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Everything posted by Eliza
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Changing "arm bandana" from Accessories to Props section
Eliza replied to Massa T's topic in Game Suggestions
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-1 I would be willing to bet money that it would end up exactly how it used to be when we were able to speak on radio, it would become a COD lobby with callouts, CLEAN ME CLEAN ME, etc.
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Every time I’ve been to the casino, most of the time if there’s other people, it’s like 2 or 3, maybe 4, and most of the time it’s just me.
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Make radio frequency UI toggleable in CTRL+U
Eliza replied to alexalex303's topic in Game Suggestions
Bumping this because I still think this is a great suggestion -
Why Armor Should Be Sold in Gun Stores Like Weapons
Eliza replied to CodySoulDreamer's topic in Discussions
I don’t think selling armor in gun stores would be a good idea. Gun stores are primarily meant for legal civilians or crims without a record to purchase weapons. Legal civilians typically don’t need armor, as they aren’t constantly involving themselves in shootouts. It would be the same thing as trying to push for a mechanic to get shotguns or AKs, it just wouldn’t make sense. -
Different earnable outfits within DOC for criminals
Eliza replied to Demonmit1's topic in Criminal Suggestions
Is there any benefits to the different outfits? Regardless I think it would be pretty fun side thing to do. Also while we’re talking about DOC outfits, I’d like the idea of having different jumpsuits for different characters based on their IC threat they could pose, like low risk inmates get one uniforms, or high risk or lifer inmates get a different jumpsuit, -
remove the GPS from the ATM robbing" with car"
Eliza replied to Ritchie Stones's topic in Criminal Suggestions
Increase the reward, or reduce the time you’re tracked on the map, right now the risk is too large. Also let us cut the rope from the ATM early, under the stipulation that you don’t get a reward for it, so that you can cut your losses if you feel like you can’t get away with it. -
Script to check duration of license suspensions
Eliza replied to SquirtleSquad's topic in Game Suggestions
Well I'd be on board to have to ask an officer instead, but even you guys can't look and see how long they last for, as @Cup said it's really a guesstimation game. -
Script to check duration of license suspensions
Eliza replied to SquirtleSquad's topic in Game Suggestions
Hey guys, it's time for me to make another suggestion! My suggestion today is going to be to add a countdown to be displayed when you have a suspended license. The reason for doing this would simply just be a QOL addition. The resources to do this are already present in the license suspension script. I'd imagine it just adds a timer or something from the unix from where the officer runs the command. All that would need to be done is just add a countdown from how long the suspension lasts when running the /license command. Here's a more visual way to further explain what I'm saying: Current suspensions: Potential Revised Version: * Fname_Lname looks at their licenses. LICENSES: [Driver License] [Suspended: 1h 22m remaining] [Demerits: 69] -
Hiding guns with RP would cause too many issues in the current system. We currently use a system of “if you see a gun you see a gun”, and this would cause so many complications trying to do RP, for example, a LEO sees someone with a gun, does an entire investigation, and they decide to do an arrest, how are they meant to initially know you are hiding it? Same thing goes for crim v crim situations like robberies.
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From my experience, context really is everything in situations like this. My main criminal character has a pretty extensive record and a history of negative interactions with cops, but when I play on my LEO character, I’ve honestly only seen weapons pulled during traffic stops when the person is known IC to be a gang member, has shot at cops before, or is coming from something like a shootout. I get that it can feel over the top sometimes, but if you think about it from the officer’s perspective, if someone’s got a track record of attacking you or being a public threat, wouldn’t it make sense to take precautions? I agree that tasers and tackles should be used more often in standard situations, but when it comes to known dangerous individuals, I can understand why some officers lean toward being safer than sorry. I think the balance comes down to recognizing the difference between a regular LEO vs Criminal interaction and someone who’s proven to be a problem. It’s not a perfect system, but I’d say context is key here.
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Hey, I get where you're coming from, and I think it's cool that you guys are trying to more unique RP to the server. That said, I feel like part of the issue is the setting you're stepping into. Labs are... well, labs. It's kind of the nature of the beast that people there aren’t exactly in the mood to hold hands and sing folk songs together. A lot of the players going to those areas are in a mindset of “anyone not with us is against us.” It’s not personal, it’s just the RP vibe those places bring. I totally agree that more creative interactions would make for better RP overall, but I think expecting people in criminal spaces to suddenly switch gears when they see elderly characters might be a bit of a stretch. It’s like walking into a lion’s den and hoping they’ll admire your outfit instead of seeing lunch. Maybe there’s a middle ground? Like, if the elderly group wants to dip into these spaces, maybe lean into the absurdity, play it up, confuse the hell out of people IC, and see if you can steer the interaction that way. But if not, it might just come down to avoiding those high-conflict zones altogether.
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Short and simple If you have zip ties in your inventory, let us use shift e the same way cops do it.
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COMPLETELY delete public lab tables and chop shops.
Eliza replied to Demonmit1's topic in Criminal Suggestions
+1 for the alternative to cooking on your turf, I think that’s a great idea and would give territories more value, encouraging better RP and natural conflicts. But I’m not sure about removing public chop shops. Private setups are a big investment, especially for newer players. Public chops give them a chance to engage in that part of the game without needing tons of cash upfront. It feels like a solid risk vs. reward system, if someone’s willing to take the risk of using a public full setup for higher pay, they should have that option. The safer route with a car jack already exists for less money. Removing public chops could hurt smaller groups and new players more than it helps. I think the turf based system you suggested is great, but public chops still serve a purpose. -
+1 from what I’ve heard from others, the pay already isn’t that good, and having to drive all the way up in Paleto and back down to the city feels like it would be a demotivating thing.
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How do you propose determining, without a shadow of a doubt, that a report was made solely to get assets back? Motivation isn’t something you can always measure objectively, and it feels risky to make assumptions about why someone filed a report. If there’s no concrete way to prove intent, this suggestion could lead to valid refund requests that stemmed from a report being disregarded based on perceived motivations rather than the actual facts of the situation. Doesn’t that open the door to more issues than it solves? I’m not saying there’s a direct punishment for reporting, but by removing the possibility of refunds in criminal situations, you’re essentially discouraging people from making legitimate reports. The issue is that intent can’t always be proven. How do you definitively determine whether someone reported because they were upset about losing assets or because there was an actual rule break?
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Alright, so let’s say you’re at a lab doing your thing, and some dude rolls up cheating, like full on aimbot, no question kind of cheating, and absolutely wipes the floor with you. You report it, staff punishes them, and under this suggestion, you’re just… out of luck? No refund, no compensation, nothing. How is that fair? Look, being involved in criminal activity doesn’t mean you signed up to get screwed over by someone blatantly breaking the rules. There’s a difference between taking an in-game risk and losing to someone who’s playing dirty (and I don’t mean in-character dirty, I mean actual, rule-breaking dirty). This suggestion feels like it’s punishing people for reporting legitimate issues because, what, they dared to play the game in a risky way? What’s next? “Sorry, you can’t report that guy for exploiting because you should’ve known better than to leave your house?” Come on.
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Conrad McMount - Failed professional Ice Hockey player
Eliza replied to EnkoY's topic in Introduce Yourself
Welcome @EnkoY! That’s such a well thought out backstory, and it sounds like there’s so much potential for character growth. I love how you’ve tied Conrad’s struggles and aspirations into his journey, it’ll be really interesting to see how he transitions from pro sports to chasing his dream of becoming a Private Investigator or working in intelligence. I’m excited to see what you bring to the city! If you’re looking for work to get started, Los Santos Customs could be a great place to check out. It’s a solid way to meet people and start building connections. Looking forward to seeing you around! -
People play spades and other card games all the time
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+1 snow is nice and pretty, but being able to see is also nice
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I feel like the only change that would be balanced and beneficial would be a rework of how /stabilize works. The way it currently functions is that it prevents your HP from going down. Let’s say you’ve been involved in a large-scale shootout, LEO got involved, and MD was called to treat you. Once you’re stabilized, your HP stops going down, regardless of how long you’re there. Depending on how long the scene drags on, you could end up sitting stabilized or in the back of a cruiser/ambulance for upwards of 20+ minutes, which feels tedious and unrealistic. Realistically, EMTs can only do so much to stabilize a patient until they can get them to the hospital for actual treatment. This mechanic doesn’t reflect that. My suggested rework would be to make /stabilize slow the time it takes to bleed out instead of stopping it entirely. It could also partially refill your HP, similar to what /cpr does, to make the process more practical for extended scenes. For example, it could also double the bleed-out timer. This would allow more time for RP without forcing players to sit idle for extended periods. As for Death RP, I feel like if players could force their deaths, the majority would use it to avoid NLR arrests or other IC consequences. I’ve heard stories about this happening in the past when Death RP was allowed, and I think it’s a real concern that people would abuse it, regardless of how many rules and guidelines would get implemented for it.
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I get where you’re coming from. I agree that scheduling raids can be really tricky, and there’s 100% a risk of metagaming if law enforcement tries to coordinate OOCly beforehand. That said, I’m not suggesting raids should be removed, I think they’re a great part of the RP experience and add a lot to the server, and it definately makes sense that if a player, whether this is a LEO or a crim, would raid a property if they found out there was illegal things or valuables inside. My issue is how unfair it can feel to be raided while offline, with no chance to respond or even be part of the situation. Even if the person being raided doesn't intervene in-game, just having the option to do something makes a big difference. From an RP perspective, it also doesn’t make much sense for a character to “wake up” in their house and find all their stuff gone with no explanation, it kind of breaks the immersion. You know as well as I do that raids often need help from staff, so something like a quick /report 1 Is John_Doe online so we can raid this property? seems like a simple way to address this without opening the door to metagaming. If the player isn’t online, the raid could just wait until they are. At the end of the day, I just think it’s important for players to have a chance to participate in situations that directly affect them. It’s frustrating to feel like something major happened while you weren’t even there, and I think we can find a way to balance fairness with the challenges of scheduling.
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Color code Law Enforcement dispatch chat notifications
Eliza replied to Demonmit1's topic in Civilian Suggestions
I'd like the idea. if this is just for packup/panic calls, this would help a lot, but it could be difficult to implement onto regular 911 calls without scriptly implementing the PD and SD IC jurisdictions they folow. This would also need to have color coded MD calls, in the instance somebody calls for both when they're injured. -
Something needs to be done about casual robberies
Eliza replied to HormishVeet's topic in Rules Suggestions
Car parts can be sold for money and help factions maintain their turfs. You may not like it but being robbed is just something that will happen while playing crim. I can confidently say that not a single person that plays a criminal character hasn’t been robbed at some point while playing. If there was no risk beyond just cops, criminal RP wouldn’t be as fun in my opinion. It keeps you on your toes and makes you be aware of what you do and makes you be careful of what decisions you make, so that you don’t attract attention. There’s ways to lessen the chances of being robbed, such as being careful of the location you chop and sell your parts to, having numbers and weaponry, or playing it passive and dip if someone’s rolling up on you. Criminal RP thrives on unpredictability and danger. Everyone is trying to make money, whether it’s working on their hustles or robbing others of their valuables. Removing that unpredictability would strip away a lot of what makes criminal RP exciting.