InZidiuZ / op-framework-issue-tracker

Effective bug-reporting and bug-tracking for op-framework
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Removing the sign-on for Life Invader jobs #2266

Closed AdeptCL closed 2 years ago

AdeptCL commented 2 years ago

Assurance: I confirm.

Summary: Removing the sign-on for Life Invader jobs.

Reason: With the introduction to whitelisted jobs being implemented more across the server, I am suggesting the removal of the "sign-on" function at Life Invader. This would mean that all Life Invader jobs can be done/started without having to sign-on. The idea behind this is that any job in Life Invader can be changed to an open state and this allows those that have a whitelisted job, can also do a secondary job which I/we believe is both healthy for a roleplay server based around economy.

The server currently limits you for activities, as there are not many activities that don't require a sign-on. If you're in a whitelisted job, these Life Invader jobs are no longer beneficial or an option because you will lose your role from the whitelisted job.

ekhowan12 commented 2 years ago

it's a great idea. People will have the chance to earn more by doing these jobs as part-time

TheOneLizard commented 2 years ago

+1, this sounds great!

Question would be how to solve certain issues, most prominently taxi calls. When would you still get them, when not? I'm sure many players wouldn't like getting these messages when they are currently not doing taxi.

AdeptCL commented 2 years ago

+1, this sounds great!

Question would be how to solve certain issues, most prominently taxi calls. When would you still get them, when not? I'm sure many players wouldn't like getting these messages when they are currently not doing taxi.

I don't really know an answer for this. Could it be linked if you use the taxi fare UI?

TheOneLizard commented 2 years ago

maybe, but sometimes you'll be RPing outside of your taxi, not having your meter on, hence you won't get calls

But I'm sure our masterminds can come up with sth

MetaHatter commented 2 years ago

Although I appreciate wanting "more to do", and agreeing that more should be added, currently the LI job roles serve several key purposes:

Removing the block will reduce required player interactions as a whole, especially outside of a group. New players will have an even harder time making starter money since veterans will just grind for the items themselves.

SirPiff commented 2 years ago

100% would love this, currently debating leaving my current WL job simply due to having $1k-5k to my name at all times, with what Meta said though, maybe instead adding a job that's similar to LI jobs, the way it kind of works with scuba, except "it's not scuba", doesn't give items. just pure cash to be able to get at least some grindable way of getting cash when you're down bad.

PoshoGH commented 2 years ago

I love the idea of having "open" non WL jobs. My main character works at PDM and I find it hard to want to keep my job when most days there is 5 or less sales many being low end cheaper cars. Having open jobs will make newer players want to get a WL job and with that job they contribute more to the server and the community eg more mechanics, more food employees etc.

zyronex commented 2 years ago

Although I appreciate wanting "more to do", and agreeing that more should be added, currently the LI job roles serve several key purposes:

  • Entry level work for new players.
  • Introduction to and support of the player economy.
  • Introduction of veterans to newer players since many veterans have WL jobs.
  • Control the pacing of certain other game mechanics by limiting certain drops to certain jobs.
  • Discourage grinding that negatively impacts RP and the economy.

Removing the block will reduce required player interactions as a whole, especially outside of a group. New players will have an even harder time making starter money since veterans will just grind for the items themselves.

With regard to controlling the pace and limiting drops to jobs that generally newer players take, and therefore forcing interactions between newer players and veterans, makes sense. Perhaps if you have a whitelisted job, any job you take from Life Invaders would significantly reduce, if not remove, the chance for drops. That way, you only get paid for the work you do, but you still have to obtain items from people who have a full-time Life Invader job.

With regard to discouraging grinding, I think the people who really want to hard-core grind for something, can already do so by hunting or scuba diving non-stop. Since that avenue exists, I don't think it would necessarily promote more grinding. If anything, hunting and scuba diving are very isolated jobs, meaning if you grind those, you're likely not to interact with anyone. At least if you're grinding trucking or deliveries, you get around town, and have a chance of meeting people or damaging your truck that now needs a repair.

Last, perhaps instead of being completely open, maybe people still need to sign up for Life Invader jobs, but they can have both one whitelisted (full-time) and one non-whitelisted (part-time) job. I think I read this idea somewhere before, but not sure if that's feasible or not. If you go to Life Invader, you choose: full-time or part-time. Part-time, no salary and limited/no drops, but you get paid for the work. Full-time, you get drops and a salary.

coalaura commented 2 years ago

I dont like this idea mainly because i think you should only have one job. We are slowly but steadily adding more ways that are not job locked for people who are locked in a whitelisted job to make extra money on the side. Examples are hunting, mining, (fishing soonTM), etc.

Also having people be able to have 2 jobs is not really a thing i want to implement now. Could be a thought for when we eventually rewrite the framework