Criminal activity improvements

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Karu_Tepes

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Post by Karu_Tepes » March 16, 2022, 7:02 pm
Your name: [Lsrcr]Karuminska
Suggestion headline: Add multiple
Picture: Keep the picture in this
Spoiler: show
Importance of suggestion: 10/10
Why should it be accepted: There are several suggestions in this post. When replying, please clarify which suggestions you are replying to. As you know, we've been having an issue with criminal activity, and police activity. Criminals complain the police are too OP, Police complain there's not enough criminals. It's a vicious cycle, and we need to balance things out. These ideas will help do that. Most has been discussed on the discussion discord.

1: Buy/sell donation points: We all know donators buy donation points, and can sell them on the server, but it's very dependent on who has points, and what price they wish to offer. This suggestion is simple, an NPC who buys/sells DPS at a set rate. Donators would sell at 2 million (they paid real money, so they should get a large return) and players could buy at 2 million. You wouldn't have to find people selling any more, and those who cannot donate would have a way to finally get points, but it would take a shitload of work.

2: Drug rack ordering: One of the biggest complaints from LEOs is how criminals have too many drugs. This isn't really due to a balance issue, but an availability issue. Most group owners are rich, and can log in with their VIP and load their racks in seconds, and then their members are just set with drugs for a LONG time. We need to control this a bit more, as well as increase low rank members spending money, and doing crimes to earn money. So, instead of owners just instantly refilling, ALL members could open a menu on racks. It would allow them to order airdrops from Pagati, at set amounts. So instead of just an instant refill, a player could select 1x, 2x, 5x, 10x, 15x drops, and Pagati would then be able to load the racks with airdrops that many times. It would mean players spend more (hence needing to commit crime more) as well as limit their drugs. And if they don't like the wait, they can go rob for money then use drug dens and BM, or dealers, and all of these methods should have a chance of being witnessed, and causing a wanted level.

3: Donation House perks: A house can cost a large amount of money. Donating it is even more. As discussed above, if players can pay for points with a huge amount of work, they can reap rewards for it... at a higher price. For 1dp, they could buy a gun rack or item rack. Items and guns could be refilled with cash like group racks, or stolen from SupaSave in SF and the gun range in LV. for 10dp, they could purchase a drug rack refilled by pagati in the same was as I suggested above. This would increase donations, and crime to buy points, as well as refill racks. To make it better, the racks would be upgradable. At the first level, you only get so many items, so many drugs, and a small selection of weapons. You would upgrade these racks to hold more, or provide more guns with cash, and we're talking millions to fully upgrade. You want to perks of a group rack, you can pay for it, but it'll require some large robberies and some maintenance. This would also (hopefully) cut down on users begging for rights, as they could just buy it on their own. Another addition would be cars. As we have it now, you can rent a car for 3dp a month, and an ASA can set it as a house car. Only change here is allow users to tow DONATION cars from any house, and make it so an ASA doesn't need to set it. The user would just need to park it within range and use a command like /setpark

4: Jail time changes: This one has been HUGE on the discussion discord, but I think my idea is fair, balanced, and will help. First, if a user does /surrender (id) to a cop, army, or swat, their jail time goes WAY down. I don't expect it to be used alot, but it's a good option if users want to get out fast. Second, if users do NOT shoot at police and instead try to escape, they also get reduced sentences. If you shoot at cops, your jail time stays as it is currently. To discourage cophunting (everyone knows this is well hated) for killing 2+ cops, you get time added on. For each cop, extra 30 seconds. This means cops will really want to arrest (and not shoot, we'll get to that) and cop hunters will really want to kill, but also need jail cards because you'll be doing a shitload of time if you're caught. Now, why should cops not shoot? Well, it's about who shoots first. If a criminal shoots first, they get time added on. But if the police shoot first, the criminals time gets lowered. So both sides will be more hesitant to fire the first shot. This will encourage pursuits and tactics, instead of TDM.

5: Release protection: This one has been rather heated by players and staff. The issue here is some cops will arrest people, then parole them to search and add more time to their sentence. Obviously this is a rather dick move, and it needs to stop. Since I don't want to make it a rule and waste admin time, when released or paroled from jail/alca, you have 30 seconds of invulnerable time. where a cop cannot cuff you UNLESS you commit a crime. So if you rob a cop who paroles you, you're getting searched for being a dick.

6: Hit changes: Some people have complained about several forms of hit issues. One of the biggest is going AFK in alca to run down the hit timer. Yes, it's punishable, but since users don't care about this, it's hard to prove, and it wastes admin time, the easy solution is that when in jail, alca, or simply AFK, your hit timer FREEZES. So if you go to alca with 900 seconds left on a hit, you leave alca with 900 seconds left on that hit. This will apply to being AFK as well, so don't think you can just with a hit in alca, because your timer will freeze and it won't do any good. On top of that, some users complained they get hit too often, some say it's not enough. I think this is a place for Pagati. Underboss+ can already remove wanted levels for a price, so I think Pagati should be able to remove hits for a price as well (likely 2-3 times MORE than the hit is worth. Meaning a 1k hit removal is 3k, and a 100k hit is gonna cost your butt 300k. That or risk being killed and robbed, your choice.

So tell me your thoughts, and I'll edit this as ideas/suggestions/changes are needed.
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Faraon78910

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Post by Faraon78910 » March 17, 2022, 6:35 am
1 i dont think straight buying dps for money is good idea, it will probably effect donations in a bad way. However i like the idea of buying vip packets and imo thats the only thing we should be able to buy with money. Cop/bm/army/swat vip for 2mil that lasts 10 days. Real vip for 5 mil that lasts 15 days. And make those purchases available once per month.

2 horrible idea, pagati is inactive

3 this would be a great thing but 5+ years ago. Houses are out of game, none really cares about them but collectors. And I am sure no one would pay that much money for stuff they can take in any group and we all have 5+ groups. Besides group owners paid real money, a lot money for those racks and only fair thing would be making it same price. Overall imo this would be big waste of time

4 tbh it think it's bad idea and only complaints would come if you add more time for each kill. /su idea seems pretty much useless and i doubt players would really use it. I think jail time is fair and we should improve lawyer job somehow and take in concern suggestions like riot in alca etc

5 sounds good and we need this asap. This has been an issue for long time now. 30 seconds is a bit too much, 15 is better

6 we need this ASAP, this is real pain in the ass. I actually suggested this 2+ years ago. About pg hit remove i think it's not needed

Criminal

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Post by Criminal » March 17, 2022, 3:15 pm
Positive on all the suggestions.

Pagati is not inactive, 3-4 players are daily online in Pagati skin. @faraon

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ArmyCat

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Post by ArmyCat » March 18, 2022, 1:40 pm
1. I like this idea. The exact price for the exchange we could discuss further, maybe it even has to be higher. Also, I'm not sure if you want donators/players to supply the DPs to the NPC in order for players to be able to purchase from the NPC, but I personally think the NPC should have unlimited supply and a tax to it. With what I suggest the NPC would purchase DPs for 15% less than it would sell it for, making it an actual money sink draining noticeable money from the game consistently (avoid inflation in the economy and keeping money valueable/worth robbing for).
This will:
a. Allow players that can't/won't donate to grind for DPs. This will take a long time and will increase the overall crime long-term.
b. Work as a money sink through the taxing of buying/selling, as well as those DPs being spent for goods that has limited availability, which would be the main money sink. Let's say a player spends 10 DPs they've earned from in-game playing and the DP in this example cost 2m each, then after 30 days the VIP packet expires. That's 20m deleted from the game. That's really good for the economy, we've always needed a huge money sink like this. And it'll likely be more as well if the price of the DP is higher, which will need to be discussed.
c. Not ruin donating, in my opinion, as it will take a lot of work to grind for just one DP and the player likely to do that wouldn't donate anyways, and even if they would, they'd still likely donate for those bigger things like houses, VIP packet, neon, stacks of jailcards, etc. as it would take too long for the average donators attention span. Yes, I'm a donator and will likely grind some DPs through cash, but I will still donate if there is something I want, as it would require so much game time (which is what we want, game time and crime), but as a donator I personally would prefer just getting it now, which is one of the reasons I donate in the first place.
Like, I could even do it now, as people are selling DPs in-game and you see that people are still donating, so why wouldn't they donate if we put in an NPC doing the same thing, just with a higher price. If anything we'll make it more visible for people so they're aware of it and can do more crime, as well as raise prices for DPs. I see it as a WIN/WIN.

2. Owners/member can buy it straight up or order it from pagati. Ordering from pagati is cheaper, but it's not cheap enough to encourage the continued use of it over just refilling simply. I also think overall it's too cheap to order. Drug dens and drug dealers are basically useless if you're in a group, which most people are. I totally agree on this one that pagati should be the responsible faction for delivering drugs to groups. I also think drug racks shouldn't be refillable without pagati. Some might argue that pagati is inactive, but we're not. Also, if the pagati faction has more actual missions to do, rather than just improvised roleplay (don't get me wrong, I love me some roleplay, but this would encourage more use of the faction in general, which is good, as they too are a crime family taking out hits and doing illegal stuff while also doing airdrops and other things), the faction would also be played more, and more people would apply.
If one day or two, the faction is slow to deliver, then you'll have to use the dens or drug dealers in the meantime. I personally think pagati would be able to handle the airdrops in reasonable time frames, and it would also connect more of the factions/server members together through relying on each other, which is a fun thing for a community, rather than people playing solo all over town. I am aware group owners have paid for their racks and stuff, but it's not like they won't be refilled, they will, and if this becomes a serious problem, THEN just change it back so that owners/members can buy refills, but I have faith that this could work. Also, the price needs to be higher to refill 1000g, it's ridiculously low. Increasing this to an actual meaningful amount which takes some time to gain will increase crime rate + pagati activity/relevance in the game.

3. I'm not for having personal racks inside your house, this should be a specific benefit to the group system or you should have to buy a VIP packet to have it without a group.
When it comes to towing a car from any of your donation houses, I agree, this I think would encourage the buying of donation vehicles, as well as work as another money sink (if DPs are bought with in-game cash) or a DP sink (if donated for), as these vehicles would be more easily accessible and more fun to have.

4. I appreciate the suggestion, but I'd rather go with something like the system we implemented for criminals and cops where if you're clearly outnumbered you get 1 extra score + extra money from robberies (and same thing with cops). So for this case, if you're one of the only criminals (under the same parameters as the other system I talked about), you'd get a shortened sentence (30-60% lowered), whether it's in normal jail or alca, but if the criminals activity is decent (again, under the same paramterers as the other system), the jailtime stays normal.

5. Sounds like a good way to deal with it. Just to clarify for those reading, you can't be paroled from alca, she simply means when your timer in jail or alca is done OR you get paroled. Only way out of alca is breaking out with a party (crime) or jailcards. Additionally we should do the same 30 second spawn protection if release by a private lawyer, so people don't team up as cop/private lawyer and do the same thing after we add the 30 seconds of invulnerability (as they likely will, as this is very often done by people who go out of their way to annoy people).

6. I like the general idea here. They can still go AFK again after the release though and start the timer that way, but at least this time pagati or hitmen waiting for prisoners to be release can see if they escape abuse and report them for it. However, I suggest we take it a step further, as there's already a suggestion just now from Gouveia on improving the amount of hit contracts in the server (see here: viewtopic.php?f=620&t=117793). I often find people just afk-ing through their entire hits (not just in jail), and while afking without escape abusing is allowed, I still think the following should be added, so we don't WASTE a hit contract in the server. I suggest that we FREEZE the hit timer EVERY TIME a player tabs out of the game (aka when they player is not killable). If the player is simply AFK in the game (without tabbing aka killable), then you can always /loc, find and kill them, so that's fair, but if they're AFK (tabbed) the hit contract timer should ALWAYS be FREEZED. That's my opinion on the matter. That would take off more of the preasure of people getting annoyed for AFKers with hits as well, as they no longer feel like they're "escaping" something and know they'll return and likely die to the hit contract when they are back to play. In total this will allow for more activity as hitmen and pagati too, which is fun and would make a hit more serious/worth putting money on, as there's a higher chance that the player will actually die to the hit due to there being time for it.
- I don't like the last idea though, of being able to remove hits, no matter the cost.

Karu_Tepes

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Post by Karu_Tepes » March 18, 2022, 3:37 pm
ArmyCat wrote:
1. I like this idea. The exact price for the exchange we could discuss further, maybe it even has to be higher. Also, I'm not sure if you want donators/players to supply the DPs to the NPC in order for players to be able to purchase from the NPC, but I personally think the NPC should have unlimited supply and a tax to it. With what I suggest the NPC would purchase DPs for 15% less than it would sell it for, making it an actual money sink draining noticeable money from the game consistently (avoid inflation in the economy and keeping money valueable/worth robbing for).
This will:
a. Allow players that can't/won't donate to grind for DPs. This will take a long time and will increase the overall crime long-term.
b. Work as a money sink through the taxing of buying/selling, as well as those DPs being spent for goods that has limited availability, which would be the main money sink. Let's say a player spends 10 DPs they've earned from in-game playing and the DP in this example cost 2m each, then after 30 days the VIP packet expires. That's 20m deleted from the game. That's really good for the economy, we've always needed a huge money sink like this. And it'll likely be more as well if the price of the DP is higher, which will need to be discussed.
c. Not ruin donating, in my opinion, as it will take a lot of work to grind for just one DP and the player likely to do that wouldn't donate anyways, and even if they would, they'd still likely donate for those bigger things like houses, VIP packet, neon, stacks of jailcards, etc. as it would take too long for the average donators attention span. Yes, I'm a donator and will likely grind some DPs through cash, but I will still donate if there is something I want, as it would require so much game time (which is what we want, game time and crime), but as a donator I personally would prefer just getting it now, which is one of the reasons I donate in the first place.
Like, I could even do it now, as people are selling DPs in-game and you see that people are still donating, so why wouldn't they donate if we put in an NPC doing the same thing, just with a higher price. If anything we'll make it more visible for people so they're aware of it and can do more crime, as well as raise prices for DPs. I see it as a WIN/WIN.

2. Owners/member can buy it straight up or order it from pagati. Ordering from pagati is cheaper, but it's not cheap enough to encourage the continued use of it over just refilling simply. I also think overall it's too cheap to order. Drug dens and drug dealers are basically useless if you're in a group, which most people are. I totally agree on this one that pagati should be the responsible faction for delivering drugs to groups. I also think drug racks shouldn't be refillable without pagati. Some might argue that pagati is inactive, but we're not. Also, if the pagati faction has more actual missions to do, rather than just improvised roleplay (don't get me wrong, I love me some roleplay, but this would encourage more use of the faction in general, which is good, as they too are a crime family taking out hits and doing illegal stuff while also doing airdrops and other things), the faction would also be played more, and more people would apply.
If one day or two, the faction is slow to deliver, then you'll have to use the dens or drug dealers in the meantime. I personally think pagati would be able to handle the airdrops in reasonable time frames, and it would also connect more of the factions/server members together through relying on each other, which is a fun thing for a community, rather than people playing solo all over town. I am aware group owners have paid for their racks and stuff, but it's not like they won't be refilled, they will, and if this becomes a serious problem, THEN just change it back so that owners/members can buy refills, but I have faith that this could work. Also, the price needs to be higher to refill 1000g, it's ridiculously low. Increasing this to an actual meaningful amount which takes some time to gain will increase crime rate + pagati activity/relevance in the game.

3. I'm not for having personal racks inside your house, this should be a specific benefit to the group system or you should have to buy a VIP packet to have it without a group.
When it comes to towing a car from any of your donation houses, I agree, this I think would encourage the buying of donation vehicles, as well as work as another money sink (if DPs are bought with in-game cash) or a DP sink (if donated for), as these vehicles would be more easily accessible and more fun to have.

4. I appreciate the suggestion, but I'd rather go with something like the system we implemented for criminals and cops where if you're clearly outnumbered you get 1 extra score + extra money from robberies (and same thing with cops). So for this case, if you're one of the only criminals (under the same parameters as the other system I talked about), you'd get a shortened sentence (30-60% lowered), whether it's in normal jail or alca, but if the criminals activity is decent (again, under the same paramterers as the other system), the jailtime stays normal.

5. Sounds like a good way to deal with it. Just to clarify for those reading, you can't be paroled from alca, she simply means when your timer in jail or alca is done OR you get paroled. Only way out of alca is breaking out with a party (crime) or jailcards. Additionally we should do the same 30 second spawn protection if release by a private lawyer, so people don't team up as cop/private lawyer and do the same thing after we add the 30 seconds of invulnerability (as they likely will, as this is very often done by people who go out of their way to annoy people).

6. I like the general idea here. They can still go AFK again after the release though and start the timer that way, but at least this time pagati or hitmen waiting for prisoners to be release can see if they escape abuse and report them for it. However, I suggest we take it a step further, as there's already a suggestion just now from Gouveia on improving the amount of hit contracts in the server (see here: viewtopic.php?f=620&t=117793). I often find people just afk-ing through their entire hits (not just in jail), and while afking without escape abusing is allowed, I still think the following should be added, so we don't WASTE a hit contract in the server. I suggest that we FREEZE the hit timer EVERY TIME a player tabs out of the game (aka when they player is not killable). If the player is simply AFK in the game (without tabbing aka killable), then you can always /loc, find and kill them, so that's fair, but if they're AFK (tabbed) the hit contract timer should ALWAYS be FREEZED. That's my opinion on the matter. That would take off more of the preasure of people getting annoyed for AFKers with hits as well, as they no longer feel like they're "escaping" something and know they'll return and likely die to the hit contract when they are back to play. In total this will allow for more activity as hitmen and pagati too, which is fun and would make a hit more serious/worth putting money on, as there's a higher chance that the player will actually die to the hit due to there being time for it.
- I don't like the last idea though, of being able to remove hits, no matter the cost.
->Regarding the "Parole, private lawyer" thing, it's 30 seconds no matter what way you're released. Parole, Lawyer, time ends, jail card... the only exception is via /escape.

-> to quote myself... "when in jail, alca, or simply AFK, your hit timer FREEZES." you went on a very long rant to explain what I already said.
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