So as for orders taking too long, we've given them the option to pay extra 'points' for same-day delivery or a little less for next-day, I'm pretty sure
@ShockyC has been quite often (if not every single time actually iirc) using same day so I'm wonder if these delays are as a result of us not responding quick enough to their orders.
Definitely understand the frustration of having to wait, it was basically a way of us implementing a point-sink which tbh doesn't actually seem to be working. It's possible we could just change it to a system where everything is same-day delivery if ordered before a certain time (some orders are made incredibly late in the night), but given that same-day tends to be used anyways, I think the problem may be with ourselves taking too long, but
@ShockyC can probably add his experiences to this
Would be a question for
@FreeSpy in regards to the scav/crafter question.
Regardless, I don't think scavengers being the only source of acquiring low-tier ammo is really viable tbh, it should be made a lot more available and easily accessible, thinking back to Boreas, I was a big fan of
@A. Vaher 's contracts that they were doing which basically gave people odd jobs, whether it was dealing with a single bandit or scavenging around for a car engine, I'm not sure exactly what rewards were offered for these jobs but given their ease, I could see a similar system being put in place that would give players access to low tier stuff that can be traded.
Just spitballing really I've not thought it through, I'm pretty sure a similar system already exists on the server or at least I remember reading about the intention of some similar system with contracts but again I'm not sure how this is playing out on the server rn
I'm not gonna lie, even though I had to manage three things at once it was a lot of fun running those bounties
I haven't been on server lately to do so since I just haven't felt like it but I am glad you liked them since I had a lot of fun doing them, but it just doesn't seem as manageable on Ineu
Regardless
the drop cannot be random, if so you risk it landing inside of the combine base or the emergent base or some out of bounds spot
Back on Asheville, I ran some SPIRE events, the Russian mercenary paratrooper guys, and I had some supply drops or funny guys drop in from the sky in places on the map, usually the city, and whilst they were more geared towards Combine for eventing, Rebels also got their own sort of events here and there
Of course, with the way the merchant system functions and whatnot, it is not so feasible to gear the direction of things towards airdrops as there are several factors regarding that, and as it stands our systems in place would not agree very well with such an idea. It would be much like the demand far exceeds the output, kind of like producing only 10 iron ore a minute when your refineries consume 50 a minute in Kenshi, or even so the refineries producing so much that a halt in production occurs.
The last part isn't really related I just wanna play Kenshi
I think what my point was is that it is certainly an IDEA to experiment with that had good results on a previous map, but it should be considered cautiously as some things that worked well on previous maps may not work so well here
I have to agree.
Some automation is needed,
since 1-5 legendary dedicated people serving a full or half full server where not much could be done without staff system wise, being active management on a 35 player minimum server, is tough to answer everything, especially at the heat of the moment of rp.
Automation is needed, and some trust in the user operating them systems, like merchant spawn systems to be made.
I'd even encourage faith in the player.
Making a merchant system with specific flags, (just the business menu that already exists, tweak it)
to even assign them to specific characters in specific situations, vendors, roles, or what not.
allowing characters to be INTERESTING. to be able to procure their own things and roles.
currently everybody's role is rebel s2ker, or something related to combat. where's the uniqueness?
while it could be one man decides to be a tailor, he has tailor flags, one man has carpentary flags, other fishing flags allowing em to spawn fish in its own time.
handing out free rp, and trust in the one that has the flag for it, is not bad, it's good.
in my case, a fishing dedicated character, having to ask and reask for carp to be spawned, when doing a fishing event with someone, or self, sometimes takes a while, which is understandable, YET
being able to procure it myself, with fairness and respect to the responsibilty of having such flag, makes you put even more rp effort.
i'd imagine how many fishing events I could do in such instance, without having to rely on outside support, could be fun af
and what others could do, having their own roles attributed to them.
heck, make one shoeshiner, with shoeshiner flags, being able to ''craft'' shoes or something. ITS FREE RP
this is the next step of evolution, of a player driven server, while on the global narrative of the staff directive.
you still cant live dependent 24/7, then wonder why the staff themselves feel overwhelmed, and the player feels uncomfy asking over n over
sometimes over strictness just keeps things lacking.
Regarding the idea of placing faith in the player-
I like this idea very very much, as I have experimented with it several times, and I have even let them know that there would only be IC repercussions for, say, theft(for my own store).
I have let New Dawn Sets(whose character name eludes me) run Mechanic's shop back in Asheville during my absence so that people would be able to buy whilst I was away, and they showed great competence in this. I gave myself a limited stock during the week so that I couldn't just spawn things in for convenience, something Numbers was on with, and roughly a revival of this took place in Boreas with the hired guns of Boris Drugov, Yaroslav Volkov, and Han Shenyang. They were ALL given access to the store's containers to utilise in trade, and when they were selling and buying, they did swimmingly. There was a lot of guidance behind the curtain, questions and whatnot on how much something should be sold for, but nonetheless, it ran great.
This is much a far cry from the time I sold an MP7 for someone's shoelace back on Asheville(which was fucking HILARIOUS mind you and I do NOT regret it).
Point is I agree that player trust is important, and though it may foul, there is no point in not trying to open up things to players more, so players can do more, aside from keeping the economy stable and such.
If we did try the flags thing that Alexander suggests, implementation could be made to see it viable within such a way to prevent abuse.
TL;DR I don't remember what I wrote down I'm playing Kenshi