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ShawnsBeard

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Everything posted by ShawnsBeard

  1. shits been suggested 10+ times, wont happen
  2. this warehouse is still bugged
  3. 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LEO factions have any sort of handcuffs for handling situations whatsoever on this server - yet crims are held back by outdated and unfun rule limitations.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.
  4. +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.
  5. +1. Crims can currently make more money by doing legal freelance jobs, which I think speaks for itself in terms of what needs to be done.
  6. 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.
  7. big +1, youd make more money as a gang group fishing than you would hitting stores
  8. -1 only giga weirdos cheat on an rp server
  9. did you read the whole post or just the title? store robberies are dead content in their current state, end of story
  10. Various Items for sale include - Switchblades Knuckle Dusters Pool Cue (1x available - VERY RARE) Text me if interested: 246-4312
  11. 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
  12. 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.
  13. From February but still not fixed. https://streamable.com/bd48yr
  14. Turns out it can/will trigger the alarm when anybody leaves - even if there are still people inside.
  15. 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.
  16. not without triggering a police call - which is the issue
  17. 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.
  18. 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.
  19. 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.
  20. +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.
  21. I don't think a single person here has argued for hyper realism. We just don't want to have to spend 5 straight seconds of 3 people constantly shooting a single individual in the head a total of 15 times to kill them. If I wanted to think of 100 strawman arguments to try and counter every suggestion you make I could do that too, but at the end of the day this is a video game and what is actively being discussed is how it is at an obnoxiously ridiculous level. 100AP should be the max level of armor for anybody. Hell, if I wanted to go buy military grade armor IRL legally I literally could, and yet those on the server with access to the black market can't even match what the local police department has access to.
  22. @alexalex303 just a quick question because I'm a little confused with your responses... Are you saying that there isn't a problem with a motionless police officer on their knees taking 3 pump shots and 8~ .50 shots to the face before being injured, let alone fully killed?
  23. At the end of the day, I think this suggestion primarily boils down to how headshots do not seem to bypass armor (sometimes). We have seen previously how one shot headshots affected the server, and I wouldn't want that back either - but there certainly should not be someone able to tank 3 pump shotgun headshots and 8 .50 headshots point blank on their knees as shown in the video. There has to be some sort of bug or something that is affecting these situations somehow, as it is not only Coral that has this 'built different' attribute. Imagine a scenario where you take a police officer hostage, and the cops refuse to negotiate or follow your demands and instead decide to push your location further or attempt to shoot you. Ideally, you would kill the hostage at this point, but that is legitimately not possible with interactions such as these and the following injured animation barring some sort of granted alt RP, which is a big reason why most crim factions just simply do not do hostage situations at all.
  24. Another problem that is caused by the massive amount of armor that 200 AP provides is that LEO forces on the server tend to be super uncoordinated and rely very heavily on their weapon/armor advantages rather than tactics themselves. There have been reports in the past where PD loses a fight and the members of the faction literally state in /f chat that it was the first fight they have lost in months during their time with PD. I do think PD should have advantages, but I do not think they should have unobtainable advantages such as 200 AP. At least lower max PD armor to 100 AP, or supply crims with the ability to import 200 AP armor to be able to match the weaponry/armor advantage. Obviously, the part of Crim RP that is hindered is that they need to purchase said armor, which is a disadvantage in itself.
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