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Everything posted by ShawnsBeard
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Which is why, instead of being overly passive-aggressive and demeaning on a discussion thread where people only want the server to improve, we could maybe spread clarification and come to an understanding as a community? It is an extremely tacky look to have administrators barge onto threads and try to little-man those having a conversation instead of contributing positively. There in lies the reason these threads get 'out of hand', because people like you will take any sort of comment/suggestion as a personal jab rather than what it should be - a discussion.
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How hard is it for you to simply admit that cops did have 200 AP before, but now no longer have access to it? That may be where the confusion for some is coming from, because many people know for a literal fact that cops did have access to 200AP at one point, most are probably just unaware that they no longer do. The community and this conversation in general might be a little bit more welcoming if we could all learn to communicate properly
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shits been suggested 10+ times, wont happen
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this warehouse is still bugged
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What handcuffs are we referring to here? In one situation, I witnessed K9 units being called for a minor speeding traffic violation, armored kurumas being spawned in, snipers in helis shooting any and everybody in the area (including those unarmed trying to run away and those not involved at all on bikes), and DOC officers being called for backup to a shootout that did not involve them... I really fail to see where LEO factions have any sort of handcuffs for handling situations whatsoever on this server - yet crims are held back by outdated and unfun rule limitations. +1 to removing the backup breach rule for LEO situations. Maybe we could restore some of the community feeling to the crim side of the server with a change like that.
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Unhide the archived forum reports section
ShawnsBeard replied to Dola's topic in Implemented Suggestions
+1, going to see a lot of people unsure with how to follow the rules in certain situations or a lot of unnecessary reports due to the random change. Reports and ban appeals have 0 reason to be hidden from the community, and doing so just draws the line of communication between staff and players even wider than it already has become. -
Increase Required Escalation for Raids or Remove them Completely
ShawnsBeard replied to quixotic's topic in Archive
I would agree with this sentiment if the server had more script options available for storing belongings away. Currently, your safest option to avoid raids is a stash vehicle kept at a local parking lot that you never touch, which really doesn't make much RP sense in itself and is incredibly risky to take anything out. I would love to see the server give more options for storage, which could allow players to thoroughly hide and spread their vast stashes of illegal items. Just an example would be a storage rental facility, which would allow players to spend x amount per week to access their own personal storage with limited space - say 500-1000 lbs. Or another example would be a command to enable players to create a 'stash' out in the world that could be accessed similar to old house stashes - but have a short range indicator to display their location if someone were to get close enough, similar to how the world interaction options for items dropped on the floor become visible only when close to their location. At the end of the day, people are forced into making large stash houses that have to be under their characters name due to the nature of the server. This in turn, allows for people to be extremely screwed out of hundreds of hours worth of work put into their roleplay for essentially a script limitation. I personally think that detective/investigation RP is and should be a big part of the PD/Crim interactions on the server, but I do feel that as crims we have very limited realistic options for maintaining a stash of items safely. -
Fix Store robberies, remove automatic alarm.
ShawnsBeard replied to John Nut's topic in Criminal Suggestions
big +1, youd make more money as a gang group fishing than you would hitting stores -
-1 only giga weirdos cheat on an rp server
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Fix Store robberies, remove automatic alarm.
ShawnsBeard replied to John Nut's topic in Criminal Suggestions
did you read the whole post or just the title? store robberies are dead content in their current state, end of story -
Various Items for sale include - Switchblades Knuckle Dusters Pool Cue (1x available - VERY RARE) Text me if interested: 246-4312
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skill issue, 30k was laughable. if you ever want a pearls soggy dog again, I suggest a real business negotiation. - Shawn Morningstar, head chef of Pearls
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If people truly do want private labs removed - just disable them and add a refund command as many others have pointed out already. No matter what way you look at it, with the current changes to watering/filling water bottles, private labs are completely not worth it at any level. What has effectively been done has already removed private labs, but has not allowed the players with heavy investments in tables/vents to get their money back with a refund due to a complete OOC shift/change.
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From February but still not fixed. https://streamable.com/bd48yr
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Turns out it can/will trigger the alarm when anybody leaves - even if there are still people inside.
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Maybe it is set to go off after a certain time frame of 0 people being in the house then, but still I dont think it should work like that for code 0 reasons. Also, there definitely isn't any sort of balance reason for the contract limitation, as the money generation is definitely on the low side.
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not without triggering a police call - which is the issue
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Currently, based off my own experience, the experience of other members of my faction, and multiple bug reports I believe that when there are 0 players left inside of a house robbery, it is deemed 'finished' - preventing any further robbery and generating a call to the police. I think this should be adjusted because 1. it doesn't really make much sense, and 2. it should allow for the entire house to be robbed by individual players - as with current weight volumes of the items stolen a solo crim NEEDS to make multiple trips in and out of the house they are robbing in order to fully rob it. My suggestion is to remove this mechanic, and instead add a WI option on the interior house door to 'Finish Robbery'. This option would make the player exit the house, and then mark it as 'finished' - thus making any leftover items unrobbable and generating a call to the police. This would allow for players to make multiple trips in and out of the house when they are solo in order to finish the robbery.
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big -1. If the problem is that PD/SD get calls to 'clear' a house that was hit completely clean - then I think a system for the crims to have an option to 'finish' a house being robbed should be implemented. When a house is fully cleaned out by the person/people with the contract - they should have a UI option on the inside of the house to "finish robbery" alongside the exit house option. When this option is chosen, it would make all remaining players in the instance exit the house, despawn the dimension and clear the contract from the system/gps.
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[House robberies] - ADJUSTMENTS NEEDED!
ShawnsBeard replied to Antonio_Colombo's topic in Game Suggestions
At the moment, the only suggestion here that I would +1 is reducing the furniture volume to 5. On another note though, I think the safes need to be adjusted. It takes about 10 minutes just to open a single safe, and it is just not worth the time in doing so. I think one run through of the drill should unlock 25% of the safe, not 10%. Also, IMO the safes in higher income houses should have higher tier rewards - but they all seem to have the same loot table. So far it seems that the medium/high income houses are not worth the investment in time, risk and money for the reward given. -
+1 if we also add action timers to hitting a panic, taking armor/weapons/barricades out of trunks and equipping them, parking a cruiser with shot tires and spawning a new one, scanning license plates, clocking a vehicles speed... etc etc. There are a lot of things on this server that probably should take longer to do, but being nitpicky with what should and shouldn't receive action timers based on bias is a big -1 from me.
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