Brett

    Effect

    Well, welcome to LCRP.
  10. Seems legit. Welcome here then.
  11. Brett

    The Dude

    Hello Dude. I hope Dude finds what he seeks.
  12. Brett

    Partizan

    Welcome! More veterans to the roleplay, means more knowledge to avoid the mistakes of the past. Welcome aboard.
  13. Nice work! Will be pretty useful going forward for long-term lore.
  14. Brett

    Bellagio

    Welcome to the server! Maybe have you open up some gambling establishments or something.
  15. Brett

    Bunting

    Welcome Mr. Bunting!
  16. I'm liking a lot of what I'm seeing, and I just want to add this as a short list of my core issues to summarize them for ease and to help assist others in maybe making more alternative suggestions like the one @NickyW added. Inflation Control - I don't want to eventually just end up like every other community, where at some point everyone just has millions of dollars and the economy is just flat out broken. My theory on this has been this is caused by the lack of incentives to spend wealth, thus resulting in the accumulation which eventually gets you to that point. So some way to control for the purchasing factor needs to be an element in controlling inflation, no matter what system you come up with. Roleplay Investment - I hear what is being said about maybe having too many business owners, not enough customers. But the core element I'm trying to tap into, is the element of people creating roleplay opportunities for others to partake in to form attachments to the community. Businesses are one of the easiest ways to get people involved, but it's not the only way and we need to think creatively on how to get people to set up events (That reminds me. Roleplay Events Team is absolutely vital, and we should 100% ensure we have an admin team focused on events.) And we should also ensure that the economic structure whether money remains involved in the process or not, doesn't serve to be a barrier to the roleplay people wish to create such as the story I put in the original post about the bowling alley that although it caused a ton of roleplay, it simply wasn't economically profitable and couldn't be. Side note onto that last point, if we could somehow find a way to make those low-scale businesses like grocery stores, barbershops, cooks, etc profitable in some fashion to encourage people to set up these simple operations I feel could be a great benefit, but I'm honestly unsure at the moment a proposal of how to make them profitable and not simply only just a fun thing to roleplay (again, refer to my bowling alley story.) Server Appeal - You know the saying, you only get that one time to make a first impression. And that impression stays with you for a long time. This server needs to have an appeal of some sort, that can produce tangible results to encourage people over. This suggestion at it's core, is also highlighting this problem. As I said in the OP, it's hard to convince someone to give up their stuff elsewhere just to try something new in another place, and thus finding ways to make those kinds of transitions as simple and easy as possible would be in our best interest. There's a lot of things you can do for this I'm sure, this was just my way of opening up a discussion into that as I believe it was necessary. Those were my main points of this discussion, and the elements I want kept in mind as we continue to have it and come up with other ideas. My idea is flawed, I can admit that. It has problems within it that manifest in areas that even @Biography pointed out in their post above which are legitimate issues. And @Charlie also added some great insights that I feel should be taken seriously into consideration for the appropriate suggestions, although I may disagree slightly on how effective the economic team will or may be. In short, whether my exact idea goes into action or not, is not the point of why I made this topic, nor will my feelings be hurt either way. What matters and all I really am aiming to do, is get everyone to think seriously about these problems which have effected and continue to effect other servers, and find ways to change some of the old ways of thinking into a new era at the only point of the server you will be able to make those changes. So long as that's accomplished, then I think we'll be heading into a great direction. I'll most likely post again some more stuff in relation to some ideas as I need to think more through some things, but I do appreciate everyone's contributions so far and hope they continue. Thank you and keep posting those alternative suggestions.
  17. I'm talked more privately about the above post with @Ore, and so I will not address everything that was said in the discussion in response, but I will give some highlights for consideration. 1. There is no objective way to win a roleplay server. We don't play LSRP, NGG, PLA, Owlgaming, Legacy Roleplay, RCRP, etc the same way we play games like Rainbow Six Siege, Call of Duty, Fallout, Mass Effect, Star Wars The Old Republic, World of Warcraft, etc. Those games have stories, that end with an objective win or lose condition. In Siege I have to win the match, to be declared the winner. in World of Warcraft I have to go through it's story, and beat it's quests and bosses, etc to win the campaign. In roleplay servers, there is no such win condition. If I just want to roleplay a hood rat on the corner selling marijuana, then so long as I'm doing that I'm winning in my own way of what I want to do. But for another player, dealing dope on a corner isn't a win condition for them. Maybe it's having a bar where they can chill with friends and e-rp, or maybe it's being a firefighter or police officer responding to incidents, etc. Everyones game is widely different in terms of what they're here to do, which is unlike any other game which makes every player achieve the same conditions for the game to reward them. So in response to the comment of "Even though it might be beneficial for some players that are not into the "grinding" aspect of the game, the rest will always appreciate the monetary gain feeling whether if it is scripted or through roleplay," let me ask the general public this. Who has benefited servers as a whole more in your own history? The truck drivers who spend hours grinding for money on scripted jobs? Or the person who spends time doing IC community events, parties, etc that invites other people to be apart of it? I believe we all know the answer to that is the latter, and that is exactly the type of person who we should be supporting the most as that is where memories, roleplay, and passion will come from. Not from Mr. drive from Checkpoint A to B. 2. Every roleplay server in existence has argued that they're unique because x, and they're gone. I wish the samp forums still existed with their archives open to the public, so I could just post the sheer amount of people in the hundreds to thousands who said "Great script, great staff, friendly rules, etc." It's actually really tragic to see all those servers promising great things, only to be dead within a week. The best I can give you is this. If you click on like the Desert County Roleplay topic, or the Tropical Island Roleplay topic, or really any of the ones entited roleplay, they say it again and again. That they're unique, that they will do what other servers don't and it never comes true. And unfortunately, everyone can relate to this problem as it's the reason people don't wish to join new communities when the trend is they always fail within the first week or two. And that, brings me into the next point actually. Nobody will leave a place they spent time at grinding, to take a huge risk on a new community who they don't have any reason to trust. If you spent over a year or so building assets on Nowhereland Roleplay, and now LandLife Roleplay is telling you to join their server for their great script, staff, etc. You're going to flat out say, "No! I've spent all this time and energy on Nowhereland Roleplay, and I'm not just going to drop it just because somewhere may have a better script." People invest time, into things they had to work for. And to this servers detriment, it has a much longer competitor, where people have been able to spend large amounts of time getting settled and they're not just gunna leave so easy. I had my own reasons for leaving that were completely unrelated to this server, and even I can tell you if you attempted to sell me on this if I didn't have those issues, I would've simply said "Good luck," and kept on playing where I was and that's just the harsh truth of that matter, because I'm sure I'm not the only one that if they didn't choose to leave their communities on accord of other problems, or just didn't play other communities, there would be no reason to come to another community if I was comfortable on the one I was on with tons of friends that I've made. 3. Every servers tax system works the same, and yours will be no different. People have been having this discussion for years, and it's never lead to any tangible outcome. People have tried taxing more things, taxing higher, limiting asset transfers, nuking the economy entirely for hard-resets, etc and nothing has worked. The problem has never been the taxes, the problem is the lack of incentive to spend accumulated wealth. Here something that is rather common. Person A joins a faction like the LSPD, LSFD, etc and begins collecting a paycheck. As they rise in rank the paycheck increases, and they start having quite a bit of spending money. The factions don't require people to own cars or houses, and really why would you if you log in for only two hours a day to patrol or do EMT calls and get off to do something else entirely? And thus, you end up with people who end up having hundreds of thousands of dollars in their bank account, with nothing to spend it on. And even if you are someone who does spend their money, you still end up with far too much then you know what to do with because after you purchase a decent vehicle and house, what else do you spend money on? There's no grocery shopping you have to do. You don't pay utility bills like the water, electricity, gas, lighting, etc along with paying for vehicle expenses like oil changes, tire changes, general maintenance. Add that ontop of family expenses like childcare, healthcare insurance, vehicle insurance, gas, snacks, food, etc. This stuff in the real world piles up, and is what makes the economy function on top of things like taxes and general economic state of the nation. In this game, all that's gone. People don't eat, they don't need to go to the hospital for heart transplants, or other surgeries that can run them into debt. Hell, people don't even go into debt on these servers because there's no reason for you to ever be in debt. My point here is, you're not going to change the economy much more then what's already been tried before. Economics is a field that people get PHD's in, and still write essays about how wrong they are about how economies work. And you're not going to come up with some radical new system of currency based economics, that's going to beat what's already been tried in these environments and believe me a lot has been tried. 4. LCRP is a product, and you must treat it as such. Won't hark on this one too much as it speaks for itself, but if you're not selling LCRP, then you're not succeeding. Brands are powerful, and inspire confidence. People aren't buying McDonalds across the world because it just so happens to have the best food across the world, no. They're buying it because the McDonalds brand is iconic, and it's made a brand off it's symbols and legacy alone that sells the burgers and fries. It's the premier easy mode accessible food, that is available within only a few short miles from you at pretty much all times. The brand itself is the power of McDonalds, not the burger. LCRP must be the same in a market competition. LCRP must inspire confidence within itself, that it won't just be another failed server, and by making your server super accessible for a new player to get onto the server and immediately be involved in some major portions of it being a business for example right off the bat, will inspire confidence and trust for people to make a transition. 5. People will always care about the money in almost every roleplay situation. On this, you're right. And my suggestion doesn't even come into contradiction with that idea. Money is what drives people to do more in our world, to push themselves, to achieve greater heights. The difference however between our world and this game in that, is that more money doesn't equate to you having more fun which in our world is the ultimate goal. In the real world, by getting more money you get more power, prestige, notoriety, more accessibility across the world, it legitimately opens doors for you that were otherwise closed. But on this server, even if I got 20 million dollars, what has that given me? I can buy businesses on the server, a flashy car, and a flashy house. Now what? It's not going to send me on a foreign vacation, because there is no foreign place to go. There isn't even a domestic place to go, outside of the confines of the map of the video game. I can't invest in things like a stock market, or international business ventures, because that doesn't exist here. I can't even do things like run for federal office, or do anything outside of the limits of our geographic area which is not at all how real life works. I bring that up, because again, I think in small amounts on this game money can be useful. Such as when buying gas at the gas station for like $40 or paying for that steak dinner at the restaurant, or paying for a few grams of marijuana from your local dealer. Those transactions are meaningful. What I've merely said is my issue, is when it comes to the bigger elements of roleplay like buying a house, vehicle, or business which have the potential to make even greater opportunities for roleplay if you would just allow people to have them in accordance with their characters. As I said to you on discord, "Take a gang member in the hood. Anyone that roleplays for enough time will be rich on these servers, no matter what you RP. But just because they get rich in their accounts, doesn't mean they stop roleplaying that hood gangbanger, acting like they're broke." This goes back to my very first point of the no objective way to win this game. If I want to roleplay a gang member, I don't want unlike IRL where the goal is usually to "Get out of the hood," to in this game "Get out of the hood." The hood, is exactly where I OOCly want to be, and I want to roleplay consistently that my character would remain trapped in the hood, simply because that's the only realistic reason someone wouldn't want to leave the hood if they got enough money. So yes, people do care. But they care, only in a small sense, not in the macro and my suggestion focuses on the macro economic problems (inflation, accumulation of wealth, monopoly properties), not the micro (dope dealing, small item purchases, etc) 6. Money isn't IC. It's OOC, and always has been. Money at at a certain point just doesn't even factor in to most peoples roleplay. Initially, it's something you're worried about. But after that initial grinding phase, you end up not caring about it really one bit as you're able to enjoy what you wish to enjoy. Assets transfers exist, purely because people don't want to when they make new characters always have to start with nothing, when they feel they already put in the work OOCly to grind (And they did put in an OOC time commitment), that they do not want to repeat again because that's not fun. Same with namechanges. People namechange to save assets, even when they're supposed to be roleplaying an entirely new character, that also somehow has the vehicle of their old character and house. But it's not because they inherently care for the assets on their own, no. They care about it, because they know that without it their roleplay would be greatly hindered in the long run if they didn't have those assets. Notice how people who go to jail and just want out, namechange usually. They want their assets, that they feel they OOCly earned. Notice how the biggest fights on roleplay servers, tend to revolve around property and the taking of it. I think if I'm being honest, property disputes have probably lead to the most OOC fighting on these servers, more so then rule violations or any other offense. People will donate to save assets from inactivity scanners, people will buy any protection IC or OOC to protect property, people will get into heated arguments over it, it's insane. But, it's for a very simple understandable reason. Money in these servers was an attempt to replicate real life in a video game, without the wisdom to know why money works in the real world, and can't in the video game. If people truly thought of money in these games to be a roleplay experience to go through with realistic lease systems, and realistic taxation, etc, then it wouldn't lead to so many OOC arguments and OOC aspects of protection for peoples properties. The problem is simply, people do have to spend tons of OOC time just to get these assets. And when they get them, they aren't willing to lose them, even if it's a 100% IC reason why it's happening and fierce arguments have resulted from that. But if you didn't have to worry about starting over, and it hindering you adversely, you wouldn't engage in these arguments about "Bad search warrant, I lost x amount of drugs, weapons, etc." Or "No, don't impound/seize my vehicle, this is bullshit." Because at the end of the day, it's easy to get back. Rather then putting an OOC barrier of advancement, just to get back what you lost. And that's my argument.
  18. Another proposal from me from a discord conversation I was having, and I want to propose something. I'll allow my discord messages to explain a bit of the idea, and I'll give a slight modification to it at the end to discuss it fully. I'll start with what I put on discord; That's the general idea, with some minor modifications to the discussion to remove any particularly sensitive information that can detract. Now I had one slight modification to the idea as to not totally abolish money, and this is to cap it at like $5,000 in pocket money to spend for small items. That cheese burger costs only $10, gas can cost up to $40, traffic tickets can cost up to a few hundred dollars, etc. The process keeps going, but the prices stay in the bounds of realism. Want to gamble, put up a few hundred bucks or a couple of thousand dollars and see how you do. Selling drugs, some drugs can sell for as little as $20 in the real world, and the same should apply here depending on the product and amounts being sold. In short, small item purchases would still require small amounts of cash. But major purchases like properties and vehicles would be free for the player to pick and choose where they wish to be and how they wish to portray themselves. We could discuss changing the cap of pocket money a bit higher or lower, but I think you understand the gist. Imagine just having a server for one in forever, have realistic prices for things, that doesn't inflate to like 1 million dollars for a handgun on LSRP (As it was at one point) because of inflation. Please discuss. EDIT 1: Wanted to add this, as it was such a beautiful response that I feel it needs to be included just to help drive some points in.
  19. Added a poll to this. I believe the positions have been laid out clearly, and I want to make it easy to give answers. I hope to see everyones opinions still get typed out to add context, but a general overview of opinions by vote would be nice.
  20. I don't think an increase in shootouts would be the effects, in fact I would argue that shootouts would decrease because if you know that by shooting someone up that isn't a CK will now incur some real retaliation, your incentive to do them will be decreased. An endless cycle of death that isn't death is already what is going on, and it is broken and always has been. Keeping it the same is not the way to go. As NickyW also said, the only real reason they even advocated what they did, was only because they don't believe the RP community is ready for the true seriousness that would come with making pretty much all deaths a CK. And the big question I would pose, not disagreeing with them or agreeing just out of pure curiosity, is why do we expect so little out of the RP community to allow bad rules to reign just because we have low expectations of players? Isn't that a bad reflection on what we expect out of people, to just settle for bad roleplay?
  21. Kinda self-defeating isn't it? Not wanting to play in a system where people can choose being alive after being shot with an AK, yet advocating to keep the system that does exactly that.
  22. I will respond a bit to this, mainly in response to the Sherry response more so then anything. But the idea is, if you have defined that a PK is not actually a murder, the incentive to just engage in reckless PK actions on it's own would be reduced. People who go for PK's, do it because they believe it's a way to get a "kill," on another player. A gamer way of owning someone, without too much hassle as it's forced on the people they killed that they have to forget about like 1 hour of memory, and just take the loss. By enforcing a standard that a PK is not a murder, and cannot be treated as such, you greatly reduce or even eliminate (best case) the incentive to engage in those types of shootouts where you go into a situation and just start blasting away just for some fun as if you're caught doing that, it's very likely the situation could be argued to be a form of Deathmatching which is an OOC rule violation, or in general just an example of poor roleplay that never should've been allowed in the first place. If you are serious about killing someone, you will go for a CK. It's no different to gangs who place CK clauses on members who "snitch," or try and leave the gang because PK's don't mean anything substantial and are really more of a tool in the hands of a DMer then someone who is serious about their roleplay. In short, the theory is that by doing this you remove the incentive to engage in that 30 Round finish off shoot out or whatever of which there are thousands of videos of on youtube in relation to these games. And make killing (As is real life), something that if you are going to do, there should be legitimate extensive roleplay around, and a degree of seriousness taken about it including mental tolls on the killer and or people around them, rather then some cartooney "Yeah, I blasted five niggas on the block. Fuck twelve!" Just because they could. And that is what this idea relies upon. (No offense to illegal roleplayers in the slightest by this comment, as there are a lot who don't do this stuff and I greatly respect them for it.)
  23. Brett

    Brett

    Happy to be here!
  24. Uhm. I guess I wouldn't have an issue with that being roleplayed, although it's unlikely. As long as they roleplay doing those actions, then I don't mind. But that hospital note idea would really help the admins keep things in check related to this. It could be scripted to auto-add the note in a players file upon respawn, so it's auto-done by the script to make life easy. Could you two provide feedback on that at all if something like admin notes were already planned to be a thing and making this an addition to it? @Ore @Biography
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