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Billy Valentine

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Billy Valentine last won the day on November 14 2025

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  1. To make a more serious comment on this post. Huge -1 to actually having private labs themselves. While yes, if this feature were reimplemented, I would most certainly use it, I don't see anything good coming from having a private lab. The original reason they were removed was to promote more roleplay, rather than sitting in a property for hours on end every day. The current daily player count is also lower than it was at the time of the original removal, so I don't see why it would be a good time to bring this feature back. I like the comments made by Requiem, Kon, Earl, and Carl. I think what they spoke about could actually be really cool and different. Currently, if we get a shitty lab rotation, we can't just call the cops to the lab and get it shut down. There is actually no real way of getting a lab shut down on purpose if it's a shit lab. Having a way to open our own lab for a short period of time, and/or place our own tables in place of the default ones, would be quite different.
  2. -1 no more suggestions from you please
  3. +1 kon xun big streamer in same gang as me.
  4. "Just maintain your guns" is truly not possible with the script. The script was implemented to kill off big criminal stashes and it will do just that. Every time you repair a gun it will continue to lower it's maximum health over and over and over until eventually the gun is at such a low maximum health that it's unusable. https://www.youtube.com/watch?v=evMkbqR7wn0 That AME you see after the repair is finished, "Billy_Ting repairs their Service Carbine to its new maximum condition of 14%" means that the gun can never go above 14% now. I decided to shoot 100 bullets from the gun to see how much it would decay and you can see that roughly 20% of the guns health has decayed from just 100 bullets.
  5. When the gun decay script was originally implemented, it was completely ineffective. Guns never decayed even when being shot, if I'm remembering things correctly, and it stayed that way for many months. Why? No one actually wants this gun decay script!! The problem was only brought to attention when a cop went to do his yearly cleaning of his guns on his criminal alt and found out none of them had decayed one bit. Now, we'll adventure into the first "fix" that was implemented; this was already talked about in multiple bug reports, but you could repair a gun, drop it on the floor, pick it up, and repair the gun again, all the way to 100% health. The next "fix" that was implemented: upon guns being repaired, you could shoot 1 bullet and continue to repair the gun! Through this fix it also somehow removed the maximum of 100% health on guns, so you could repair a gun to 1000% health if you really wanted to. At the very least, when you could drop the gun and pick it up over and over, the gun would only go to a maximum of 100%, which is obviously the intent. The current "fix" we are on, I've not attempted anything but have been told by multiple people that apparently when you repair a gun, it gains almost no durability, essentially ruining the gun for good. If I'm correct, the lowest possible durability for a gun to decay to in a safe is 4%. I was told that a gun repaired from that health only went to a whopping 14% health! I could be missing a few points of interest about the gun decay script, but I feel like those are the more major and well-known issues we've seen with the gun decay script. It is quite literally not possible to "just maintain your guns" because the gun decay script is in place so that even if you repair a gun 100 times, it will at some point be at such a low maximum durability that it just won't be useable anymore. Side note: just for this topic I will go test the current state of the decay script with the lowest durability gun I can possibly find and see what it repairs too.
  6. yo bump every time a change comes out to "fix" or "better" the gun decay script it seems to break even more not being toxic but the whole script just needs to get removed, once again the decay script has no positives it's just a nerf for crims with big stashes. guns should only decay from being fired.
  7. no thanks, thanks for the effort though brownie
  8. I'm writing to share concerns about the current gun decay system, particularly from the perspective of active criminal roleplayers on the server. From my experience, once a gun is repaired, the displayed AME percentage becomes its new maximum health. I'm guessing this was done to essentially make it so criminal roleplayers cannot keep large stashes of guns and have absurd amounts of guns to do whatever they want with. As a true criminal who plays the server, I can somewhat understand why it was implemented, but I still don't think it was a good addition. If criminals have large stashes of guns, who does that hurt ? It's not like I can shoot multiple guns at once; I can't even have multiple heavies equipped at once. What I'm suggesting is to keep the gun decay system because I highly doubt the devs would actually remove it, but to simply make it so guns are repairable to full durability (100% health) because, honestly, anything lower than 50% just causes the gun to jam over and over again. Even if it was made so you had to repair a gun 2 or even 3 times to get it to full durability, that would be alright, I just don't see a truly good purpose in basically removing every single criminal's stash. Another potential idea of change could be just removing weapon decay from guns sitting in safes and only having guns decay when they are actually shot. Let's be real, guns do not get damaged from just sitting in a gun safe for long periods of time. Still keep weapon repair kits in general stores so guns can be repaired every now and then. If you wanted to bring the "realism" factor into this, it's not realistic at all. I'm American, don't argue with me. One of the biggest problems I've noticed is that whilst the decay system was broken, everyone's gun was sat in safes decaying, no one really wanted to repair them because it took a full repair kit to actually fix the gun. Me for instance, I repaired all my guns once or twice and then gave up hoping it'd be fixed in no time and I would just repair them once that time came, now that it's fixed all my guns are red and if I'm correct if you repair a gun from the lowest possible durability it can get it without shooting it, it can then only be repaired back to a new maximum of 60% health. I mentioned above that once a gun decays to around that 50% health point or even less, it will start to Jam.
  9. have a like one or two day event where people can return credit vehicles
  10. remove weapon health!!!!!!!!!!!!!! import prices do not need to be reduced one bit or at the very least remove weapon decay and make it so the only way weapons can deteriorate is from them being used. also at the same time remove weapon repair kits : D
  11. Slower ?!?!?!?!? buddy, have you thought about just how many drugs you actually have to cook to level up ? just to get to level 100 you need to cook close to 10,000 drugs, each drug consisting of a little over 2 minute timer. That alone is 375 hours of cooking drugs on a roleplay server, a video game. Now obviously it will get done, people will accomplish getting to level 100, but it should not be made harder to accomplish this. I really like Carl's idea on how the better tier of drug you cook the more XP you get, I can also agree with what Ritchie said about having more rewards in the rank system itself, if you look at trucking for instance, it's basically every 5 levels you unlock something new, it's more rewarding and makes people want to do it more when they can look and see that, "oh just 5 more levels and I unlock this" instead of, "oh 25 more levels just to be able to unlock this..." +1
  12. I know this feature was already talked about and has since been removed from the server. Before this feature was removed, multiple people bought levels in chemistry, aka cooking, which is a very hard thing to level up. Not just because of the sheer amount of drugs you need to cook to climb the ranks but, the risk that comes with this and the time it takes. With the new update drug prices also got changed, this being said you can make a lot more money from the highest potency drug, and I know there is only a chance of this drug being crafted, but that is beside the point. People spent countless hours, weeks if not months just trying to reach the highest level in Trucking and Bus driving, but now some criminals got the chance to cheat the system and just buy their way to the top rank? Giving them the ability to craft the highest potency drug with a greatly increased chance to craft the second-best potency. What is even the point in the level system at that point? Was it not added to give people something to grind for, something to work towards, something for people to want to go out and do criminal activities? What I don't understand is why the purchase of levels itself was removed, but the people who had already purchased levels did not get refunded the credits they spent. What I'm suggesting is, that anyone who bought levels gets refunded the credits with maybe a potential bonus in credits or a free month of diamond VIP added to their account as a little apology, I say this because I'd assume people bought credits for the sole purpose of purchasing levels. This thread is not intended to be a +1 / -1 type of thread. I did not know where I could post this other than here, I wrote this with the sole purpose of reaching out to the developers in hopes of them agreeing with me and a majority of the server. If you would like to express how you feel about this thread, please just add a simple reaction.
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