![]() |
Quote:
The only thing PRs do is upload heads which most of them hardly do. They also act as GPs and right now Era's GP team is noticeably slacking. You've got everything mixed up it seems. lol |
PRs work? That's new to me. PR is not a development position..
|
When I PMed you, especially since you were able to answer them, it wasn't a suggestion, I needed your help because no other staff would help set the strings needed for GP, you ignored me, icarus's broken computer again, and then we had to wait. Gio is on vacation now and we have like one person who recruits.
|
Quote:
|
Quote:
I don't touch ANYTHING outside my department of work anymore because usually when I do someone finds a reason to ***** at me for it since it's not my job. If it's not my job to handle certain situations you can not expect me to do it. |
job limits
Quote:
by the way guys, suggesting that the devs script a bunch of **** because u think it will help isn't really much of a "suggestion" |
Quote:
|
Where's part B? ;x
Oh and maybe making it nopk at the beach so you can't die when you're digging would be helpful. |
Quote:
And I think jobs are fairly balanced at the moment as it is. At the moment shell digging, boquets and pizza making all dish out about $40-42 a minute. Missions are random, but they generally take ~30 seconds each and pay out $12 to $20 a mission, and 10 minutes of missions averaged out to about $36 a minute. And I haven't testing mining or trash picking yet. But trash picking is more of a side-job that you do as you travel from place to place instead of actively seeking trash, because it's too random. I don't think many people 'farm trash' by digging on the grass with their shovel, or even know that it's possible to do that. |
Demisis, why not add fishing and farming. I think people would enjoy that more, I know I would sit and fish all day lol.
|
I don't see how farming fits Era's urban style. Fishing would be cool though, specially with people lining up on the bidge and someone ramming into all of them with his car. :]
|
Cars don't do damage anymore.
|
Quote:
nxt up - 50percnt tax on all incom!!!!! |
Quote:
|
Quote:
Era is meant to be a city and it feels more like a tiny town. It needs more cement, more buildings, more neon signs, less grass, fewer trees. |
Quote:
But when they removed it they made it so you take less damage when you're in a car (only some shots hit you, and the ones that do only do half damage). But I'll see if the script for damage is still in there, hopefully it's just commented out, and if it is I'll see if I can re-enable it. But as a trade-off I'm going to greatly reduce the chance for bullets to do no damage while you're in the car. EDIT: It looks like cars were changed so that other players don't block you while you're in your car, which I guess means that you can't really crash into players anymore. The direct crash damage was replaced with a for allplayers loop, which checks if any players are on the x,y the car, and if your speed is over a certain amount it places a fire and a small explosion on them. Also the loop has a larger than normal time out, to avoid lag, so even that fire/explosion damage isn't triggered half the time. But I guess until somebody comes along that can script a better and more efficient car system we're stuck with this :( |
Quote:
And Era feels like a city... just not a Vegas-type of city. There are a few different type of cities. Vegas-Type. Lots of neon lights and crap. New York-type, a lot of skyscrapers and apartments. Normal-type, eh... what Era has. A small city, trees still in tact, lots of buildings and streets. The type of city I happen to live in. |
Quote:
Quote:
|
2 Attachment(s)
Quote:
And a second layer on cars so that I can add roofs with transparent windshields. And even just for the cars to block properly instead of being non-blocking drawoverplayer. And if blocking doors with cars is a potential problem just have it so that if the speed is less than 0.2 the setshape2 transforms the car into seat tiles, so you can slide over it. |
Quote:
|
It'd be nice to see the city being more compact and a lot less space and then on the outskirts making suburbs and then country side. Might take quite a bit of work. A totally new Gmap could be put into development on the Dev server or something.
|
Quote:
You have two choices: leave the current world open, and add a new world as an expansion of sorts, or just delete the current world and put everyone in a new map. For the former, you'll end up just having an empty new gmap, as no one will migrate. For the latter, you'll get a bunch of pissed off players. Updates like this tend to never work on Graal servers, players just get too damn attached to their surroundings. |
Quote:
To be quite honest though, you could change anything on Era, as long as it adheres to the modern theme with gangs and what not, and the players would still stay because it's the only fully developed modern server and, obviously, the only classic-list modern server. |
I agree.
the gmap right now is messy. very very messy. the street pattern is ridiculous. would be better if we went to a grid system. this way buildings would be arranged better instead of randomly placed. |
Quote:
|
Quote:
But it has a lot more crossroads and decent blocks of land. And the sewers are actually mapped to the streets now, which is cool. Just need the LATs to go through and City it up with buildings and alley ways and stuff. |
Quote:
|
Though, I do miss that building with all the flowers it.
|
Quote:
I think Kyomi was even the one that made that, and she turned it into a business where she charged flower pickers $20 to enter. I don't miss it at all. RC is actually alerted now if any NPC tries to join the flowers class and it isn't on the gmap. |
Quote:
that's basically what southridge is supposed to be. it's a residential area with a bunch of player houses. |
Quote:
|
Quote:
|
Quote:
|
Quote:
I find a lot of games; jobs are introduced that are just plain boring. The game becomes more of a task. Remember: don't take the fun out of it. You want a system where its not taxing to log on every time and clean um... a window? for hours on end /then/ have fun. Quote:
- Sometimes over-complicating things and trying to make a game /real/ never works in my opinion... Quote:
- What kind of tax are you referring to, income? If so, that would be a simple formula based on the amount of cash they earn, and in the case you are referring to, items (type/quantity) they own... Also, why not make it a bit more of a challenge to run a business. Not every business is 100% successful, how about the manager can set wages for his employees, take over heads into consideration, bigger premises = bigger payments to keep running, etc etc.... ... By the way Hi, I have been out of Graal for some time, so I have no idea if this system is already in place, but this was a thought: To get around the problem of players that are part of business that can easily make money, compared to relatively new players who find it hard to earn any sort of money why not implement a 'chance' system in terms of gun crafting. For example, to create guns, or weapons, or anything for that matter, they need a kind of 'recipie' to be made, or manufactured. Each player could develop their skill in mining / any other system used to gather / find these materials, whereby obviously expensive 'high end' guns are harder to construct because the materials to make them are more rare (i.e. introduce a rarity system for the raw materials) this combinded with a skill + CHANCE system, chance giving the odd player, who may not have that /great/ a "gathering materials skill" on the rare occasion find a high value item in which they can sell to a business. This doesn't indefinitely make people with few assets 'always poor' there is always that chance they may find an item to sell without going down the long road of cleaing for 20 hours a day / cooking or baking selling ginger bread men at $0.01 each.......... if you catch my drift, just a thought :cool: -Ningnong |
Quote:
All right, the income tax is a good idea but here's what I want, I want to abolish player trading and have a set in selling market place where there is a set-in max prices for each gun and a set-in minimum price for each gun/item etc. I think this will actually stablize the economy. You can also set prices in between those two number. The tax-system should be based on how much you have, monetarily and weapon-wise. You could call it income tax, but it's money that's taken away based on the maximum-price set in the market place. example formula (maximum price of item) times (set amount of percentage per weapon/item) Example Let's say a Handgun's max price is 100 dollars, 100(0.05), this would be done to all your weapons and then added up to set an amount of tax. For money, it would be taxing on deposits. |
Remove all money, jobs, and the trading system.
Economy: "stablized"! |
Then Era would be a Role-Playing server...
|
Quote:
|
That's easy, wear a suit and act like a rich person.
|
Quote:
|
| All times are GMT +2. The time now is 02:05 AM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2026, vBulletin Solutions Inc.
Copyright (C) 1998-2019 Toonslab All Rights Reserved.