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Paulius

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Everything posted by Paulius

  1. 15/NOV/2023 Updated DM rule and add Purpose section. Deathmatching is the act of attacking a player without proper IC motive and/or interaction. Prior interaction should include escalation such as a robbery or a report to the police. Players on foot should only be attempted to be hit by a vehicle once with a valid motive. Vehicles cannot be used as weapons in active shootouts unless where unavoidable. Players must be able to explain their reason and provide proof of prior reasoning if requested. If a player informs you that your VOIP isn't working, you must either fix your VOIP using appropriate commands (/vr 1) or use text to deliver your demands and RP. Purpose: This rule is here to make sure that when players fight each other in the game, it happens in a way that makes sense and is fair. Everyone involved should know why the fight is happening. Also, this rule helps protect players from being attacked for no good reason. Before any fight starts, there should be enough talking and/or action that leads up to it, so everyone knows why it's happening.
  2. [Maps] Various fixes thanks to Bala, Arrta and Timmaayy [Blockades] Increased range from 10 to 20 [Consaw] Fixes to private and public chop shops [Marked Money] Significantly decreased unpack time and lowered the ratio of money received as marked money. [Industrial Bleach] Significantly lowered the price [Drugs] Price increases are now applied
  3. [Criminals] Added marked money item which will need to be washed at one of the three locations around the LS map. Industrial bleach item will be required to wash it properly. [Money] Increased rewards from carparts, ATM robberies, store robberies, drugs, bank robberies [Blockade] Increased /blockade object limit to 15 [Maps] Added maze bank map and bala (new stores, fixes and so on) maps [FuelStation] Increased allowed fuel price range to (0 - 30) from (0 - 20)
  4. [Water] Refilling bottles has been made more realistic [Safes] Adjusted volume and slots of small wall safe [Drugs] Adjusted private labs
  5. [House Robberies] Weapons and ammo can be found inside house robberies [Chop Shops] Added public chop shops [Drugs] Buffed public labs, nerfed private labs [Drugs] Added a new large public lab (15 tables and plantation
  6. [HouseRobberies] Houses no longer despawn in the morning, they despawn one hour before a new night begins [HouseRobberies] Misc changes
  7. Dear Eclipse Community, Throughout the last few months, we’ve inquired with some of our criminal players in the community as well as other consultants about what would work best for this update, and after a few months of work towards this update, we are happy to announce that the house robbery update is now live! Below will contain some details on what comes with the update, as well as information on how the ‘job’ works. 1. Purchasing a Contract To get the job you must first find the NPC that offers the job for players to take. Once you do, you will have different options to pick from ranging from a low-income house to a high-income house at varying prices depending on which option you pick. Higher-income houses come at a higher cost but may contain more items, and a lower-income house will yield fewer items than a high/medium-income house would. 2. Locating the House Once you take the job, you will get a blip placed on your GPS at the location of the robbery. It can be seen and marked with a red skull blip on your GPS, and there will be a waypoint set automatically on your map so you know where to go. 3. Breaking into the House As you get to the house, you will be able to begin the robbery. Once approaching the house you will need to picklock the door to enter. On top of that, you will need to bring a couple of different tools to help them break into poor ol’ Andy’s home as there are various types of containers that can be searched/looted within each house including cabinets and safes. 4. Navigating the House After entering the house, a small UI will show up with a “noise meter” in the middle-bottom of your screen that will go up or down depending on the amount of noise you make via movement or talking (text or voice). The more people, the louder. Stealth mode is encouraged! This key bind can be found in the GTA in-game settings area, under key binds. If you move too quickly there’s also the chance that you will raise the noise level and fall over, but if you’re quick enough you can prevent falling by completing the minigame. If you fail, you will be on the ground for a few seconds to recover, and it’s quite loud, so be careful when moving around inside! 5. Robbing the House As you navigate through the house there will be multiple items laid out around the house for you to interact with. This can range from cabinets, grabbable items, and safes - all of which can contain packed cash, furniture items, or other items that can be sold at the Pawn Shop or that you might want to keep. 6. Law Enforcement Involvement For our law enforcement folk - with this update, there are also opportunities for you as well. If a player who is robbing a house gets too loud, Andy will wake up and make a 911 call for units to come and help him make sure that his house is safe and secure. Once units arrive at the house to make sure everything is ok, they can use the world interaction menu on the door entrance to clean up the scene as shown in step three in the image attached.
  8. [Vending] Fixed items disappearing [Carwash] Fixed certain vehicles not working [Misc] Server performance improvements
  9. [CarWash] Added car wash [Misc] Bug/exploit fixes
  10. [DOC] Implemented groundkeeping job [Admins] Fixed /removemapaddition [Vending] Disabled storing items that can't be sold [Furniture] Fixed certain items not being placeable in paleto area [LSC] Adjusted vehicle colors [Government] Added license management commands [DOC] Implemented new laundry job for prisoners [DOC] Body will not despawn if player dies in prison [DOC] Changed prices and added new items to prison store [DOC] Improved /jtime command [DOC] Changed poker table minimum stamps to 50 [DLC] MRPD MLO interior fixes. [DLC] Additional map changes and fixes. [Factions] Added or removed the requested MDC, government donation and /DropBody locations. [MDC] Added new MDC locations and increased their range slightly. [Taxes] Excluded untradable properties from the wealth tax calculations. [RV] Added RV functionality to the Camper. [Vehicle] Disabled certain mods for the Viseris.
  11. If you dont like the way private labs work, dont use it
  12. [QuickAction] Fixed ping issue [BurgerShot] Misc. bug fixes. [DrugTables] Added random 'spill' event for private lab tables. To clean table, microfiber cloth will be required. Spills wont have any effect until 2022-11-17 00:00 UTC [Rappel] Limited to factions [Consaw] Fixed bug [HotwireKit] Using kit will lower the amount of required tries [Tollbooths] Added passive salary [Truckers] Added order generator [Drugs] Rebalanced prices [StoreRobberies] Fixed grabbing cash getting stuck at 2k dollars [Plants] Added action timer to harvesting (marijuana picking) [Misc] Added action timer to picking up ventilators [Salary] Added salary balancer script (added job boards) [Criminals] Added /ame messages to interactions with NPCs [CCTV] Added commands for senior administrators [MDC] Enabled search by phone number [Phone] Calling offline user will result in phone ringing (call checking will no longer work) [Gloves] Added condition attribute to gloves (there is 0 chance of leaving fingerprints if gloves are in good condition) [Drug Labs] Restructured labs (removed sea labs and north lab; added two other labs; changed what tables are present at each lab)
  13. [Admins] Added /getplateowner [BurgerShot] Fixed bug that allowed receiving hourly salary by joining seconds before the hour ends [Admins] Removed quicktime minigame for on duty senior admins [Police] Body armor can't be changed while in driver seat [NPC Cars] Stolen vehicles will be deleted after 3 hours [VendingMachines] Added a cap of 50k USD in vending machine, if vending machine reaches that cap, it wont be functional [Admins] Added all government factions to /fmc [Tolls] Road workers are now exempt [Government] Applied vehicle modifications [Government] Added /backup and /em .
  14. [Vehicles] Implemented /ATC for communication between planes and helicopters [Vehicles] Pilot license will be required to buy aircraft from dealerships [Goverment] Added /issuepilotlicense (/issueplicense)
  15. [Mors] Added mors for aircrafts [Parking] Added parking for boats. Added parking at LS airport, sandy shores airport and grapeseed airport [NPC] Fixed randomisation of car spawns [ChopShop] Adjusted car value scaling [QuickAction] Adjusted difficulty scaling for vehicles
  16. [ToolChest] Fixed dismantling [VendingMachines] Re-enabled card payments [QuickAction] Replaced action timers with quick action minigame in atm robbing, oil job, mining job.
  17. [Uniforms] Added uniforms/radios to courier, bus driver, money transporter, toll booth, garbageman. [Radio] Added radio to burgershot, farmers [QuickAction] Added support for allowing several attempts [QuickAction] Fixed issues when player has high ping [NPC] Fixed vehicles being frozen when engine is started without hotwiring [DLC] Updated DLC vehicles to reduce file size and made changes to improve game stability. [DLC] Updated all liveries and siren lights, fixed some bugs and updated fuel consumption of PD/SD/MD/DOC DLC vehicles. [DLC] Added a Taxi I-Wagen variant for the DCC faction. [DLC] Added two new vehicles with LSC and Bayview liveries: Utility Bison and Utility Sandking. [DLC] Added one new flatbed vehicle with LSC, Bayview and PD/SD liveries: Mule Recovery. [Flatbeds] Enabled Flatbed functionality for the newly added Mule Recovery. [MDC] NPC vehicle will show up as stolen only after hotwire [ToolChest] Removed placement restriction (anyone who has tool chest item can now place it) [Vehicles] Added ame to checking door handles [NPC] NPC vehicles can be impounded
  18. Vehicle despawns after 1 hour of inactivity. As intended.
  19. Dear Eclipse Community, It has been a long time since we wrote a development blog, instead, we have been updating our game changelog thread after each update. I decided that it would be nice to bring these development blogs back. So in this development blog, the main focus will be on the rework of chop shops, as well as many other changes to the game. 1. Chopshop Rework I think it is fair to say that the new chop shop system is an experiment, it will require a lot of balancing to make it work as intended, however, once polished, it will provide lots of interesting RP and interactions for all criminals, police, and civilians. This system, unlike the old one, has player interaction as its focus, whether it's interaction with the stolen vehicle itself or other players, and it aims to benefit criminals of all tiers. This new system will be dynamic and run by official factions; which will also allow for natural gang conflict to grow as the profit levels will be dependent on the number of chop shops that are active, and how many players visit them. Tool Chest, for the Factions The new chop shop system will revolve around the tool chest item. This is a new placeable item that will be made available to official criminal factions and will be obtained via the criminal import system, and the area in which the tool chest is placed will define the chopshop area. Each criminal faction will be allowed to set up a maximum of 2 tool chests at the same time on the map. Once a Tool Chest has been placed down, a buildable area around it will be defined in which the various new furniture items (see below) will be placed. Tool Chests are the heart of the chop shop and it'll be in the controlling faction's interest to protect it because it will be dismantlable by anyone, however, the process is going to be tedious and lengthy and will first require that all furniture is removed. New Furniture Items, for the Factions In order for a player to be able to dismantle parts of a vehicle or chop it entirely, there are 3 new furniture items introduced which the controlling faction has to place down within the Tool Chest area. Car Lift - This furniture item will allow a vehicle to be raised off the ground. This will provide players access to all its wheels and doors, to either dismantle or put them back on. Car Jack - This furniture item functions similar to the Car Lift but is a more budget version. It'll allow players access to one side of the vehicle at a time, making the process slower, but cheaper. Engine Hoist - This furniture item allows the player to remove or add an engine. The vehicle needs to be positioned properly next to the engine hoist, and the bonnet of the vehicle needs to be either open or removed. The Chopping System, for the Players Unlike the old system, this new system introduces several parts to a vehicle with which the player themselves have to interact with during the chopping process. However, this also introduces group play, as several players can work on the same vehicle to make the process go faster. In addition, the new system will also give players the option of selling less for less monetary gains or to risk it, and fully dismantle a vehicle for more monetary gains. In order to fully chop a vehicle, all of its parts need to be removed first. This system introduces the following parts that can be dismantled/added to vehicles: (1) Wheels, (2) Doors, (3) Trunk, (4) Bonnet, (5) Engine. Once a vehicle has been stripped of the aforementioned parts, the player will then be able to scrap the vehicle and be given an item called "Vehicle Scrap". All of the items obtained from the chopping of a vehicle can be sold to a criminal mechanic NPC, with the engine and vehicle scrap providing the largest monetary payout. To cover your tracks, players will also be able to clean the area of vehicle rubble, which will also be required if the controlling faction wants to move their chop or if a player wants to try and steal the Tool Chest. The player will need to make sure that they have the following 3 tools in their inventory if they intend to fully chop and then scrap a vehicle: Consaw - This item can be purchased by any player at any of the criminal mechanic NPCs. It is used to cut a vehicle into scrap metal pieces once the vehicle has been stripped of all its parts. Lug Wrench - This item can be purchased at any General Store and it is used to either remove or add wheels from/to a vehicle. Wrench - This item can be purchased at any General Store and it is used to either remove or add the doors and engine from/to a vehicle. 2. NPC Vehicles We've recognized the lack of vehicles available for criminals to steal, so we're introducing a system that will dynamically spawn NPC vehicles around the map of various classes. This will not only work hand in hand with the reworked chopshop system but will also make it safer for civilians to park personal vehicles in the public to make the environment more lively. Spawned vehicles will not be owned by anyone and will by default be reported stolen if run in the MDC by an officer/deputy. Players will be able to find vehicles or various classes, from low-end to high-end. The more expensive a vehicle is, the more security features it will present, so we implore players to plan their thefts of high-end vehicles carefully and that they are ready to make a getaway. Spawned vehicles will provide players with higher rewards than a player-owned vehicle and will also be easier to steal. In order to make the vehicles more natural, the spawned vehicles will have various modifications to make them appear like regular player-owned vehicles. The process by which these modifications are applied is based on already existing vehicles by players, it will simply copy onto the spawned vehicle. Similar to our recent roadworker job and where the incidents are dynamic and set up by Admin Staff, so will these vehicles be. Admin Staff will be able to dynamically change the type of vehicles and where they spawn, so the vehicle types and locations will constantly change. 3. Quick Action To follow the theme of car thefts and the focus on interaction, we have also implemented a new quick action system. This system is similar to the action timers we have now, but instead of relying solely on a random aspect, it will now require interaction and players will have to play a small minigame which will determine their success. This new quick action system requires a player to press the SPACE button whenever a moving blue line around the circle enters a green zone. Similar to the chopshop system, this is an experimental feature and may see balance changes in the future. However, it's the beginning of future changes, as we plan to implement this system in various aspects of the game to make roleplay more interactive and fluent overall. 4. Introducing Hotwiring We've now also introduced an additional step in stealing vehicles. Unlike before, where you magically received keys to a vehicle, you will now actually be required to hotwire to start a vehicle if you do not have script keys to it. Players will require 1 out of the 2 new items introduced for this hotwiring system, either (1) Screwdriver or (2) Hotwire Kit. The screwdrivers will be easily accessible, they will be cheap and legal to possess similar to bobby pins, and they can be purchased from General Stores. The downside is that it will be harder to hotwire the vehicle with a screwdriver, and for some vehicles, it will be impossible. Hotwire Kits are in some cases mandatory depending on the vehicle, but will also make it easier to hotwire than the screwdriver. The difficulty of hotwiring will depend on a vehicle's value, so the more valuable the vehicle is, the more difficult the quick action series will become. Players will want to drive extra carefully with a hotwired vehicle as if it stalls, it will need to be hotwired again. 5. Weapon Changes After additional internal discussions among staff members and the criminal community, we are making additional changes to weapon damage. Damage buff for all pistols will be reduced to 20% instead of 50%, while heavy pistols will have their buff completely removed (same as pistol 50). Horizontal recoil has been decreased, this will make rifles more viable close to mid-range while still making shooting a whole clip long-range difficult. We have also introduced inventory icons for all weapon items. we hope this will make inventory management easier, especially in stressful situations. 6. Pushing vehicles With this update, we are also introducing the ability to push vehicles. Players will be able to push all vehicles if their size is reasonable. There are also several restrictions like not being able to push locked vehicles and so on, this is to prevent potential abuse. 7. Drug Labs We understand that the community is anxiously waiting for the promising Drug Update, but as this is a big project that will need to be completed and then tested for potential changes and bug fixes, we'll look at improving the current system that we do have. In the last update, we introduced a small variation in heat increase for drug tables. Currently, heat increase can vary by 20% in total. It can either be 10% lower or 10% higher. However, we are now reducing this to either 5% lower or higher. We are also introducing an additional reduction to crafting time in static labs. Moreover, we will also add additional tables to these static labs. These two changes we hope will make cooking at static labs more viable. We will continue our review of the current drug labs and find various ways to make them more viable. 8. Other Miscellaneous Changes We have implemented vehicle dirt sync. This means vehicle will get dirtier the more you use it. This variable will save and sync to other players. To clean a vehicle currently, a player will have to bring the vehicle to a mechanic shop for visual repair service. Players will now be able to carry items in vehicles if they are passengers (carrying items for drivers is disabled) Trunk volume for sports vehicles will be increased to 50 (the old value is 20). Fleeca Bank's money per pack has been increased to 3500 (the old value is 2000) Fleeca Locker's picklock timer has been decreased to 20seconds (the old value is 30 seconds) Pick locking vehicle will destroy a bobby pin only if a player fails. Packed money will now expire in 3 days (the old value is 1 day) Road workers will only have one vehicle available to use, the vetir. This is to revisit the focus of the road workers' job, which was interaction, as we noticed a trend of players bringing their own utility truck and/or personal vehicle to job sites, which resulted in disruption of roleplay and overcrowding. 9. Final remarks These are all changes for this update. We hope that this update will provide improvements to mainly criminal but also to civilian and law enforcement roleplay. Expect various balancing changes in regards to this update and keep us updated with your feedback. 10. Full Changelog
  20. Static labs will also be boosted until reworked drug content comes out.
  21. Turf decay will be adjusted to counter this issue.
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