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Organization Overhaul/Better Wages for Associates


Spadge
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About two weeks ago we had a multiplicator on associate wages, twice as high as usual, and my friends and I took full advantage of it.

 

My organization was mostly fully manned during that week and the associates enjoyed to stick around making around 350k an hour and more with car and collection exports, smuggling, sources, VIP jobs and their wage. It was especially interesting for the beginners, the lower level players and the casuals. Not worrying about setting up and maintaining a time consuming business, rather just sticking around, having fun and making money.

 

There was a real incentive for players and people actively wanted to be recruited to partake in work with and for the CEO. Teamwork was really up.

 

After the double cash week was over I couldn't help but realise how ridiculously low associate wages are and how much lower the incentive was for associates. That double pay really made a difference on so many levels, it's stunning.

I was really hoping for them to keep it that way. Double wage actually feels like what associate pay should be like on a regular basis, but obviously it was changed back.

 

I don't know what you think. From my experience double pay really made the CEO system work realistically. Leader types and more serious players managing business and more casual players logging in for some fun and quick cash. And it made me think. They really should increase the wage for associates to 10k and up by default. Not only that, I think the system should be smarter, keeping track of employees, their progress and service for one organization. After logging off, associate pay shouldn't drop to minimum again, people who stick around and are loyal to one organization should get advantages, having their pay preserved even after logging off by establishing a score system just like with the MC. Having more room for potential associates and maybe even ranks like in the MC again, would make sense. People on top of the ladder would unlock higher wage tiers and earn even more, and the assistant could adress these members differently, just like the barkeep does in the clubhouse. It would even make sense to have game mechanics connect the in-game organization to the Social Club crews, giving us more options of surveilling associate progress, company income and hierarchy. Maybe even make it possibles for the high tier associates to manage activites, give responsibility and get a share of the income, even during the CEOs absence.

 

So much potential for this game feature, I think it deserves an overhaul. Especially considering that it was first introduced at the time of crates, which was just another activity, but now they actually followed up on it with so much new activites, to a point where where the Organization is at the center of free roam even GTA Online as a whole for many people.

 

Remarks, criticism, new ideas? Throw 'em in here!

 

Greets Alex.

Edited by Spadge
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delorianlazarus

I agree with most of the things you pinpoint here.

 

I don't think connecting SC and CEO businesses will be of any use, but keeping a track of your wage is definitely a good idea. To create some socialization in game.

 

 

This empty leaderboard inside the clubhouse is so sad...

And playing for a ridiculous 10k each 10 minutes after an hour of running around is just ridiculous.

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My idea is:
Each organisation is receiving a certain amount of money as wages. For the beginning 100% goes to CEO, but CEO must give out percentage to his crew. Almost same as heists.
So, let's say an organisation is reciving 10k every 10 minutes and CEO divided 25% to each member, so it's 2,5k for everyone. That certain amount of starting wages should increase as long as organisation is doing sale missions ect. Of course numbers should be customised to begin with.

Edited by Sanches
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Well of course the money should be double but that's only because things got so expensive!, if things costed half of what they cost right now, that would be a lot better, it would benefit everyone.. but you know.. shark cards..

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The Wandering Hunter

My idea is:

Each organisation is receiving a certain amount of money as wages. For the beginning 100% goes to CEO, but CEO must give out percentage to his crew. Almost same as heists.

So, let's say an organisation is reciving 10k every 10 minutes and CEO divided 25% to each member, so it's 2,5k for everyone. That certain amount of starting wages should increase as long as organisation is doing sale missions ect. Of course numbers should be customised to begin with.

 

the flaw here is that then everyone may as well be a solo ceo
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Shadowfennekin

There definitely needs to be incentive for joining Orgs, MCs too....

Cause if you join one of those douchebags who constantly do business, business, business crap without ever stopping to do VIP work then the Associates make barely anything for their time! At least buff the pay for delivering crap, and earn pay for importing cars too since some of those can take awhile if say the car is I don't know..... IN PALETO f*ckING BAY?!

 

There's a reason why I never join people's orgs or MC unless I see them in the vehicle warehouse, bunker, or hangar. I'll help you sell stuff, but you can gather that stuff on your own. I'm retired from smuggling and gun running.

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My idea is:

Each organisation is receiving a certain amount of money as wages. For the beginning 100% goes to CEO, but CEO must give out percentage to his crew. Almost same as heists.

So, let's say an organisation is reciving 10k every 10 minutes and CEO divided 25% to each member, so it's 2,5k for everyone. That certain amount of starting wages should increase as long as organisation is doing sale missions ect. Of course numbers should be customised to begin with.

 

This will totally not be abused by giving associates absolutely nothing and hop sessions once they realize they've been conned...

The system needs an overhaul, but not like this. Earnings on the side for example should not go to the ceo. In the beginning I did not know this and sold a car, just to see my money go to the ceo. That bounty you claimed? Not your money... the wages need to be raised.

Associates? Enslaved footpeople sounds more correct to me.

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UncleScrooge

 

My idea is:

Each organisation is receiving a certain amount of money as wages. For the beginning 100% goes to CEO, but CEO must give out percentage to his crew. Almost same as heists.

So, let's say an organisation is reciving 10k every 10 minutes and CEO divided 25% to each member, so it's 2,5k for everyone. That certain amount of starting wages should increase as long as organisation is doing sale missions ect. Of course numbers should be customised to begin with.

 

the flaw here is that then everyone may as well be a solo ceo

They don't even need to be a CEO, remember Rockstar lowered the amount required to become a VIP from 1 million to just 50k not that long ago. Anyone can grind VIP work and make a half-decent profit without the need for any associates.

 

A 25% profit sharing scheme would just make CEOs and MC Presidents more reluctant to hire subordinates. They're investing time and effort to run businesses not charities. The peasants need to stop leaching and make a living for themselves.

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ˆ

Read better, he's not saying associates should get 25% of the profits, he's saying the ceo should get paid a wage and can choose to divide it between his associates. Profits from sales still stay with the ceo.

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The Wandering Hunter

 

Read better, he's not saying associates should get 25% of the profits, he's saying the ceo should get paid a wage and can choose to divide it between his associates. Profits from sales still stay with the ceo.

if that wage is tiny then who cares. if the wage is significant then again, you might as well just play solo. solo ie/biker/bunker is already good. this would improve it.
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bombkangaroo

I think there are two problems here. The first is that the system is set up so that only the CEO makes any money, everyone wants to be the CEO/President, and nobody wants to work for anyone else, not only because the pay is paltry, but also because most players, and therefore most CEOs, are braindead vegetables who will force you to wear some crappy uniform they picked out, then drag you into a PVP war without letting you use a helmet to level the playing field, or something like that; or, as was said above, they expect you to slave away for their businesses in exchange for 5K every 48 minutes of realtime.

 

The other side of the coin is that most people playing this game have a learning disability, or developmental disorder, or a physical disability that limits their manual dexterity, or all three combined and worse. Associates and Prospects are, at their best, nice to have around, most of the time they just idle in a clothes shop or their apartment, completely ignoring any objectives you might be trying to achieve, even when it's making them money, and at worst they're more dangerous to your success than the people you're trying to avoid. They call in random CEO vehicles, thinking it's just there as a fun toy for them to play with, putting spawns of useful vehicles like Buzzards on a countdown, or giving away your location during Executive Search, or practically handing people the case during Hostile Takeover, etc, etc.

 

The worst part of all this is that anyone who is anyone in the game won't join, because they make more money by not being part of your Organisation, while those who do have a reason to join are usually the kind of scum that would have been sterilised* in Nazi Germany. (*and rightly so) The system is set up to fail.

 

The only fix I can see working is for a new type of "team" to exist, that cannot do business activity, and doesn't pay out a wage, but provides some teamwork related bonuses, and maybe some objective based content, so as to encourage people to actually play together as a team. The incentive should be the gameplay/experience, not this GTA$ carrot-and-stick nonsense that produces all sorts of bad incentives.

What I would like to see would essentially be a Crew Session, but with teams of randoms instead of Crews.

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My idea is:

Each organisation is receiving a certain amount of money as wages. For the beginning 100% goes to CEO, but CEO must give out percentage to his crew. Almost same as heists.

So, let's say an organisation is reciving 10k every 10 minutes and CEO divided 25% to each member, so it's 2,5k for everyone. That certain amount of starting wages should increase as long as organisation is doing sale missions ect. Of course numbers should be customised to begin with.

 

I like the idea for groups of friends, but in pubs CEOS would abuse that feature quite certainly

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I think there are two problems here. The first is that the system is set up so that only the CEO makes any money, everyone wants to be the CEO/President, and nobody wants to work for anyone else, not only because the pay is paltry, but also because most players, and therefore most CEOs, are braindead vegetables who will force you to wear some crappy uniform they picked out, then drag you into a PVP war without letting you use a helmet to level the playing field, or something like that; or, as was said above, they expect you to slave away for their businesses in exchange for 5K every 48 minutes of realtime.

 

The other side of the coin is that most people playing this game have a learning disability, or developmental disorder, or a physical disability that limits their manual dexterity, or all three combined and worse. Associates and Prospects are, at their best, nice to have around, most of the time they just idle in a clothes shop or their apartment, completely ignoring any objectives you might be trying to achieve, even when it's making them money, and at worst they're more dangerous to your success than the people you're trying to avoid. They call in random CEO vehicles, thinking it's just there as a fun toy for them to play with, putting spawns of useful vehicles like Buzzards on a countdown, or giving away your location during Executive Search, or practically handing people the case during Hostile Takeover, etc, etc.

 

The worst part of all this is that anyone who is anyone in the game won't join, because they make more money by not being part of your Organisation, while those who do have a reason to join are usually the kind of scum that would have been sterilised* in Nazi Germany. (*and rightly so) The system is set up to fail.

 

The only fix I can see working is for a new type of "team" to exist, that cannot do business activity, and doesn't pay out a wage, but provides some teamwork related bonuses, and maybe some objective based content, so as to encourage people to actually play together as a team. The incentive should be the gameplay/experience, not this GTA$ carrot-and-stick nonsense that produces all sorts of bad incentives.

What I would like to see would essentially be a Crew Session, but with teams of randoms instead of Crews.

 

I like what you're suggesting. Steering things even more into a teamplay direction. I would reward cooperation and active participation financially, it would relate to wages and bonuses mostly still, keeping the old system and adding some of what you suggested. If we disagree on that I guess we can still agree on the fact that cash is the biggest incentive (that's probably where the wage tiers & ranks will come in). I'd design it this way, the more objectives you play the more loyalty points you accumulate, the more cash you get (basically the MC stat system put to use).

Edited by Spadge
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georgewillie

Easy fix on associate pay:

 

Set up a leveling system for associates. First 10 successful sell missions you get $8000. After 10 your pay per mission is $20K through 25. From 25-50 sale or stock missions your pay is $30 K per mission. After 50, you get $50K per mission.

 

Can't really go much higher without completely killing businesses. Money shouldn't come out of CEO/Pres profits either.

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How about a list of Bonuses like the Smuggler RP Bonuses ?

A list of tasks that the associates must do to increase their wage.

"Source the vehicle without causing any damage" for example.

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Easy fix on associate pay:

 

Set up a leveling system for associates. First 10 successful sell missions you get $8000. After 10 your pay per mission is $20K through 25. From 25-50 sale or stock missions your pay is $30 K per mission. After 50, you get $50K per mission.

 

Can't really go much higher without completely killing businesses. Money shouldn't come out of CEO/Pres profits either.

That's way too generous...

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