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The PassiveRP Problem
Yug Lanimirc radio_button_checked
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#31
Jun 24, 2018, 07:17 PM
I have not seen the numbers, so I cannot go into specifics, all I know is that hosting a server with several hundreds of people will still costs quite a bit to maintain, but I'll give you the benefit of the doubt and assume it would be doable

Then I would still stick with my first suggestion of improving the payout for passive jobs. The economy is pretty much ruined as it is, with tons of millionaires (hell, even a nobody like me in terms of server hours could reach that number in about four days of playing), so we might as well at least try to steer it to a server where people get much better pay for doing passive jobs.

As an example, I used to play as a SSA for my first 50 hours in game, as I didn't know about contraband, and in that time I saved about 50,000

Meanwhilst another player can earn more than that in one hour of contrafarming

Since everyone wants to be able to buy shit, the best cars, outfits, whatever, it becomes a logical choice for them to just contrafarm, which in turn leads to our cops and robbers problem.

So improve the payouts of passive jobs massively, but not more than contrafarming, so say, 75% of what contra would bring (on average). This way it still pays a bit more to be a criminal, thus for some making it worth the risk, but overall for the majority just becoming a chef or mechanic, as the payout would be plenty and the risk minimal, except for the occasional robbery.

It would make people unrealistically rich, but at least it would improve roleplay. Or at the very least actually encourage passive roleplay. I don't think this new found wealth will have an effect on most players, as ultimatly they come here to roleplay, and so even with two million in the bank they could still be passively roleplaying. (Storage wars rp would become quite interesting though)

On a unrelated note, consider the trump reaction removed. I have multiple tabs open on my phone at once, and confused this one with your permanent death suggestion thread, thus my shitty semi-decent joke response ended up just making myself look like a dunce
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Taylor radio_button_checked
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#32
Jun 24, 2018, 07:20 PM
(Jun 24, 2018, 07:17 PM)Yug Lanimirc Wrote: So improve the payouts of passive jobs massively, but not more than contrafarming, so say, 75% of what contra would bring (on average). This way it still pays a bit more to be a criminal, thus for some making it worth the risk, but overall for the majority just becoming a chef or mechanic, as the payout would be plenty and the risk minimal, except for the occasional robbery.

Why should PassiveRPs make less? Why would a successful businessman make less than a high school drop out growing pot?
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Yug Lanimirc radio_button_checked
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#33
Jun 24, 2018, 07:53 PM
Education doesn't matter in this regard, any dropout with at least a bit of a brain, and by being at the right place and time, can earn a small fortune from illegal goods. 


Regardless, there are two main reasons:

One: 
The easiest way to implement my suggestion would be to improve salaries, as that would only require a change in numbers. The best option in that regard would be to add many more specific (passive) jobs to the list, in order to limited custom citizen jobs, which are hard to reward financially. This because one person can be playing as a businessman and the other as a homeless man and they would be earning the exact same. 
After implementing these new jobs, we can in turn put the salaries on par with their respective jobs, in terms of the current economy. Right now we have basically been gone through a semi-hyper inflation without the job payout having changed along with it. 
Lastly, improvement of the salaries is vital in the current gamemode for this idea to work, as otherwise a way to get a payout is rather limited, or would go against the server rules. You for instance could hardly ask someone to cough up 10,000 dollars for one chinese meal when roleplaying as a chef. 

Two: 
Criminal activity pays more, but in return the risk is higher. This is why Wall Street stockbrokers go rogue, because they want to earn more than their legit fellow brokers. In-game, we want to improve passive RP, yes, but that does not mean doing away with the black market. Making contraband users earn less would for them mean all risk with no reward. Right now using contraband to earn money is a no-brainer. However, implementing my suggested change would limit the amount of contra-farmers by making the risk-reward margin smaller but still acceptable for some, thus lowering the amount of overall criminal activity but still maintaining a black market which adds to the overall RP.
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Soviethooves radio_button_checked
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#34
Jun 24, 2018, 08:21 PM
<span id="sceditor-end-marker" class="sceditor-selection sceditor-ignore" style="line-height: 0; display: none;"> </span><span id="sceditor-start-marker" class="sceditor-selection sceditor-ignore" style="line-height: 0; display: none;"> </span>
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Soviethooves radio_button_checked
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#35
Jun 24, 2018, 08:29 PM
(Jun 24, 2018, 07:53 PM)Yug Lanimirc Wrote: Education doesn't matter in this regard, any dropout with at least a bit of a brain, and by being at the right place and time, can earn a small fortune from illegal goods. 


Regardless, there are two main reasons:

One: 
The easiest way to implement my suggestion would be to improve salaries, as that would only require a change in numbers.

It would also do nothing. If salary is raised, the economy becomes more inflated and makes the problem worse.

The best option in that regard would be to add many more specific (passive) jobs to the list, in order to limited custom citizen jobs, which are hard to reward financially.

No they aren’t. Give a small salary and give players access to to create, buy, and sell in a player ran market. Specific jobs would require more work, limit RP Freedom, and would require their own sets of rules.

This because one person can be playing as a businessman and the other as a homeless man and they would be earning the exact same. 
After implementing these new jobs, we can in turn put the salaries on par with their respective jobs, in terms of the current economy. Right now we have basically been gone through a semi-hyper inflation without the job payout having changed along with it. 
Lastly, improvement of the salaries is vital in the current gamemode for this idea to work, as otherwise a way to get a payout is rather limited, or would go against the server rules. You for instance could hardly ask someone to cough up 10,000 dollars for one chinese meal when roleplaying as a chef. 

But wouldn’t this paint a more realistic picture that crime pays, but has a heavy risk? Compared to legal ways being more difficult and expensive, but have a on level or higher reward. Not to mention makes Criminal RP more open and interesting. It would also be especially entertaining to new players and experienced players alike.

Two: 
Criminal activity pays more, but in return the risk is higher. This is why Wall Street stockbrokers go rogue, because they want to earn more than their legit fellow brokers. In-game, we want to improve passive RP, yes, but that does not mean doing away with the black market. Making contraband users earn less would for them mean all risk with no reward. Right now using contraband to earn money is a no-brainer. However, implementing my suggested change would limit the amount of contra-farmers by making the risk-reward margin smaller but still acceptable for some, thus lowering the amount of overall criminal activity but still maintaining a black market which adds to the overall RP.
<span id="sceditor-end-marker" class="sceditor-selection sceditor-ignore" style="line-height: 0; display: none;"> </span><span id="sceditor-start-marker" class="sceditor-selection sceditor-ignore" style="line-height: 0; display: none;"> </span>
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#36
Jun 24, 2018, 08:32 PM
A permanent death doesn't mean your char should get deleted in the system. Perhaps PD appeals would also get a lot more focus.

People really aren't seeing the bigger picture. Obviously, permanent death wouldn't just be instated on the server 'like that'. Other variables would change, some by default (behaviour of people etc.) and some that should require change by development.
enjoy

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Yug Lanimirc radio_button_checked
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#37
Jun 24, 2018, 08:57 PM
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#38
Jun 25, 2018, 12:49 AM
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Yug Lanimirc radio_button_checked
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#39
Jun 25, 2018, 01:53 PM
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#40
Jun 25, 2018, 02:04 PM
If the development team really wanted to fix this issue, they can base the marketplace prices off of the amount of money in Rockford's economy, so then that way the price will fluctuate depending on the state of the economy rather than manually doing it.

In my eyes, it's either that or we innovate Gustav Stresemann's idea of bringing in a new currency to replace the old currency.
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#41
Jun 25, 2018, 06:41 PM
(Jun 25, 2018, 02:04 PM)Cole_ Wrote: If the development team really wanted to fix this issue, they can base the marketplace prices off of the amount of money in Rockford's economy, so then that way the price will fluctuate depending on the state of the economy rather than manually doing it.

In my eyes, it's either that or we innovate Gustav Stresemann's idea of bringing in a new currency to replace the old currency.

"Rockford Dollar", why not? I mean the US government did create the Hawaiin dollar for fear of japanese invasion.
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#42
Jun 28, 2018, 03:51 PM
Well I think it’s now fairly obvious the team are doing nothing/very little about this issue. 

The *majority* of the team either don’t do anything to encourage proper roleplay, don’t gives tips to those roleplaying poorly or sit in their their little groups of friends prejudicing others based on whatever factor they so decide
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