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(Jul 3, 2017, 04:55 PM)Oliver Burke Wrote: [ -> ]Contraband has more risk then wood cutting yet people say it doesn't need a buff? If it is higher risk in my opinion it should award higher amounts of money. Wood cutting involves 0 risk apart from being mugged every so often where as with contraband you can be raided etc.

Dont build bases with blocked windows and high walls that basicly invites the cops like "LOOK AT ME, I'VE GOT SOMETHING TO HIDE, PLS NO RAID, THANK"
(Jul 3, 2017, 04:55 PM)Oliver Burke Wrote: [ -> ]Contraband has more risk then wood cutting yet people say it doesn't need a buff? If it is higher risk in my opinion it should award higher amounts of money. Wood cutting involves 0 risk apart from being mugged every so often where as with contraband you can be raided etc.

It's less a problem with the risk factor, but the interaction problem. You literally, and I mean LITERALLY, sit in a room, tab out and only tab back in to collect money, recycling the process. There is no effort, so why should we reward an effortless task? Just because it's risky doesn't mean it requires a huge payout. Mugging is maxed at $500 yet you risk your life meeting your victim face to face. That is the riskiest thing you can do as a criminal. Contraband being a risk? Maybe you wouldn't get raided if you weren't tabbed out watching Parks and Rec while the police were asking to talk to you outside your house. Effort = reward on our servers and this will only decline our already lack of player interaction when it comes to money collection.
(Jul 3, 2017, 05:20 PM)Soviethooves Wrote: [ -> ]
(Jul 3, 2017, 04:55 PM)Oliver Burke Wrote: [ -> ]Contraband has more risk then wood cutting yet people say it doesn't need a buff? If it is higher risk in my opinion it should award higher amounts of money. Wood cutting involves 0 risk apart from being mugged every so often where as with contraband you can be raided etc.

It's less a problem with the risk factor, but the interaction problem. You literally, and I mean LITERALLY, sit in a room, tab out and only tab back in to collect money, recycling the process. There is no effort, so why should we reward an effortless task? Just because it's risky doesn't mean it requires a huge payout. Mugging is maxed at $500 yet you risk your life meeting your victim face to face. That is the riskiest thing you can do as a criminal. Contraband being a risk? Maybe you wouldn't get raided if you weren't tabbed out watching Parks and Rec while the police were asking to talk to you outside your house. Effort = reward on our servers and this will only decline our already lack of player interaction when it comes to money collection.
You can literally just get another device and watch youtube on the second device while clicking your mouse to cut wood.
(Jul 11, 2017, 08:55 AM)Oliver Burke Wrote: [ -> ]
(Jul 3, 2017, 05:20 PM)Soviethooves Wrote: [ -> ]
(Jul 3, 2017, 04:55 PM)Oliver Burke Wrote: [ -> ]Contraband has more risk then wood cutting yet people say it doesn't need a buff? If it is higher risk in my opinion it should award higher amounts of money. Wood cutting involves 0 risk apart from being mugged every so often where as with contraband you can be raided etc.

It's less a problem with the risk factor, but the interaction problem. You literally, and I mean LITERALLY, sit in a room, tab out and only tab back in to collect money, recycling the process. There is no effort, so why should we reward an effortless task? Just because it's risky doesn't mean it requires a huge payout. Mugging is maxed at $500 yet you risk your life meeting your victim face to face. That is the riskiest thing you can do as a criminal. Contraband being a risk? Maybe you wouldn't get raided if you weren't tabbed out watching Parks and Rec while the police were asking to talk to you outside your house. Effort = reward on our servers and this will only decline our already lack of player interaction when it comes to money collection.
You can literally just get another device and watch youtube on the second device while clicking your mouse to cut wood.

You can also interact with other players woodcutting unlike contra
(Jul 11, 2017, 09:02 AM)Vimpto Wrote: [ -> ]
(Jul 11, 2017, 08:55 AM)Oliver Burke Wrote: [ -> ]
(Jul 3, 2017, 05:20 PM)Soviethooves Wrote: [ -> ]
(Jul 3, 2017, 04:55 PM)Oliver Burke Wrote: [ -> ]Contraband has more risk then wood cutting yet people say it doesn't need a buff? If it is higher risk in my opinion it should award higher amounts of money. Wood cutting involves 0 risk apart from being mugged every so often where as with contraband you can be raided etc.

It's less a problem with the risk factor, but the interaction problem. You literally, and I mean LITERALLY, sit in a room, tab out and only tab back in to collect money, recycling the process. There is no effort, so why should we reward an effortless task? Just because it's risky doesn't mean it requires a huge payout. Mugging is maxed at $500 yet you risk your life meeting your victim face to face. That is the riskiest thing you can do as a criminal. Contraband being a risk? Maybe you wouldn't get raided if you weren't tabbed out watching Parks and Rec while the police were asking to talk to you outside your house. Effort = reward on our servers and this will only decline our already lack of player interaction when it comes to money collection.
You can literally just get another device and watch youtube on the second device while clicking your mouse to cut wood.

You can also interact with other players woodcutting unlike contra
Believe it or not I can talk to my teammates when doing contraband.
(Jul 11, 2017, 08:55 AM)Oliver Burke Wrote: [ -> ]
(Jul 3, 2017, 05:20 PM)Soviethooves Wrote: [ -> ]
(Jul 3, 2017, 04:55 PM)Oliver Burke Wrote: [ -> ]Contraband has more risk then wood cutting yet people say it doesn't need a buff? If it is higher risk in my opinion it should award higher amounts of money. Wood cutting involves 0 risk apart from being mugged every so often where as with contraband you can be raided etc.

It's less a problem with the risk factor, but the interaction problem. You literally, and I mean LITERALLY, sit in a room, tab out and only tab back in to collect money, recycling the process. There is no effort, so why should we reward an effortless task? Just because it's risky doesn't mean it requires a huge payout. Mugging is maxed at $500 yet you risk your life meeting your victim face to face. That is the riskiest thing you can do as a criminal. Contraband being a risk? Maybe you wouldn't get raided if you weren't tabbed out watching Parks and Rec while the police were asking to talk to you outside your house. Effort = reward on our servers and this will only decline our already lack of player interaction when it comes to money collection.
You can literally just get another device and watch youtube on the second device while clicking your mouse to cut wood.

However that happens less than contraband hoarders. If you are woodcutting, you are outside and have the chance of RPing. If you are in a locked room, there is no chance of interaction.
Again, you are asking for more money from a machine that does all the work, is cheap, and requires you to press one button. I don't see why you should get more than you already do from it now.
Increasing the amount of money gained from contraband will only increase the already large amount of criminal RP over passive RP. If you want money, work for it by cutting wood.

The argument 'you don't interact with people when you hit wood' is a bit silly with all respects. When someone comes over to the trees with you, give them a wave and hello and ask about their day, that's interaction and RP.

-support.
I don't think a buff for contraband is needed so much as a nerf for woodcutting is. It's ridiculously easy to get money from woodcutting at the moment and it simply disadvantages those who do not woodcut.
(Jul 12, 2017, 04:10 PM)Blazing Wrote: [ -> ]I don't think a buff for contraband is needed so much as a nerf for woodcutting is. It's ridiculously easy to get money from woodcutting at the moment and it simply disadvantages those who do not woodcut.

Nothing keeps you from woodcutting. There's no need for a nerf. If you dont cut then it's your own fault.
(Jul 12, 2017, 04:19 PM)Nebula Wrote: [ -> ]
(Jul 12, 2017, 04:10 PM)Blazing Wrote: [ -> ]I don't think a buff for contraband is needed so much as a nerf for woodcutting is. It's ridiculously easy to get money from woodcutting at the moment and it simply disadvantages those who do not woodcut.

Nothing keeps you from woodcutting. There's no need for a nerf. If you dont cut then it's your own fault.

That's a horrible argument in my opinion. It's like saying nothing keeps you from unnecessarily taking donations from a food bank in real life, and that if you don't steal in this way then it's your own fault.

A lot of people prefer to do other kinds of RP such as in the government sector. These players find that when they want to do a different type of RP, they cannot afford some of the things which would make it better, such as suitable cars and clothes.

Whilst things like working for the government will always put you at an economic disadvantage, they shouldn't be missing out on ridiculously easy money-making through woodcutting by such a great extent.
You do have a point, Blazing. At the moment, all you need is a few bucks to buy an axe and time to make thousands. Unless the trees get cut down and have like a growing timer, it's a cash farm that's too much.
(Jul 12, 2017, 04:24 PM)Soviethooves Wrote: [ -> ]You do have a point, Blazing. At the moment, all you need is a few bucks to buy an axe and time to make thousands. Unless the trees get cut down and have like a growing timer, it's a cash farm that's too much.

Yeah, suitable methods of nerfing lumberjacking would be to make it less sustainable in the long term. Right now, you make an initial investment of buying an axe (usually a modern axe for long-term earnings) and you never lose that axe if you're careful.

There needs to be some drainage of cash during the lumberjacking process. As you said, trees could get cut down and have a timer for growing (and lumberjacks could even be given the option to use fertilizer to increase this rate of growth). Also, axes could have a random chance of breaking (higher chance for basic, lower chance for modern) so that you have to be continually spending money to lumberjack.
(Jul 12, 2017, 04:29 PM)Blazing Wrote: [ -> ]
(Jul 12, 2017, 04:24 PM)Soviethooves Wrote: [ -> ]You do have a point, Blazing. At the moment, all you need is a few bucks to buy an axe and time to make thousands. Unless the trees get cut down and have like a growing timer, it's a cash farm that's too much.

Yeah, suitable methods of nerfing lumberjacking would be to make it less sustainable in the long term. Right now, you make an initial investment of buying an axe (usually a modern axe for long-term earnings) and you never lose that axe if you're careful.

There needs to be some drainage of cash during the lumberjacking process. As you said, trees could get cut down and have a timer for growing (and lumberjacks could even be given the option to use fertilizer to increase this rate of growth). Also, axes could have a random chance of breaking (higher chance for basic, lower chance for modern) so that you have to be continually spending money to lumberjack.

I dont get it, just because you're too lazy to woocut and click your mouse, you want to nerf it because you dont profit from it ?
(Jul 12, 2017, 04:43 PM)Nebula Wrote: [ -> ]
(Jul 12, 2017, 04:29 PM)Blazing Wrote: [ -> ]
(Jul 12, 2017, 04:24 PM)Soviethooves Wrote: [ -> ]You do have a point, Blazing. At the moment, all you need is a few bucks to buy an axe and time to make thousands. Unless the trees get cut down and have like a growing timer, it's a cash farm that's too much.

Yeah, suitable methods of nerfing lumberjacking would be to make it less sustainable in the long term. Right now, you make an initial investment of buying an axe (usually a modern axe for long-term earnings) and you never lose that axe if you're careful.

There needs to be some drainage of cash during the lumberjacking process. As you said, trees could get cut down and have a timer for growing (and lumberjacks could even be given the option to use fertilizer to increase this rate of growth). Also, axes could have a random chance of breaking (higher chance for basic, lower chance for modern) so that you have to be continually spending money to lumberjack.

I dont get it, just because you're too lazy to woocut and click your mouse, you want to nerf it because you dont profit from it ?

You need to open your eyes a bit and have a more open mind.

It's not about me, and you don't have to turn this argument into something personal. If you actually saw me, then you would see that I'm often one of the players woodcutting.

However, I've seen a great disparity economically between players who woodcut and players who do not. Woodcutting should be profitable, but not to such a great extent. The income could remain the same, but there needs to be some sources of money drain during the process.

Currently, it's a one time investment and you only ever make money from that point onwards. It's like paying a relatively small fee for your electricity, and then having full access to that electricity forever.
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