Economy Update & Friends
#1
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Economy Update & Friends





Spoiler :




Dear Community,

We’re very excited to announce and release many of the updates we’ve been teasing over the past few weeks, in a soft-relaunch of the gamemode. This post details exactly what has been done, providing some more details on individual features.

The Store - Supporter & Supporter+

As some have you may have noticed, the store is now open and on the top navbar, or available at store.fearlessrp.net - here you can buy both of the Supporter ranks (with information for each listed on the page), or a gift card which can be used when gifting other users the Supporter roles (if selling for IG money, for example). Any issues - pop me a message.

Credits: livkx, Doctor Internet, Pollux, @'Arny', Conn

Vehicle Content Rework

Many of the vehicles previously in the gamemode have been removed and replaced - we have aimed to include some more unique, and many more typical city cars, offering a much bigger variety than before. Over the next few weeks, we will fine tune many of the vehicle scripts that go along with these models. Some vehicles are Supporter(+) exclusives, as symbolised by the heart/ruby icon in the F1 market. There are a few vehicles in content that are not currently live, and once we have ironed out some issues with these, we will release them accordingly. Some vehicles are in content for events (bumper cars, wheelchair, etc).

Credits: Conn, livkx, Doctor Internet, @'Kingstone', Pollux

Contraband

No more will users AFK farm their contraband as we are introducing a new modular contraband system.

First users will buy the printer, conveyor and power in order to have a functioning beginner printer and can continue to upgrade it with both safe and unsafe modules.

Players will have to keep an eye on their printer and interact with it more often in order to keep up the amount of money they gain from it.

Printers will be a valuable asset for aggressive players who will want to make sure they aren’t destroyed as they can contain rare modules needing to be crafted or obtained through other means.

Contraband now has resources you need to maintain to keep it running efficiently:

Ink/Paper - Both ink and paper are easily purchased legally and will be consumed more frequently depending on how much money you would like to print each time.

Power - Currently power can be achieved by dropping a battery item and putting it into the printer. Batteries will drop scrap electronics when they run out or are destroyed, batteries can be replaced in a printer by inserting a new battery whilst the old one is currently being used to prevent disturbance of a printing operation.

Efficiency - Efficiency goes up with each successful print and will reduce the time of the next print, in order to keep this up you must have the printer online at all times otherwise it will begin ticking down.

Temperature - A printer can start getting overheated with more modules attached to it, if the printer gets too hot then it can begin to jam and have to be restarted. A printer can be cooled down by reducing the modules on it or eventually, by other cooling elements soon.

The modules that contraband comes with are as follows:

Security Module - Occasionally pings the owner to notify them of the printer status (such as running out of resources or health). (Purchasable)

Muffler Module - Silences the printer completely at the cost of consuming double the power. (Craftable)

Armour Module - Increases the health of the printer by a staggering amount making it almost a tank in raids. (Craftable)

MultiPrint Module - Has a small chance to either double the money output or reduce the efficiency for those who like a gamble. (Craftable)



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Credits: Broccoli, Doctor Internet, Caesar

Injury rework

Getting shot will now in most cases put you into the injured state, which leaves you vulnerable to being executed - or being revived if you are lucky enough to have a CPR kit or an ERU nearby.

The CPR kit has also had a slight rework. It will now become depleted upon use, and then you may charge it by pressing USE on it if you have a Battery in your inventory.

Body bags

Another new feature is that Police Officers have the ability to pack up corpses into body bags.



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If you’re a police officer, this text will display and tell you that you can press R to wrap the corpse up.



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The body bag can then be taken away by ERU’s into their vehicle, for some money. This will also give the officer some money.

This change was done to make investigations more 'complete', rather than having medics come running with their axe of death to steal the corpse as soon as they see it. Now LEOs and ERUs will have to cooperate if they want to get paid for a corpse.

Credits: @'Kingstone'

Poker Table
The stakes are running high! A new Texas Hold’em Poker Table has been added, ported over from the Limelight code and then overhauled, plus several additional bug fixes.



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With the Hold’em table, you can play cash games, or prove who is really best with tournament mode. You can make tournaments open, or invite only, plus several other configurations for min/max bets, small and big blind amounts by using the /holdem settings command. As a player, the cards in the middle of the table can be tricky to see, so hold space to switch your camera to one zoomed in on the cards.

As the owner of the table, you can also kick players with /holdem kick <player>.

Credits: livkx (Porting, Overhaul, Fixes), Doctor Internet (Fixes), Vaq (Original Code), Noble (Models and Textures)

Custom Horns

Honk Honk! Supporter+ players can now purchase customised horns from the 'Vehicle Maintenance' section in the market. Look at your car and press use on the item to apply it to your vehicle.

The horns are taken from GTA V and so will be familiar to many of you already. They are one-time-use and only apply to the vehicle you are looking at, but the horn does persist on that vehicle forever (respawns, server restarts, etc) unless you change it to another horn.

Credits: livkx (Feature) and Doctor Internet (Fixes)

Economy Rescale

The economy rescale has been completed, and calculated as follows:
Refund inventory (not including legacy items) at 70% of their market value.
Take combined total of money and refunded inventory, and then perform the following:
Save all money up to $199,999 (this will not be affected by any tax or descale)
On any money between $199,999 and $499,999, tax at 50% and then add to the new total
On any money between $499,999 and $749,999, tax at 55% and then add to the new total
On any money between $749,999 and $999,999, tax at 60% and then add to the new total
On any money between $999,999 and $4,999,999, tax at 70% and then add to the new total
On any money above $4,999,999, tax at 80% and then add to the new total
Divide the new total by 3 (this is the descale)
Add the non-taxable amount ($199,999 unless user had less than this after refund of inventory) to the total.

This has taken over $12,000,000,000 out of the economy, much of which had been gained through previous exploits and very poorly balanced updates. This should help to better manage the economy in the future, also levelling the playing field slightly.

Credits: Joe Joe, Conn, Awestruck

Dynamic Economy

One major addition with this update is V1 of our new Dynamic Economy. The goal of this is simple, we want to slowly transition from server based economy to a player based one. Our end goal is an economy where players influence the production of or even produce items themselves to then sell on to others, with small fail safes built in to prevent the depletion of key items. This is our first step towards our goal.



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Some items on the market will have limited stock, these are (for now) luxury items. Essential items are generally unlimited stock. Stock is influenced by players doing things on the server, such as farming or mining. The server now has a global inventory where it stores all the items on the market. When you sell to the tradesman instead of your items vanishing they’re added to this global inventory instead. The price you sell at is dependent on the global stock, which means most money-making methods on the server are now self-balancing. If too many players farm, the selling price of vegetables will also decrease due to too much stock. Industries automatically convert items into products over time, which are then added to the F1 market. Our plan is to slowly expand this system and add more and more things which are player ran rather than automated, however for now we’ve added it to only a select few limited items as a test.

In the future we’re also looking at adding a delivery system where delivery drivers will bring items to your property and a player section on the market where players can list items. There’s many possibilities for this system, so we’re quite excited to expand on it further and hope you’ll enjoy our initial version.

Credits: Pollux

New HUD

We’ve ported over the Limelight HUD, bringing a sleek and modern look. Various elements have been added, and removed, from the HUD in order to display relevant and useful information. This change is a bit controversial, but please give it a try for a few days to see how you feel. We’re open to suggestions on further additions and changes to the new hud.

Credits: livkx (Porting, Fixing), Doctor Internet (Fixing)

Crafting

Another addition with this update is V1 of our new crafting system. This feature has added a new tab to the F1 menu and will allow you to craft various different items. This will be integrated with the other systems more in the future but for now it has the current schematics ported into it. This means that the old schematic system has been removed. Crafting will also allow for you to breakdown items into their ingredients which can be used to craft other things as well as their normal use (if there is one).



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Performance

We’ve experimentally changed the server’s tickrate from 22 to 33 now that we’re on better hardware, to see if there will be an improvement in client performance with driving etc. If you notice worse or better desync, FPS etc then please let us know.

Conclusion

Everything that has been released here is very much version 1.0, and provides much of the basis for future updates and improvements to the gamemode. I’d like to thank everyone for their patience leading up to the updates here, and I hope that this is a great foundation for us to build upon to continue improving the gamemode and community in the future. If you have any suggestions for new features, improvements to new updates, etc. please don’t hesitate to use the suggestions forum.

This has been an ambitious push for us to get so many changes out, working, and hopefully relatively bug free, in a relatively small amount of time. The team have absolutely worked their hearts out for this, and I’d like to give a special thanks to the following, who have been working night and day to get us to this point:
@'Arny'
Awestruck
Broccoli
Caesar
Conn
Doctor Internet
@'Kingstone'
livkx
Pollux

We’d also like to thank the following for their original work on the LL HUD which we ported over:
Doctor Internet
Bambolicious
goigle!
Faustie
Matthias

If anyone has been missed from any credits, pop me a message.

And finally, thanks to the rest of the Fearless Team, that have helped with testing, breaking everything, and causing chaos in the background whilst we fixed things
Regards,
Connnnnnnn

Consider giving me a rep point here.

#2
Looks good can't see any negative here really nice job

Dynamic Economy looks really good
#3
Neat stuff
Regards,
 
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Thanks to Envy for the signature.
#4
big up
#5
Excellent work.
#6
god damn hud
#7
thanks
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Have I helped you or made an epic statement that has blown your mind and turned the tables?
Gimme a sexy lil rep here!
#8
Great stuff! Love the fact that you and the team are actually innovating and seriously changing stuff!
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The following 1 user Likes ElonWuzhou's post:
  • Wolven
#9
Much needed changes!
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Have I helped you or am I friendly?
+rep
#10
Big changes, we love to see that.
Wolven

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