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CityRP Weed Changes - Printable Version +- Limelight Forums (https://limelightgaming.net/forums) +-- Forum: Feedback (https://limelightgaming.net/forums/forum-612.html) +--- Forum: Suggestions (https://limelightgaming.net/forums/forum-239.html) +---- Forum: Staff Review (https://limelightgaming.net/forums/forum-240.html) +----- Forum: Approved Suggestions (https://limelightgaming.net/forums/forum-499.html) +----- Thread: CityRP Weed Changes (/thread-24460.html) Pages:
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Weed Changes - Nev - Feb 14, 2019 Suggestion:
Reasons: Prices of anything and everything always depends on supply and demand - and even more so in a videogame that is looking to establish some form of balance in the scenario where you are able to hang onto other players pots for an indefinite period of time // enabling large scale industries. It's a system that is used in quite a few different RP-oriented games, including ARMA II/III - and it simply would mean that as more and more people sell weed to the NPC, the price that he buys them at per-packet would go down. Price-per-packet by default and upon being reset is $500/packet. After 'X' amount of weed has been sold to the NPC, this value could go down incrementally. (e.g. $450/packet) This could mean that after 1,000 / 2,500 / 5,000 packets - it will trigger decreases in the price of weed. This is to create balance in the case where individuals are running large operations of 50+ pots that could potentially be bringing in 750 packets per cycle, which with current pricing would net profits of $375,000 at full capacity (15) and $125,000 with just (5) output. This means you could afford to purchase pots at $2,500 per pot and break-even in just one cycle. There needs to be a way to balance it so that mass-industry is possible without completely being exploitable. Having the NPC disappear for 'X' amount of time also creates a scenario where you are unable to offload your inventory of weed for 'X' amount of time because he's simply not available. It creates a situational risk where you might be in a position where you would need to purchase more inventory space to pocket the weed, which becomes a cost factor, or you can decide to take the risk and leave your weed uncollected until you clear out your inventory. This leaves you vulnerable to a raid by law enforcement or criminals. With the price reducing throughout a busy day with competition, it might come to you wanting to wait to offload your inventory until another day when the rate resets to $500/packet. This in itself means, to further run the operation, you'd need to invest in the inventory space to be able to store hundreds, if not thousands, of product. This isn't something your average Joe growing weed out of his basement might decide to do, but it might be a decision a large underground business might make. RE: Weed Changes - Decay - Feb 14, 2019 Its not even dependant on the suggestion. You're still able to keep players pots after they disconnect. Have the price drop to 350-400 after X amount of weed have been sold to the NPC this way people can still sell to the NPC without going to much in minus it would aslo let other players buy weed from eachother to then flip it for a profit and have more underground RP. Improve the UV light, currently you constantly have to re-position it, pick it up to place it back down in order for the light to hit the pots (Yes even if it tells you that this plant is reciveing lights, it tends to bug out) Show the "large amount of cash" when you sell both weed and meth (and whenver you recive a decent amount of cash in general, say 500k+ for legit transactions) HUGE +support RE: Weed Changes - Soviethooves - Feb 14, 2019 This is basically how I wanted to see the F1 Market work with certain things being unavailable for times and/or at lower/higher prices based on demand +Support RE: Weed Changes - Druggo - Feb 14, 2019 -Support RE: Weed Changes - Oneshott - Feb 14, 2019 +support It needs to be more risk reward, less hide in a corner for hours doing nothing but turning your light on and off every 11 minutes or so. RE: Weed Changes - SpaghettiFTW - Feb 14, 2019 -Support these proposed changes are good but it increases risk and also decreases reward RE: Weed Changes - Kvatch - Feb 14, 2019 (Feb 14, 2019, 11:53 AM)SpaghettiFTW Wrote: -Support these proposed changes are good but it increases risk and also decreases reward That's a good thing. Currently, I think it's way too easy to grow, like the OP said, no sound to the lights means cops have almost no reason to suspect an operation. RE: Weed Changes - SpaghettiFTW - Feb 14, 2019 (Feb 14, 2019, 12:37 PM)Kvatch Wrote:As I said I like the changes but I don’t see why despite making it extremely risky since cops can do that, I don’t see why’s the reward should change despite it being made harder. The price should stay the same(Feb 14, 2019, 11:53 AM)SpaghettiFTW Wrote: -Support these proposed changes are good but it increases risk and also decreases reward RE: Weed Changes - Ishnifan - Feb 14, 2019 -support yall just nerfing contrabands brother Edit: and if this feature goes trough i swear to god ill quit this server RE: Weed Changes - BigOwen - Feb 14, 2019 -support I feel like a lot of people play gmod RP servers cos its more casual and basic. imo Over-complicating systems like this is getting rid of that simplicity that attracts people not interested in super heavy RP. Leave the in depth systems like this for Arma servers. RE: Weed Changes - The Whiskey Wolf - Feb 14, 2019 -support the only way that i would like to see the growth of weed change is if its made more risky, so for example UV lights make a sound again or if they regain their visual lights however with that last point the bigest problem is making it so the lights dont go through the walls like it did last time, i dont however think the reward for weed should be changed or increased, my only belief is if its made more difficult then i would +support this RE: Weed Changes - Doctor Internet - Feb 14, 2019 (Feb 14, 2019, 04:28 PM)LONEWOLFGAMER6 Wrote: i dont however think the reward for weed should be changed or increased, my only belief is if its made more difficult then i would +support this That's literally what this suggestion is about... RE: Weed Changes - The Whiskey Wolf - Feb 14, 2019 (Feb 14, 2019, 04:39 PM)Doctor Internet Wrote:(Feb 14, 2019, 04:28 PM)LONEWOLFGAMER6 Wrote: i dont however think the reward for weed should be changed or increased, my only belief is if its made more difficult then i would +support this No the suggestion also states that weed decreases in value as people sell it to the NPC and thats no what i want, what i want is that weed is more difficult to grow not more difficult to grow and gains you less money RE: Weed Changes - Nudel - Feb 14, 2019 -support RE: Weed Changes - SpaghettiFTW - Feb 14, 2019 Literally all Owen said, shit like that belongs on arma servers, gmod is just casual |