What economy, lol?
I understand some people want to be given a reward for their 'hard work' immidietly, however with the following suggestions in mind, it's about making the 'average player' normal, as they would be in real life. This means that they can't afford all the extremities which is currently in limelight, such as high performance cars within hours, just from contrafarming etc.
RE: Higher Payout on Jobs.
Yes. Any non-merchant jobs should get a substantial pay rise. They should rival the money gained from contrafarming. This would force all those whom just 'sit in a room' to seriously consider
actually doing something, while still making very similar gains. Contraband should still offer a little more money, to not make it redundent, but it should defiantly be more interactive, require more maintenance or be more risky. (Increased noise, perhaps?)
RE: Tweak meth production
Current meth production system is good. Means people have to use the merchant jobs a lot, making each of them needed. The payout for meth should be a lot lower though. It's easily possible to make 300k in an hour if you have the right /chemical list.
That's simply wrong in my opinion. You can get the most expensive car, theoretically, within 4 or 5 hours of joining the server and extensively meth cooking and contrafarming.
I propose that payouts should be a quarter of what they are now. (Perhaps tweaking the price of ingredients accordingly.) In addition to that, I also want /chemical to be nerfed. It's stupid how you can't use the meth system for days because of the stupidly high aluminium required, for example.
I'd rather the meth system actually replace the contraband system. This would solve the problems which I outlined above, too. This could only work if the /chemical list was a little more friendly, perhaps having a max aluminium count needed of 6,000.
I completely understand why you chose to vary it, as you wanted people to actually be cautious about the cost and materials, and thus not just sit farming it 24/7. But I think it's a shame, that people can't use the wonderful and interactive system, potentially for days, just because of the /chemical list making it unprofitable.
But in regards to making it easier, it's fine. You do need to implement the guide into the game, however. (Whether it be with a /command, or in the F1 menu.)
Moneypacks
I'm sure by now, a lot of people would know my stance on moneypacks. Nope. Simple as. The server makes enough from the donations it currently receives. Moneypacks would only be there to serve the player's individual needs. The economy suffered on fearless, mainly as a result of this, and it has already suffered on limelight with the sale of donator status. (Which on the sellers perspective, acts exactly the same as a moneypack.)
If the donations to the server weigh a bit thin, then perhaps offer moneypacks occasionally as a way to boost funds, but it isn't needed currently to finance the server, and adding them would simply make the server pay to win.
Please don't turn the community into everything you was against with fearless.
Prohibit the sale of donator status, too.
More legal ways of earning money.
Yes. Defiantly needed. Can't actually think of many ideas right now, but it should offer money at a similar rate to contraband. But the mentioned ideas of farming, better fishing system etc is defiantly needed.
The idea of a player-controlled market would also need to be implemented, but I don't think I have a great deal of ideas in which I feel I can contribute towards that for now, so that's all i'll say on the idea.
Money Sinks
Vehicles
Ideally from my perspective, I'd like a complete revamp on the vehicle system, and it's pricing. I'd like cars to be priced (To the current equivilent) of:Average cars: $10,000 - $200,000
More luxurious 'regular cars', such as saloons. (E.G BMW 3 series.) $200,000-$500,000
High end cars (Equivilent to the current Audi) $500,000-$1,000,000
High performance cars (Almost supercars. An Audi R8 may fall into this, as would a Masarati, for example.) $1,000,000-$2,500,000
Super Cars (Lambo, Bentley, Ferrari) $4,000,000 - $8,000,000.
Very unique vehicles $8,000,000 +. Examples could be a yacht, Military trucks, anything which has unique functions etc.
Why? I understand to most, this seems almost shocking, but if cars were priced in a similar manor, you'd get the following:
Lots of lower value cars on the road, and the higher value cars will be very rare. This means when you see a lambo going down the street, you'd actually know that player has spent a lot of time earning it. I believe for the top tier of vehicles, only a handful of player should ever actually have it. It means high performance cars are an extreme rarity, and is almost unique. (Which allows the player's efforts to actually be noticed etc.)
This system would only work well, if more support for the 'average' cars were given. Much more variety, and a further cost incentive which I'll go into later.
Vehicle Repair:
This would act as a further incentive to use the 'average' cars. Essentially, you would have a tiered 'repair' cost per car. The higher end cars, if crashed, would cost say, 20k to repair fully, whereas a 'family car' would only cost $50, for example.
More complex fuel system?
This would be a fuel system which dynamically changes depending on the vehicle. High performance cars burn through petrol fast, much faster than an ecological family hatchback, for example. For this idea to actually make a
difference to the economy, there would have to be a price increase for petrol. This would be increased substantially, but keeping in mind the duration of driving before needing to refuel would also increase, depending on vehicle of course.
I'll probably update this section in the morning.
Donator Status.#
This is something, not sure if it fits in this thread, but i'd like to mention quickly, regardless.
There should be no in-game benefits to donator status, other than vanity and aesthetic goods.
This would mean people shouldn't feel like they NEED to donate to keep up with the current donators.
So I would propose that the double salary perk, as well as the 50k monetary addition would also be removed. Keep it to the system in which you donate to gain access to Swat, Suits, Military suits, A vehicle or two? There'd still be ample reason to donate, without effective the economy in any way.
TL
R Make the server's economy one which offers various branches in which one can gain money. You can get slightly more payout the illegal way, at a risk of being apprehended. The Legal way would be safe, and arguably more fun. Money sinks would eat a lot of players' money, meaning having 'lots of cash' would be a rarity, and hard earned through other means. (Such as starting a business, be it farming, fishing, flipping items etc.)
Something does need to be done. The current economy is not only pay to win, it's boring. Items are just items, and have no value. (Not economically, but they have no
time-value.
If there's any grammar/spelling mistakes, excuse it, as it's been a long day. lol