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王 rando 王

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  1. Bob Danaloo liked a post in a topic by 王 rando 王 in speed up the electric chair   
    can u speed up the electric chair. theres like a solid 30 seconds of sitting in the chair before it even start playing the sound. then theres like 5 seconds after the sound before you die.
    please and thanks
  2. Crossfade liked a post in a topic by 王 rando 王 in Changelog April   
    spar16 w/ 150rd mag, mk200 or lim suppressed is going to leave some people tilted. im just saying when that does happen try changing it to so it can’t be paired with actually scopes, only holo sights and shit.
  3. Fitz liked a post in a topic by 王 rando 王 in Changelog April   
    spar16 w/ 150rd mag, mk200 or lim suppressed is going to leave some people tilted. im just saying when that does happen try changing it to so it can’t be paired with actually scopes, only holo sights and shit.
  4. 王 rando 王 liked a post in a topic by DarkKnight in Changelog April   
    True, but those guns won't be great for sniping. When using a suppressed weapon you are deciding to use a gun that's nowhere near as good as an MK. In my opinion that's where the balance kicks in. If you are suppressed you will not have the high damage and penetration the better guns will give. Adding a suppressor also makes your kit a lot more expensive. As I said before we will let this patch settle and see how it plays out. I'm hoping we won't need to make any changes. 
  5. Wutang liked a post in a topic by 王 rando 王 in Changelog April   
    seaplanes
  6. 王 rando 王 liked a post in a topic by pan fried in Changelog April   
    Kavala on top
  7. 王 rando 王 liked a post in a topic by Fitz in Changelog April   
    Found a bug? Click here to file a bug report!
    Got some development ideas? Click here!
    Added:
    Processor Attachment New vehicle modification "Processor Attachment" Can be added to any land vehicle to process the items in the vehicles inventory When within 50m of the processor, scroll-wheel on truck to "Process X with device" Will begin ONE BIG PROCESS ACTION, if you escape out of it you must start again. Only processes one type of item at a time, I.E, Uncut Diamonds get processed at a different time than copper ore, each scroll option is a different process. Unfortunately the truck is not as efficient with processing illegal items, a small percentage of items may be lost in the mechanism, even if you own the cartel. Each Vehicle has a different processing speed, the larger the truck, that faster they process. Offroad, Sport, SUV, Prowler, Qilin (Same as by hand) Box Truck, Fuel Truck, Van Cargo, Van Passenger (Moderately faster) Zamak Covered, Zamak Flatbed, Zamak Box (Cooking with steam here) HMMT Fuel, HMMT Transport, HMMT Box (Oh baby here we go) Tempest Transport, Tempest Fuel, Tempest Ammo, Tempest Device (FAST AS FUCK BOIII) Any vehicles not mentioned here are as fast per item as by hand. Vehicle Waterproofing New handling upgrades for cars and helicopters Make the hull of the vehicle waterproof (so it floats) Waterproof upgrades includes the highest respective handling tier While I would still not advise driving into the ocean, this upgrade will let your cars/helis bob along the surface. AKA Helicopters won't explode if they hit the water. Turf Activation Turfs can now be activated for capture Scroll wheel on the flag and "Activate Turf" 1 Minute timer to activate capturability of the turf. Turf will be capturable for 15 minutes or until someone captures it Turfs will still pop randomly within the server restart 15 Minute cooldown between captures Doubled range around the flag where you can go while capturing New Turf Buffs Panagia : 10% increase for selling at Wongs in Athira. Rodopoli: 10% increase for selling at Drug in Athira. Zaros: 10% increase for selling at Jewelry Store in Kavala. Prestige Rework We are changing the way the prestige system currently works with weapons on our servers.   You will no longer poof a weapon if you do not have the appropriate prestige tier Weapons will be able to be purchased from rebel with appropriate tier, or crafted for significantly cheaper. If you currently have Tier 1, you will automatically be given a Tier X token the next time you respawn, sell it at Ivan's Gas Mart to activate. Else you can buy a Tier X token at Ivan's GasMart, sell it back to the NPC to activate the tier. Tier X does not require a successful National HQ robbery **NOTES ON PRESTIGE SUPPRESSORS We are going to test out the implementation of suppressors on our servers. These items will be treated as tier-locked items. You will not be able to pick one up if you do not have the appropriate tier *****If you have one currently in a house, and try to pick it up without a tier it will drop on the ground, and you won't be able to pick it back up**** Suppressors are not able to be stored in houses (even with respective tier) We will continue to re-evaluate these measures as time goes on. Tier X Rewards CMR-76 Katiba GL MX GL TRG-21 MXM (BH and Rebel) Zafir RPG-42 Spar-16S (Only on Dom) 9mm Suppressors Tier 1 Weapons /Additions 5.56 Suppressors .45 Suppressors Tier 2 Weapons/ Additions 6.5 Suppressors 5.7mm Suppressor Type 115 .50 Cal Mag Mar-10 Tier 3 Weapons / Additions 6.5 LMG Suppressors M320 LRR (Craftable only) Cyrus Four-Five 5% Reduction in crafting materials requirements 5% Reduction in crafting money requirements Tier 4 Weapons / Additions SPMG Lynx (Craftable only) Vehicle Additions Minigun Boat for civs ->110,000 (Fishing with this bad-boy goes crazy) Huron -> 120,000 [500 virtual storage] -> (Big Boi) Prestige Crafting Recipes Zafir [$100,000, 2 Elite Weapon Semiconductors, 1 CPU, 1 Mobo] RPG-32 [$125,000. 2 Elite Weapon Semiconductors, 1 CPU, 1 Mobo] CMR-76 [2 Uncut diamonds, 8 Opium] MXM [2 Uncut diamonds, 8 Opium] MAR-10 [$150,000, 4 Elite Weapon Semiconductors, 1 CPU, 1 Mobo] Cyrus [$275,000, 4 Elite Weapon Semiconductors, 1 CPU, 1 Mobo] SPMG [$300,000, 4 Elite Weapon Semiconductors, 1 CPU, 1 Mobo] Lynx [$450,000, 4 Elite Weapon Semiconductors, 1 CPU, 1 Mobo] M320 LRR [$450,000, 4 Elite Weapon Semiconductors, 1 CPU, 1 Mobo] Asylum Plus Perks House taxes automatically paid on login to the server (on civ) APD Stuffs LT+ Stomper and Copter Drones (Can only be used within 7k of its driver CPT+ Deminer drone (To be restricted via policy) All illegal seizing prices increased 5% SGT+ T2 .45 Suppressors (UC) SGT+ T3 5.56 Suppressors (UC) LT+ T2 5.7mm Suppressors (UC) LT+ T3 6.5 Suppressors (UC)
    New National HQ and Nikolai's Oil Rig maps courtesy of @Hubschrauber
    Changed:
    Wealth Tax  Minimum amount in bank to incur a wealth tax $2,500,000 -> $5,000,000 Chop/Claim Values (Cop/Civ) All vehicles have had their chop/claim prices adjusted - all vehicles now chop for 60% of their base value instead of random magical numbers. (55% of base for claiming) Key examples Cop Ifrit chop value $27,500 -> $36,000 Civ Ifrit chop value $70,000 -> $72,000 Cop Hunter $15,000 -> $18,000 Zaros turf perks Claiming Vehicles Free -> 80% off Vehicle Prices Cop Ifrit $65,000 -> $60,000 Hardened Locks mod -  These mods only slow down how long it takes someone to use a lockpick on your vehicle, it does not affect the chance they have at being successful.  Basic locks +2s -> +3s Medium locks +3.5s -> +5s Advanced locks +5s -> +7.5s Item Price Changes Cocaine 600 -> 660 Crystal Meth 1800 -> 2070 Heroin 550 -> 625 Marijuana 420 -> 485 Medical Marijuana 375 -> 430 Cigarettes 1250 -> 1465  Cigars 3550 -> 4155 Rubies 315 -> 370 Flawless Diamonds 1400 -> 1640 Rolled Iron 935 -> 1075 Rolled Silver 295 -> 450 Rolled Gold 450 -> 520 Rolled Copper 390 -> 390 Honeycomb 375 -> 450 Sweet Mead 640 -> 770 Aged Mead 1050 -> 1260 Processed Oil 210 -> 255 Rubber 950 -> 1130 Cft Rolex Watch 9284 -> 10865 Cft AP Watch 4040 -> 4730 Cft Diamond Ring 6020 -> 7045 Cft Cuban Bling 7090 -> 8295 Cocaine Bricks 1000 -> 1150 Dinner Table 527 -> 645 Wooden Chair 1100 -> 1320 Sofa 1490 -> 1790 Desk Chair 2555 -> 3065 Bed 3850 -> 4260 Dog Wool 1260 -> 1370 Wool 315 -> 350 Goat Wool 855 -> 940 Cartel Changes Cartels will no-longer cycle away from the following caps OG Arms Church Drug Tower House Cap East Castle All cartel cooldowns except for Drug have been removed Drug Cooldown -> 15 minutes Gather and Process Speeds Default gather and process speeds have been signifigantly reduced. Nikolai's Compound Payout 30 Gold bars, 10 Gold Nuggets, Crypto Console, 3 Elite Weapon Tokens  -> 60 Gold bars, 20 Gold Nuggets, 1 Crypto Console, 3 Elite Weapon Tokens National HQ Payout Around 35 APD Intelligence Units -> Around 70 APD Intelligence Units Spawn List Kavala is back on top for now, We'll see how this ones goes **Panagia gives 20% buff for crafting not 25% **DISCLAIMER**
    We are adding a lot of new vehicles, weapons, and attachments to our servers in order to provide out player base with an evolving Asylum experience.  Any/all of these new additions may be tweaked/removed/buffed in the future.  If this is done we will of course offset any losses associated with such removals.
    **END OF DISCLIAMER**
     
    Reworked the Following: Prestiging
    Changing the way that prestiging actually works on the back and front ends After a successful Nikolai's/NUHQ robbery, 2 of each token will spawn on the ground inside the vault With the token needed in your inventory, Decrypt the Drive at the laptop inside the vault This will start a 15 seconds process to decrypt the vault After completing this it will take your money, the token, and activate the tier rewards You can only decrypt one token each event You can drop them and give them to other people, but you cannot store them in a house or car. We are doing this so there is additional functionality behind this system in the future.  This is being included in a hotfix to see how it goes before additonal implementation. Fixed:
    Medic inventories Magazines not appearing People buying admin event houses A number of other bugs I can't remember anymore DOMINATION:
    SRT Weapon Additions 750 Kills -> CMR-76 900 Kills -> Spar-16S 1100 Kills -> MK200 1250 Kills -> LIM-85 1750 Kills -> RPK-12 2250 Kills ->Mar-10 3000 Kills ->Zafir 4250 Kills -> SPMG  SRT Uncap Buffs SRT uncap payouts and timers are now based on kill counts, here is the breakdown. Payouts Kills <= 250 ($20,000) 250 Kills: $22,000 500 Kills: $22,500 750 Kills: $27,500 1250 Kills: $35,000 1750 Kills: $37,500 2500 Kills: $40,000 2750 Kills: $45,000 Uncap Times Kills <= 250 (20 Seconds) 250 Kills: 19 Seconds 500 Kills: 17 Seconds 750 Kills: 15 Seconds 1250 Kills: 14 Seconds 1750 Kills: 12 Seconds 2500 Kills:11 Seconds 3259 Kills: 10 Seconds
  8. 王 rando 王 liked a post in a topic by Despair in Issues With asylum from a new players perspective   
    Prob gonna get roasted and made fun of for this, but I legitimately hope it helps the situation here regardless. I’ve been playing here about 2 months now and id like to share some of my experience to hopefully give the staff/development some guidance on how they can improve things as they seem generally out of touch with what much of the community wants. I also play mostly by myself so it might give a more unique perspective.
     
    Money making - Honestly the grind on this server is terrible shit reminds me of black desert online or grinding for MR in warframe. I was lucky to be brought into the game by a friend from eve online that showed me the ropes, I however can’t imagine how difficult it would be for a player without experienced players to guide them on how to make money
    Some of the issues ive come across regarding this are primarily most of the runs aren’t profitable and take a large amount of time for the reward. Notability a full orca of cocaine, plus backpack for example nets 68k. For a hours time. Heroin around the same, the most profitable runs like meth however that do have a reasonable payout are constantly camped by larger gangs making it almost impossible for smaller gangs/new players to make money. Hyper was quite bad for this when I first joined, and most recently WS. Other gangs etc. Even with houses I was killed trying to scout the lab with hatchbacks 7x times in one day. New players without houses and that don’t know about the system, will most likely go for larger vehicles which are almost always robbed due to the time to finish them.
     
    Example I had brought another new player into demolition, he tried playing here three times. He was robbed every single time, or had cops arrest him etc. Tried running cocaine which is a nightmare due to it being right fucking next to rebel/spawn city which is retarded. Tried running a hemmit transport of heroin same thing. Lost interest and went to another server, after spending 6 hours not making any money, Even with other players guiding him. That is the average experience/learning curve for a new player  
    Roleplay - Im not some GTARP fag and I understand that this is a light rp server, BUT there is little to no role-play from APD which should be the primary ones promoting it. Given I have dealt with some great people aswell that are willing to work with you and have a fun time when the role-play comes up. But the vast majority do not care and use cop as a money maker same as medic due to the civ grind being more aids.  The only role-play ive really gotten to experience is in athira which has been the best of my time on the server frankly.
     
    Example im driving a van full of moonshine to Wongs, cop sirens me, I have no bounty, so I go ill role-play with this guy. Super friendly put my gun and wannot in the vehicle. Pull over put my hands up. I spend 15 minutes roleplaying with this dude, trying to apologize for going off-road and saying can I please go and it won’t happen again. Cop continues to tell me over and over that I went off-road so he was allowed to search the vehicle. Even before that he had checked the inventory when I was trying to role-play with him. Finding the mk1. Absolutely no interest in anything but searching my van. Even though I didn’t just hop out and dump a full mag into his hatch when he sirened me.  
    Server Events - Ive participated in a large amount of server events since ive been here, around ten from my memory. I actually only was able to enjoy one (along with the majority of the other players that attended the events feeling the same way) It seems that there’s a trend of the staff team which mostly seems to be made out of APD higher ups making the events to be fun for themselves or cop sided.
    Example. Nikolai events staff team had us setup looking towards the shore with the boat spawn thing and had told us that the APD would be coming from the same direction.  The second the event started all the players that had setup were promptly roached in the back from 600+ metres by APD which had setup in the opposite direction. Which angered a lot of people and resulting in quite a few quitting and retro raging and rpg the truck…lol Purge event, admins had spawned a a tank with very little balance, and this was coming from the one that was gunning the tank might I add. So I prob should be bias. I was given a tank however killing 20+ people with an admin driver, no civs were given any actual means of combating the tank, and were left to air support which weren’t able to take it out for 30 ish minutes, maybe spawn in some anti tank weapons. Also the loadout spawns did not work and the event was buggy in general. Admins also were letting friends keep kit and taking other peoples.  
    Fighting Cartels - Honestly this is the reason I came here, because I wanted to learn and this is the type of gameplay that my friend was able to sell me on. After fighting for two months and working through the steep learning curve, especially where I have to footpush solo 90 percent of the time has been difficult to say the least. Mostly because of the way the player base behaves in general around these events.
    Rebels - Rebels are almost always getting camped the ones close to free fire island area specifically. When fights start players will almost always be camping one or both rebels, with the sole purpose of pissing people off and blowing up vehicles etc. It destroys fights and people dont want to play when some Chinese kid is just gonna wait in the bi-box till you pull a heli or frit and then hop out of his vietcong tunnel and blow you up. (The smart thing to do would be to add a safe zone rebel in the area like there is for gangboat/fort for this exact reason I just described. ) Gangboat/Gangfort, honestly both these events are pointless because of the way they are setup with current large gangs logging on well before the event starts, and setting up/digging into all the best positions making it extremely difficult for other gangs to push. Ive seen quite a few of these events over in 10 to 20 minutes for this exact reason. Crimson - I do believe that admins should have the right to play just like anyone else, But for a gang that has so many admins it feels like theirs very little oversight in exactly what they do/the way the behave/treat other players in general. Ive constantly seen crimson players putting down newer players on the server trying to fight cartels including myself, all whilst being extremely toxic and pushing with 4x or sometimes more the numbers. Crimson at this point for how large it is, and how much staff are in the gang should be acting to help the server and help balance things ive seen nothing of this, Other then the we switch between cop to help numbers things. They will not accept or trial new players and trash the ones trying to learn. The staff members in this gang should be promoting them to be friendly with new players, help them out and help them learn rather than making things an uphill battle at every step. There is also little to no oversight when it comes to numbers in a event, maybe with that many admins someone should go "hey can we have some people do runs or something else so the other gangs can have a fair fight at the fort today?"
    Development - the development here is rather sad the reason for this is nothing to do with the development team however, no money to my knowledge goes to development. That’s a huge issue, to keep a large community like this growing and healthy you need to invest in it. Since ive been here I haven’t seen anyway funds go back into the server other than for the basic costs like teamspeak the server itself etc.  the fact that someone or a group of people are collecting all these funds are retarded. Especially when people like @ebola are spending 120+ usd a month alone.  It also seems like the requests of the community are largely ignored in favour of a select few.
     
     
     
  9. 王 rando 王 liked a post in a topic by Michael L in Issues With asylum from a new players perspective   
    Some good points and observations in here but, no mind, certain people will just come in here and shit on it and troll. And then they will sit in their hidden TS channels with it being a mystery why battlemetrics looks like this on a Friday evening

  10. Arcangel liked a post in a topic by 王 rando 王 in Solution to housing   
    dont worry kavala has many houses
  11. Crossfade liked a post in a topic by 王 rando 王 in remove the snow   
    remove the rain too.
    it makes footsteps sound like african lip smacking
  12. Despair liked a post in a topic by 王 rando 王 in Issues With asylum from a new players perspective   
    There’s no animation or message or anything when searching a vehicle. A cop would be much more motivated to get probable cause when they pre-search every sus vehicle. In a situation like that I bet 90% of the cops would silently search and then makeup a reason to legitimately search the vehicle after. That’s because they’re a vermin and should be forced to starve to death on those sticky traps like the rats they are.
  13. 王 rando 王 liked a post in a topic by Fitz in Spawn City.   
    We're going to try Kavala back out as the top of the spawn list.  As people said above there are a number of reasons that it is a better starting city for new players, and personally a better place than Athira in terms of overall interaction with civs. 
    We will as necessary, take any applicable measures to make sure that new players have an avenue to progress throughout the server and are not getting gate-kept by veterans.  
  14. Silver-Spy liked a post in a topic by 王 rando 王 in this   
    just hide the post nigga
  15. • B A R K I N • liked a post in a topic by 王 rando 王 in A Paper Proposal   
    refer to me by my official title
    Grand Wizard.
  16. Scruggs liked a post in a topic by 王 rando 王 in A Paper Proposal   
    refer to me by my official title
    Grand Wizard.
  17. Bag Of Funyuns liked a post in a topic by 王 rando 王 in A Paper Proposal   
    refer to me by my official title
    Grand Wizard.
  18. Bob Danaloo liked a post in a topic by 王 rando 王 in A Paper Proposal   
    A Paper Proposal

     
     
    “Dear Governor,
    I would like to extend my appreciation for your most recent order of lumber supplies from Brookesy Logging Co.  I can only assume they are dedicated to your most recent housing and building maintenance initiatives that passed so well during your election campaign. I know that you are a large supporter of the “hard-working-by-the-book-law-abiding-citizens” here in Altis, and I come to you with a suggestion. Legalize paper. Hear me out, if you were able to legalize paper production, your citizens could benefit to fill a current supply gap in the market. Overall, this would improve quality of life for your citizens by contributing to the development of a strong and free market economy. Take my business for example, if paper was legalized my business would be able to diversify our current business portfolio and expand operations into new legal avenues. In turn, this will help stabilize the current disparity and crime plaguing the lands under your governance. For your consideration.”
                                        -Brookesy
    TABLE OF CONTENTS
    1.      Concept
    2.      Analysis
    3.      Diversifying the Paper Game: Proposed Pricing
    4.      Proposed Paper Mill Location
    5.      Proposed Lumberjack Talents and Progression
    6.      Conclusion
     
    1.      Concept
    The lumber gameplay loop has existed literally forever, and has seen some changes since its early days. Long gone are the days of selling a few hours worth of work for an easy and legal 500k. Nowadays, we can legally use Tempests to harvest trees automatically (the days of a backpack and axe are over, the days of the Tempest has begun), there are now several types of wood to cut and ultimately mill. Which of course, can then be combined with each other or with other sectors of raw materials (animal skins) to produce furniture at the carpenter. But something is missing. And that missing element is what I am here to discuss today; that is, the role of paper in the Asylum economy and its impact on gameplay styles.
    Ultimately, the bottom line proposal is this:
    1)      Allow paper to be a controlled commodity (like Weed) that can be legalized or illegalized by the currently elected Governor.
    2)      Allow paper to be a transferable yet diverse gateway commodity that can be processed via a new processing facility – i.e.: Paper Mill. You might be asking, so what does this mean?
    Essentially, when timber is processed into planks, the next processing option should allow users to process two different types of paper, one for legal applications and the other for potential illegal applications. This advanced processing would be done at a (Paper Mill) zone or NPC. And finally, we need to then make these two basic commodities transferable. This means that a player would be able to take rolling papers, go to a paper mill, and then restructure them into officer paper OR vice versa. Therefore, paper now becomes a diverse yet transferable commodity that would give it a very intriguing and valuable status as an advanced commodity. The unique placeholder in the market is a result of the fact that it has potential to either be a legal or illegal (gateway) commodity, this means that paper has the flexibility to explore both legal and illegal markets at a relatively low barrier to entry (i.e.: it is transferable).
     3)      Expand on Talent Tree for lumber oriented industry
    So what would this look like? To better answer that question, we first need to look at the current state of paper and its role in the Altis market.
    2.      Analysis
    So what is the current state of paper? To be clear, and this goes mostly without saying, paper does not exist; however, rolling papers do but they are currently illegal – this is of course due to its uses in tobacco products which are also illegal. From the Asylum wiki: “the APD has determined that it is illegal for civilians to be in possession of tobacco, rolling paper, cigarettes, or cigars.” Due to the harmful nature of tobacco, rolling papers as tobacco paraphernalia has also been outlawed. And in this paper, I will argue that this is unjust and instead should be controlled by the governor as a dynamic commodity like weed.
    At the current time of writing, rolling papers sell anywhere between approx. $200 to $300 per rolling paper on the Asylum Exchange. It is noted that listing at $650 per rolling paper did not sell – this will be important later on in this discussion.
    Rolling papers currently hold a unique commodity position as it currently is one of the three resources required for crafting cigars – which is one of, if not the most, lucrative commodities to sell. Let’s examine a less profitable commodity in which rolling papers are also required, cigarettes. Cigarettes are currently sold for 1,250 per item. In order to craft cigarettes, you need 1 x dried tobacco and 1 x rolling paper. This requires a processing stream of gathering raw tobacco and then drying it, and also cutting down pine trees and milling them into planks, and then milling again into rolling paper. The last step is to combine a 1:1 ratio of rolling paper to dried tobacco at a tobacco factory. Finally, it can be sold for $1,250 at a drug dealer vendor. Let’s break this down further.
    After analyzing this processing stream, we notice that to obtain 1 x rolling paper, we need to gather 1 x pine tree, and then process that pine tree into 1 x pine planks, and then into 1 x rolling papers. In summation, this is a three-step total process (1 x gathering plus 2 x processing). Similarly, in order to obtain 1 x dried tobacco, we need to first gather 1 x raw tobacco, take it to a tobacco factory, and then process it again into 1 x dried tobacco. In summation, this is a two-step total process (1 x gathering plus 1 x processing). Finally, the rolling papers and dried tobacco are combined to make cigarettes. Let’s take a bit deeper of a look.
    In terms strictly of just resources required, the total sale price would be split 50/50 for each rolling papers and dried tobacco. However, if we then factor in the processing steps we can get the weighted cost per commodity. To explain, the total sell price is demonstrated by the expression: 1250 = 3RP + 2DT. Where, 3RP is the three step process for rolling papers and 2DT is the two step process for dried tobacco. Simplified for just the total number of steps regardless of commodity we get: 1250 = 5S. where S, is the number of steps. Therefore, per step we get 1250 / 5 = S. Where S then equals 250. We can then sub this value back in for each step for rolling papers and dried tobacco to get: 1250 = 3(250) + 2(250). This demonstrates that for the amount of work (or time) that an individual puts in to process rolling papers it would be equivalent to 3(250) = 750, whereas, dried tobacco would only account for 2(250) = 500. So why is it that rolling papers are sold for much less – it was noted earlier that papers would not sell even at $650 on the exchange – which would still turn a profit for buyers based on the above model? And if you’ve made it this far in my argument – you’ve probably been yelling at your monitor saying “BUT IT DOESN’T ACCOUNT FOR RISK” for the past several minutes. So why are rolling papers selling for three times less than their theoretical value?
    The value of rolling papers is simply devalued due to the fact that it does not need to be processed in a KOS zone (reduced risk). Some may also argue that you can process rolling papers at the same processing station (lumber mill) and do not need to take it to be further processed elsewhere; therefore degrading the difficulty of the task. However, this reasoning is negated in this specific experiment due to the fact that raw tobacco only needs to be processed once; thus saving time. If anything, this just demonstrates that processing rolling papers takes longer and should therefore increase the cost as it increases the work (time) to make the rolling papers. In addition to this, rolling papers are then illegal and are being held on for longer than dried tobacco, as rolling papers have to be held for additional processing cycles of pine timber to pine planks and then to paper. Whereas, dried tobacco is only held for the additional cycles of raw tobacco to dried tobacco – one whole cycle less than rolling papers! So wouldn’t this mean that rolling papers should be even more valuable since you are holding a higher risk of being caught? The current state of the market says – no, rolling papers are worth three times less. However, the real answer is dependent on risk and risk management. Before we go down that road let’s make some conclusions that have been highlighted thus far.
    Based on the discussion this far, it is clear that the sell price of a commodity is dependent on the amount of risk the activities required to make the product have, as well as the amount of work (time) that is put in to processing a commodity. Of note, the amount of time required to process a commodity should directly influence elevating levels of risk proportionality – however, in the case of holding illegal rolling papers this has been demonstrated to not be the case. The biggest factor that governs the price of a commodity is whether or not it is processed or gathered in a KOS zone. If the commodity, is processed AND gathered in a KOS zone, then the sell price of the commodity increases even more. But why? The answer is high volatility and the expectation/perception of increased losses. If you get robbed or killed in one of these areas – then you have forfeited all the progress you have made up to this point – high risk, high reward.
    Interestingly, rolling papers are not perceived as high risk despite their illegal status. Legality aside, it is true that rolling papers are not processed in a KOS area – which has ultimately been demonstrated to be the primary factor behind whether or not a commodity has more value. Moreover, rolling papers are priced similarly on the exchange to phosphorus and/or hydrogen sulfate (meth resources) – which are legal. This demonstrates that the legality of the item is not as important as the risk to reward ratio of the commodity. Importantly, this demonstrates that by making rolling papers legal, there would be no impact to the market due to the already existing perception of the risk involved in processing rolling papers. And by legalization of rolling papers, it would allow law abiding citizens to tap into more lucrative trade deals on the exchange.
    3.      Diversifying the Paper Game: Proposed Pricing
    Now that we have a strong understanding of the factors behind what makes a commodity valuable. How can we apply this knowledge to make the lumber industry more competitive or at the very least a more attractive means to earning an income?
    The answer that I will argue is that the lumber game loop needs to diversify processing products into rolling papers and a new product: office paper. In general, this is the current processing stream (red denotes illegal activity):

    This is my proposed game play loop:

    The proposal would be to add a new commodity – office paper. It would also include the addition of making rolling paper a dynamic resource like weed. By “dynamic” I mean that it can then be voted on by the people/Governor as to whether or not it should be legalized or illegalized. Importantly, rolling paper regardless of legality can be transferred into office paper for a processing cycle or vice versa – this action would take place at a Paper Mill NPC. I am suggesting that the Paper Mill NPC reside in a dynamic KOS zone that, depending on the legal status of rolling papers, can either be a KOS zone (if rolling paper is illegal) or not a KOS zone (if rolling paper is legal).
    The advantage to this dynamic KOS zone is that players can vote on whether or not they want rolling papers to be a high risk illegal activity; therefore, increasing the value of rolling papers. Or a legal low risk commodity; therefore, decreasing the price of rolling papers. Importantly, we need to ensure that there is a check/balance to this, such that when rolling papers legalize it does not overly degrade the value of rolling papers like the current market. The way to prevent this is by controlling the supply, and therefore the demand of rolling papers by setting a floor price on office paper. The intent here is to set a minimum price on office paper, such that if the price of rolling papers dips below the office paper price due to legalization of rolling papers (increased supply), then the paper market will swing towards lumber players having a large incentive to convert their existing stock of rolling papers to office paper (or simply an incentive to produce more office paper) – as they would earn more to sell directly to a commodity trader vice trading rolling papers on the market to other players. The result will be a reduced supply of rolling papers (since all supply is being made into office paper), therefore raising the price of rolling papers – although notably still less than illegal rolling papers (due to less risk during periods of legalization). Additionally, when rolling papers are illegal, the price for rolling papers will increase above the office paper floor price due to a larger inherited risk. An anecdotal effect of this system is that it will create an interesting paper market where players could potentially hoard rolling papers in hopes that the upcoming Governor election will make rolling papers illegal – and therefore, drive the price up. Let’s now consider a fair starting price for this new office paper commodity.
    Office paper is a commodity which requires a total three step process, 1 x gathering pine trees, 1 x processing into lumber planks, and then finally transferring to the Paper Mill for a further 1 x processing. Importantly, this means that office paper and rolling paper will not be able to be made at the lumber mill station – which slightly increases the difficulty and risk (risk of being robbed in transit) of making both types of paper. Thus, increasing prices. For a fair price, let's look at a similar existing commodity to office paper.
    Medicinal marijuana is similar to the proposed processing stream of office paper because it requires 1 x gathering step and 1 x processing step, and has a similar level of risk when legalized to office paper.  Note that this differs from office papers 1 x gathering step and 2 x processing step – however, through my lumber talent proposition, we can remove the need for planks, and can directly create office paper – more on this later – but for now we assume that this talent is taken and therefore, medicinal marijuana has a similar gathering/processing stream to office paper. Moreover, it is important to acknowledge that without this talent, the processing stream for office paper would take longer for an individual to create office paper due to the extra processing cycle (timber – planks – office paper) and therefore would only cause the price to increase due to increased work.

     
    The current price for selling medicinal marijuana is $290. Therefore, if we take into account the amount of work required to process office paper as near equivalent to medicinal marijuana, we can estimate a fair market value around $290 per office paper. The effect of this, is that it will raise the currently undervalued rolling papers to at least $291 or more – depending on the legality factor. If it is legal, it will be around $291 (on par with office paper). If it is illegal, prices will increase as set by the player base dependent on perceived risk factors (such as: player count, gang activity, current offerings on market, etc) during the processing stream. Ultimately, office paper will allow a “baseline” for paper commodities that will make the role of the Governor/player base voting more meaningful. Additionally, office paper will provide an avenue of price balancing for times of legal / illegal pricings with regards to the rolling paper market.
    4.      Proposed Paper Mill Locations
    In order to facilitate a fair and accessible location the following area has been analyzed and proves to be a promising future location for a Paper Mill. This location is suitable as it is within a reasonable reach of the lumber mill which is aligned with similar travel distances for other commodities. It is also suitable, as it will increase traffic flow within this region of the map to create and foster a more relevant and “lived-in” world:
    The Paper Mill is located just outside the Eastern side of the town of Galati (Grid reference: 105190).

     
     
     
    5.      Lumberjack Talents and Progression
    In order to facilitate ways to make the lumber game loop on par with other professions within the game, it is feasible to introduce a talent system that allows players the unique opportunity to specialize and increase rewards associated with the lumber industry. I propose the following talents:
    Lumberjack Talents
    Base: Unlocks the Lumberjack Talent Tree
    Tier 1: Handsaw – reduce the time it takes to chop down trees with an axe by 10%
    Tier 2: Timber Hauler – reduce the virtual storage size of any timber by 25% while stored in the Tempest Ammo, HEMTT Box, or Zamarak (Covered). Note, this does not apply to storage in houses or containers.
    Tier 3: Forest Industrialist – decrease the processing time of any timber into their respective plank by 20%
    Tier 4: Pulp Specialist – process pine timber directly into office paper, no need for pine planks!
    These talents are self-explanatory, feel free to comment questions below. In short, these talents would offer unique ways to explore the lumber trade!
    6.      Conclusion
    In finality, it has been demonstrated that rolling papers currently hold a very unique position in Altis’ market. This commodity can be leveraged to provide new and exciting revivification to an otherwise out dated logging and milling industry. These leverages include: the dynamic legalization / illegalization of rolling papers vis-av-vis Governor rule, a Paper Mill zone that can be either a KOS zone or not depending on legality status of rolling papers, and lastly, a revisitation of Lumber/Milling talent trees. Overall, these concepts would provide a much more meaningful impact both financially and gameplay wise. 

    “Did you know that 100% of paper products in Altis come from lumber? Find out more! Contact Brookesy Logging Co.
    Here at Brookesy Logging Co. we work hard to meet all your lumber needs, we offer all products and a delivery service scheduled at your convenience. Give us a call today. It’s as easy as one, two, tree.”
  19. Donald liked a post in a topic by 王 rando 王 in A Paper Proposal   
    refer to me by my official title
    Grand Wizard.
  20. Big fart liked a post in a topic by 王 rando 王 in A Paper Proposal   
    refer to me by my official title
    Grand Wizard.
  21. 王 rando 王 liked a post in a topic by Farmer Steve in remove the snow   
    remove the snow, we're in april nigga
  22. 王 rando 王 liked a post in a topic by GravL in Spawn City.   
    the public has spoken
    kavala it is
  23. 王 Ari Petrou 王 liked a post in a topic by 王 rando 王 in Spawn City.   
    Okay put my city back where it belongs.
     
    on top
  24. 王 rando 王 liked a post in a topic by Bag Of Funyuns in Spawn City.   
    for sale hmu

     
  25. Bad Samaritan liked a post in a topic by 王 rando 王 in Spawn City.   
    Okay put my city back where it belongs.
     
    on top
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