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An open letter about Store RP.

it's not that inherently. I don't want to go to the pint. I don't want to go to a bar. I want to go to an interesting RP hub that isn't the same store rebranded 400 times.

Take me to a fight pit. Take me to a biotic psychic reader. A ripper doctor. W/e.

I mean bars, libraries restaurants, cafes. You've got options but for events you can run anything out of them.
Sunrise slums bar ran a fight club in it's upstairs. When it was a cybercafe it had game nights and @Imperator RAD-X GMing star wars playing on the haunted TV. (Supernatural horrors beyond human comprehension notwithstanding)

AFAIK the pint had a fencing competition at some point? I saw an advert for something similar at least, they give you a lot of options to run these interesting ideas which maybe aren't feasible as a constant
 
There is a lot of stuff in this thread I disagree with. There is a handful of things I vaguely agree with.

THINGS NOT TO DO TO IMPROVE STORE RP (DESPITE SOME PEOPLE IN HERE SUGGESTING OTHERWISE, KNOWINGLY & NOT):

- Make running a store more gamey. More inherent game mechanics that make the experience a simulator rather than just another avenue for RP. I'm here to roleplay. I want to roleplay. Please roleplay.

- Make running a store more prohibitive. When I ran the Pint it was fun because the only expectation upon me as a player was to be active. Later down the line rent was introduced and running a rp hub was suddenly a laborious chore that sucked all the fun out of it. Rent, taxes, all these things are not particularly fun. Even if they're 'realistic', who cares. The economy is a complete lie anyways. Just charge people a one-time flat fee at the maximum, with the only expectation that they be active and abide by whatever set of rules. Rent is not fun. It was never fun.

- Make the process of running a store itself prohibitive. Needing a hundred different approvals from this this and that to do that that and this. Forced to hang a portrait of Breen and every Tom Dick and Harry loyalist on the wall. Exhaustive game mechanics that waste my time and take me away from actually roleplaying.

THINGS I PERSONALLY BELIEVE IMPROVE STORE RP

- Dedicated business/commerce faction which incorporates storeowners into it. DOB were fun. I liked how as a storeowner (At the time of the Pint, I imagine it changed throughout its lifespan), was by default a member of this faction and got to be involved in its doings. It took the dynamic of just having your circle of employees and expanded it to a wider group/community.

- Streamline everything. No exhaustive menus you need to scroll through. No elaborate UIs. Preferably as few UIs as physically possible. I don't like the gears of industry terminal stuff. Not crazy for all the scripting involved. Everything should be super straightforward and non-exhaustive. I need product in my store, I get product for my store. I sell that product. Leaves me with more time to actually roleplay rather than worry over micromanaging my store.

- Involvement in city operations. Very vague and general suggestion but in city 24 sometimes the Administration would reach out to businesses to host different things. The Pint hosted parties for different loyalist functions or just a special dinner between Ministry heads. It's fun as a player to get a glimpse into the world of these people that you might not otherwise interact with. Encourage these sorts of things. Incorporate businesses into different things and involve them.

- working bathrooms like poop hahahaha

Other stuff I can't think of off the top of my head. I'm gay.

- - -


To address some of the things mentioned in this thread:

Somewhat of a real suggestion that I personally have is that I think the more stores we have on a map, the more quality will take a hit. Think of it as a simple supply/demand equation. The more the quantity of stores are, the less quality will be. Of course there will be tiny spaces of high quality, but the amount of people that will flock to the easy '1-2-3 I got my order' stores is also higher.
I think this is kind of a silly way of thinking about it. Shit stores are shit because they're shit. Removing the quantity of stores does not eliminate shit stores it just shrinks the number of possible stores that could be shit. But it doesn't stop the say six available stores from all being shit. Nor does having nine stores mean all of them will just be shit. Good stores are good because they're good. Because there's a good idea behind them accompanied by good execution and presumably good roleplayers at the helm willing and able to facilitate good and fun interaction, and that by itself is not influenced by the number or lack there of of stores.

While I am generally of the opinion that YES, we don't want the amount being too exorbitantly high for the simple reason that Willard has all things considered a relatively small playerbase that will be stretched very thin between a lot of stores, but the logic applied here I don't really think tracks at all.

I am the biggest fan of needing to bulk buy stock and hold it in stores. Now the system we have in place REQUIRES player to player contact which makes the process slow and annoying. I'm unsure as to why we don't just have a drop off point script near the CWU where we can collect stock and then haul it back to stores and store it.

I generally am in favor of this kind of idea. Ideally as simple as the old system where you can just order things from a UI and it gets delivered, but perhaps include something that makes it where unlike the old system it doesn't just get shot across the city via imaginary pneumatic tube that instantly delivers it to your nearest dropoff terminal. I do fear that it would be perhaps a bit of tedium, but also kind of a happy medium between making the experience a touch more realistic without going too crazy.

Think my big fear is just storage space. I loathe the inventory tetris that Willard has going for it, even though that's practically industry standard for any RP server on gmod. Storage space is prohibitive and I feel like I as a store owner would want a comfortable amount of space to store my stuff that doesn't involve spending thousands of credits on large lockers that occupy a ton of space and look ugly.
 
There is a lot of stuff in this thread I disagree with. There is a handful of things I vaguely agree with.

THINGS NOT TO DO TO IMPROVE STORE RP (DESPITE SOME PEOPLE IN HERE SUGGESTING OTHERWISE, KNOWINGLY & NOT):

- Make running a store more gamey. More inherent game mechanics that make the experience a simulator rather than just another avenue for RP. I'm here to roleplay. I want to roleplay. Please roleplay.

- Make running a store more prohibitive. When I ran the Pint it was fun because the only expectation upon me as a player was to be active. Later down the line rent was introduced and running a rp hub was suddenly a laborious chore that sucked all the fun out of it. Rent, taxes, all these things are not particularly fun. Even if they're 'realistic', who cares. The economy is a complete lie anyways. Just charge people a one-time flat fee at the maximum, with the only expectation that they be active and abide by whatever set of rules. Rent is not fun. It was never fun.

- Make the process of running a store itself prohibitive. Needing a hundred different approvals from this this and that to do that that and this. Forced to hang a portrait of Breen and every Tom Dick and Harry loyalist on the wall. Exhaustive game mechanics that waste my time and take me away from actually roleplaying.

THINGS I PERSONALLY BELIEVE IMPROVE STORE RP

- Dedicated business/commerce faction which incorporates storeowners into it. DOB were fun. I liked how as a storeowner (At the time of the Pint, I imagine it changed throughout its lifespan), was by default a member of this faction and got to be involved in its doings. It took the dynamic of just having your circle of employees and expanded it to a wider group/community.

- Streamline everything. No exhaustive menus you need to scroll through. No elaborate UIs. Preferably as few UIs as physically possible. I don't like the gears of industry terminal stuff. Not crazy for all the scripting involved. Everything should be super straightforward and non-exhaustive. I need product in my store, I get product for my store. I sell that product. Leaves me with more time to actually roleplay rather than worry over micromanaging my store.

- Involvement in city operations. Very vague and general suggestion but in city 24 sometimes the Administration would reach out to businesses to host different things. The Pint hosted parties for different loyalist functions or just a special dinner between Ministry heads. It's fun as a player to get a glimpse into the world of these people that you might not otherwise interact with. Encourage these sorts of things. Incorporate businesses into different things and involve them.

- working bathrooms like poop hahahaha

Other stuff I can't think of off the top of my head. I'm gay.

- - -


To address some of the things mentioned in this thread:


I think this is kind of a silly way of thinking about it. Shit stores are shit because they're shit. Removing the quantity of stores does not eliminate shit stores it just shrinks the number of possible stores that could be shit. But it doesn't stop the say six available stores from all being shit. Nor does having nine stores mean all of them will just be shit. Good stores are good because they're good. Because there's a good idea behind them accompanied by good execution and presumably good roleplayers at the helm willing and able to facilitate good and fun interaction, and that by itself is not influenced by the number or lack there of of stores.

While I am generally of the opinion that YES, we don't want the amount being too exorbitantly high for the simple reason that Willard has all things considered a relatively small playerbase that will be stretched very thin between a lot of stores, but the logic applied here I don't really think tracks at all.



I generally am in favor of this kind of idea. Ideally as simple as the old system where you can just order things from a UI and it gets delivered, but perhaps include something that makes it where unlike the old system it doesn't just get shot across the city via imaginary pneumatic tube that instantly delivers it to your nearest dropoff terminal. I do fear that it would be perhaps a bit of tedium, but also kind of a happy medium between making the experience a touch more realistic without going too crazy.

Think my big fear is just storage space. I loathe the inventory tetris that Willard has going for it, even though that's practically industry standard for any RP server on gmod. Storage space is prohibitive and I feel like I as a store owner would want a comfortable amount of space to store my stuff that doesn't involve spending thousands of credits on large lockers that occupy a ton of space and look ugly.
This answer and many others just come down to make things simpler and just RP.

So if rarely people show up to your Shop, because there is no need for their stuff. How would you make the credits needed for events? You gotta go out of your way and work in extra workshifts and farm rations.

What Shop RP really need is, stuff that lets your character be creative. Its basically giving them more options.

Idc if its just a tiny thing but they need options. Otherwise you stay around, wait for people to come and hopefully they will Engage in RP. Just put event planning and else to the side thats already an option.

What Shops need is a wider spectrum of things they can do. Even if it isnt used. Basically more freedom. Like you said get rid of some Restrictions.

Besides that, some of the permits are basically useless. So you mostly get the same type of Shop. Its either a bar/Restaurant or a clothing Shop. The other Shops get so rarely any customers that people just stop opening them, you literally stand around. You are bound to the counter. But you still need credits to pay workers or rent. It ends up the same. I experienced it. The popular Shops get like 5 permits at the end, then BOOM. Its like 2-3 Shops opening only. At that point its not competition its just bad Design.

Easy ways to fix, it could be a pin Board with requests for goods or stuff like outer District Management. A way to get credits while being open but not needing customers. Lets say your char is good in crafting, you can specialize in a Shop with electronics and components. And then build your own stuff. Sell it cheaper or in Bulk for outer district request.

That way you dont isolate the district. The players contribute to the growth of other districts or cities. Basically normal economy. As example the CWU can sell to other cities. But why cant Shops?

Imagine you save up and can build your own greenhouse somewhere, which gets you fresh produce weekly delivered by the CWU. Or whatever. Just imagine things and thats what we need.
 
Besides that, some of the permits are basically useless. So you mostly get the same type of Shop. Its either a bar/Restaurant or a clothing Shop. The other Shops get so rarely any customers that people just stop opening them, you literally stand around. You are bound to the counter. But you still need credits to pay workers or rent. It ends up the same. I experienced it. The popular Shops get like 5 permits at the end, then BOOM. Its like 2-3 Shops opening only. At that point its not competition its just bad Design.

As Riley said, kill costs as much as possible. Something like a hardware store might not provide much in the way of acting as an RP hub but to me those type of stores are really more like a clubhouse that are more private ventures that just so happen to sell things.

Running a laundromat? It might not get the foot traffic to make a ton of money, but it's an official front for a rebel group to have a presence in the city. Or maybe a gang leaders hideout. Maybe it's just a group of citizens working together to not get fucked in Combine society.

Nobody should ever just be sat behind a counter all day, grab your employees and friends and chill behind the counter whilst people come in to buy. And a good RPer can make just selling a toolkit or a radio an interesting interaction, instead of just pulling out a POS and throwing scripts at people who walk in

What kept Sunrise alive and such a popular spot was the fact that at any given time there'd be 3 employees if not more sat behind the counter talking to one another and RPing as people passed by or came inside.
 
There is a lot of stuff in this thread I disagree with. There is a handful of things I vaguely agree with.

THINGS NOT TO DO TO IMPROVE STORE RP (DESPITE SOME PEOPLE IN HERE SUGGESTING OTHERWISE, KNOWINGLY & NOT):

- Make running a store more gamey. More inherent game mechanics that make the experience a simulator rather than just another avenue for RP. I'm here to roleplay. I want to roleplay. Please roleplay.

- Make running a store more prohibitive. When I ran the Pint it was fun because the only expectation upon me as a player was to be active. Later down the line rent was introduced and running a rp hub was suddenly a laborious chore that sucked all the fun out of it. Rent, taxes, all these things are not particularly fun. Even if they're 'realistic', who cares. The economy is a complete lie anyways. Just charge people a one-time flat fee at the maximum, with the only expectation that they be active and abide by whatever set of rules. Rent is not fun. It was never fun.

- Make the process of running a store itself prohibitive. Needing a hundred different approvals from this this and that to do that that and this. Forced to hang a portrait of Breen and every Tom Dick and Harry loyalist on the wall. Exhaustive game mechanics that waste my time and take me away from actually roleplaying.

THINGS I PERSONALLY BELIEVE IMPROVE STORE RP

- Dedicated business/commerce faction which incorporates storeowners into it. DOB were fun. I liked how as a storeowner (At the time of the Pint, I imagine it changed throughout its lifespan), was by default a member of this faction and got to be involved in its doings. It took the dynamic of just having your circle of employees and expanded it to a wider group/community.

- Streamline everything. No exhaustive menus you need to scroll through. No elaborate UIs. Preferably as few UIs as physically possible. I don't like the gears of industry terminal stuff. Not crazy for all the scripting involved. Everything should be super straightforward and non-exhaustive. I need product in my store, I get product for my store. I sell that product. Leaves me with more time to actually roleplay rather than worry over micromanaging my store.

- Involvement in city operations. Very vague and general suggestion but in city 24 sometimes the Administration would reach out to businesses to host different things. The Pint hosted parties for different loyalist functions or just a special dinner between Ministry heads. It's fun as a player to get a glimpse into the world of these people that you might not otherwise interact with. Encourage these sorts of things. Incorporate businesses into different things and involve them.

- working bathrooms like poop hahahaha

Other stuff I can't think of off the top of my head. I'm gay.

- - -


To address some of the things mentioned in this thread:


I think this is kind of a silly way of thinking about it. Shit stores are shit because they're shit. Removing the quantity of stores does not eliminate shit stores it just shrinks the number of possible stores that could be shit. But it doesn't stop the say six available stores from all being shit. Nor does having nine stores mean all of them will just be shit. Good stores are good because they're good. Because there's a good idea behind them accompanied by good execution and presumably good roleplayers at the helm willing and able to facilitate good and fun interaction, and that by itself is not influenced by the number or lack there of of stores.

While I am generally of the opinion that YES, we don't want the amount being too exorbitantly high for the simple reason that Willard has all things considered a relatively small playerbase that will be stretched very thin between a lot of stores, but the logic applied here I don't really think tracks at all.



I generally am in favor of this kind of idea. Ideally as simple as the old system where you can just order things from a UI and it gets delivered, but perhaps include something that makes it where unlike the old system it doesn't just get shot across the city via imaginary pneumatic tube that instantly delivers it to your nearest dropoff terminal. I do fear that it would be perhaps a bit of tedium, but also kind of a happy medium between making the experience a touch more realistic without going too crazy.

Think my big fear is just storage space. I loathe the inventory tetris that Willard has going for it, even though that's practically industry standard for any RP server on gmod. Storage space is prohibitive and I feel like I as a store owner would want a comfortable amount of space to store my stuff that doesn't involve spending thousands of credits on large lockers that occupy a ton of space and look ugly.
I fucking love this guy and his ideas, Riley, you ARE goated my friend
 
I will say there have been talks about the work cycle within willard respectfully amongst staff; I hope all will understand that V3 will be the biggest fix of willard thusfar, in terms of gameplay cycle, roleplay and enjoyability.
 
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