Jarrrk / HighLife

Open source feature configuration and issue tracker for the FiveM server HighLife Roleplay
https://highliferoleplay.net
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Nerf all public jobs #1489

Closed draco74u closed 4 years ago

draco74u commented 4 years ago

Describe the current reason for this balance request [What I am suggesting is a 20-25% nerf to the payouts of public jobs. The reason for this is that people running G6 make more money than people doing whitelist jobs. You can do a Ford Explorer run in like 20 minutes and make 8-9k during core hours which would be like 24-27 every hour which is like getting a paycheck of about 4000 every 10 minutes which is like only a thing for PD I am pretty sure. I do realize that you have to be active the whole time during running public jobs which is why I suggest a 20-25% nerf and not more.]

Describe the solution you'd like [I would like the public jobs to get their payouts nerfed.]

Additional context [Nothing.]

Psyanine commented 4 years ago

Thanks for your feedback, I have a couple of points I'd like to point out from a balancing perspective also bare in mind that changes for the public jobs are planned for the future. But essentially PD are able to gain their paycheck whilst also roleplaying and engaging in dynamic interaction so the paycheck isn't so much of a "grind" to achieve. If we lower public jobs too low then it means those people that grind public jobs are going to have more time involved in an activity which doesn't encourage roleplay interaction which is generally bad for the server engagement environment. So although it may be possible for a g6 driver to grind more money they aren't also receiving an engaging experience so if money is all that fuels their roleplay then so be it.

Also if PD payouts are upped by too much it severely inflates their economy even more so that it does at the moment. Bare in mind there are a lot of PD players that focus most of their time on the server to pd related rp. Whilst clocked in they don't pay for their gear or their pd car etc, also a lot of the PD staff are incredibly dedicated to clocking in a lot of hours meaning that when they aren't clocked in they have managed to accrue quite a large amount of money.

Pretty much there are a lot more factors to consider than just what is a realistic amount of money for those types of jobs irl. We have to remember it is a game environment and thus balancing has to consider all of these variables when changing values etc. Also the average pd wage per 10 minutes is lower than the amount you are suggesting. But again they receive this without having to do a boring solo activity and without risk of incurring loss of finances due to things like being robbed, dying, paying for weapons etc.

Also particularly with your nerf suggestion, if you don't know the exact figures it would be silly to predict a percentage nerf (with no disrespect to yourself). Payments are likely to be looked at as and when public jobs are looked at by gameplay / balancing but nothing is set in stone / announced as of yet.

Mastro12345 commented 4 years ago

Truth is most public jobs pay a lot more than they should compared to other illegal ones (this has been somewhat improved however) or whitelisted jobs. It's not only about what it takes, that they require almost zero effort, but it's also about what they offer. And apart from traffic stops for cops and plenty of car accidents in the city then nothing else, to be honest. They are not interractive at all for the most part.

The thing is, if most G6, RON and so on drivers were abiding by the traffic laws then it wouldn't be a 20 minute shift only, but a 30++. But no one does. Instead of reducing paychecks, we could take into account vehicle status. If it is pretty badly damaged then there could be a fee, let's say 50% less than supposed to. It should depend on the damage. That way you indirectly force drivers not to speed that much and in general value their lives more. Which also lengthens shifts.

Psyanine commented 4 years ago

PD already have the power to revoke commercial licences if I'm not mistaken. This should be used more often. Vehicle damage is problematic as they can just repair for a smaller fee then turn in the shift.

BillChirico commented 4 years ago

I have an idea that you have a strike system to force them to obey the speed limit kind of like the driving test. If you fail you fail your shift.

draco74u commented 4 years ago

Used to be like that and everyone just got kicked from the job lmao

Mastro12345 commented 4 years ago

PD already have the power to revoke commercial licences if I'm not mistaken. This should be used more often. Vehicle damage is problematic as they can just repair for a smaller fee then turn in the shift.

Could counter that by increasing vehicle repair for public job vehicles. In my opinion a good driver should be rewarded. It doesn't make much sense someone who is just driving recklessly all over the city (putting others in danger too) to make the exact same amount of money as someone who was kind of following the traffic laws and perhaps spent more time on the streets due to that.

Psyanine commented 4 years ago

But what happens if someone else crashes into them etc. It's a good concept though and I'll raise it with gameplay / balancing when we next look at public jobs. It's difficult to implement as simply as damage etc as it just changes the meta to repair after shift / penalises the driver if someone hits them. I think there are a few other solves similar to driving test where you get penalised for over the limit such as what @BillChirico suggested. Also speed limiting via the handling files etc. Again this will be brought up as and when the development teams next look at public jobs. Thanks for the feedback chaps

BillChirico commented 4 years ago

@Psyanine Don’t have to use the crashing or red lights. Just the speed limit one. Maybe like +10 over get a strike

Mastro12345 commented 4 years ago

But what happens if someone else crashes into them etc. It's a good concept though and I'll raise it with gameplay / balancing when we next look at public jobs. It's difficult to implement as simply as damage etc as it just changes the meta to repair after shift / penalises the driver if someone hits them. I think there are a few other solves similar to driving test where you get penalised for over the limit such as what @BillChirico suggested. Also speed limiting via the handling files etc. Again this will be brought up as and when the development teams next look at public jobs. Thanks for the feedback chaps

True, it can't be flawless, like most things, however from experience when there is a major crash and it involves let's say G6 drivers then it usually goes both ways. Most of the times its not only one person's fault.

This could be combined with the speed limit as already suggested. Going well above the speed limit would lead to warnings and paycheck decrease.