-
Posts
923 -
Joined
-
Last visited
-
Days Won
2
Everything posted by Quietthecutie
-
The Mechanic Issue and the OOC Implications
Quietthecutie replied to Herbo's topic in Civilian Suggestions
agreed. like the ability to put it at 350 durability or something. enough to get it running again without putting what few active mechanics there are out of a job. -
ye was gonna say, you know how irl crime is commed, right? lol. If this was to go ahead....perhaps the middle ground would be some kind of buyable item that allows your phone to access criminal networks with the right 4 digit code? like a slapdash simplistic version of TOR
-
i love the idea of changing blip colour dependant on if a mechanic is actually on. if this could be scripted in, if nothing else, it would still massively improve the server. driving/pushing all the way to LSC only to find out no one is on is always a kick in the teeth. bayview in general has better uptime but again, useful.
-
Attended their Event last week and was not dissappointed. Fun service, great concept, lovely staff. Yes please, i'll have seconds.
-
Slightly selfish one this, but i think for certain musical events having the ability to get the lighters/phone camera lights swaying in the crowd could be really cool and wholesome. without the need for flares.. https://giphy.com/gifs/mikewilliamsofficial-mike-williams-cYev2T7NuwUATCHaZz
-
There is a solid vein of truth to this. If you weigh up "who would win" meme amount of RP and resources LEOs need to counter one crimmy boi with a bag walking into city hall. . . yeah. If an organisation were so minded, they could even abuse this by having an associate place fake bombs at key locations while the rest of them hit stores/banks knowing the LEOs will be tied up. TLDR; If LEOs need to respond to every bomb threat (be it real or fake.) in the same way, shouldnt the RP perms for real or fake bombs be the same too? all we are changing is the outcome.
-
An interesting idea, as per usual I immediately think "how will this will be abused and how often?" -I dont like the idea of criminals having the ability to totally black out someones vision particularly for an indefinite period of time. - it could be cool for concealing a location but that would be on the merit that youre also taking the persons GPS/Map item away otherwise they will just glance to it. even if you did once the blindfolds taken off most outdoor areas of the map are recognisable to someone with enough hours in the server and indoor locations have the addresses on the doors. -It sounds like what youre trying to achieve could already be achived by roleplaying it out.
-
Theres a Vein of truth to that, but i dont think its a matter of "trust." Civ organisations have alot more paperwork and activity requirements than gangs, shit has to stay organised in that setting otherwise quality of service goes down and the entire city would suffer. Gang activity is generally more off the cuff but for the large, exceptional RP ops where youre generally in contact with admins for perms anyways.
-
I personally would see that as an absolute win. we want activity on life invader and being able to have some kind of influence on the city/organise things for when you're in game later/keep up with IC activities will only add to the depth of RP ops. idk where the whole flying in/out of the city rant came from, i think its more just a turn of phrase that became common than anything. Other than that, yeah, these are probably all the reasons why this isnt already a thing. the amount of time it would take to code and set up group chats, private and public networks, it would take a hecking long time and then theres the question of moderating such a tool. ATM there would be too much red tape for LEOs to effectively obtain warrants in an effective period of time. how do we solve that? allow LEOs the right to go through life invader on probable cause? cant see anyone being happy about that... Many questions to be answered...
-
*911 calls are to easily heard*
Quietthecutie replied to Zackery Wilson's topic in Civilian Suggestions
I hope he was joking, p sure he was. -
Change Picklocking and Hotwiring Difficulty
Quietthecutie replied to Puzzling's topic in Criminal Suggestions
-1 honestly from a RP perspective the difference in how long it takes to pick varying cars makes little sense. Older, cheaper cars should be far quicker to break into than the latest luxury supercar. But from a gameplay perspective having NPC cars take the longest makes sense. as these are the ones that will most likely get chopped, generating money etc. so the slow pick time is important to add an extra layer of risk and exposure that a passing LEO might otherwise miss. i have had it happen to me a few times where im nearly done picking an NPC car only for a cruiser to turn the corner and all hell breaks loose. TLDR; The long pick times are to do with more than just previous buggy minigame. -
Wait, shouldnt this be in an IRL section?
-
*911 calls are to easily heard*
Quietthecutie replied to Zackery Wilson's topic in Civilian Suggestions
+1 My character deciding to not call 911 for fear of getting targeted by someone wayyyy outa whisper range shouldnt be a factor. you already have the phone to your head as apparent risk. -
in a simpler world this but transfer tax does exist for a gameplay reason. otherwise why would anybody ever risk carrying cash on them?
-
Simple change so that the bank transfer tariff is calculated and added to the cost of the sender, instead of deducted from the receiver. this is to make bank transfers a simpler viable way for organisations and events to collect money/conduct transactions without having to calculate transfer tax and increase their prices for bank transfers accordingly. when purchasing a 2k raffle ticket, the sender only needs to send 2k, and the transfer tariff will be automatically deducted from his bank account also. You could take this a step further and add the cost of transferring the money to the bank apps UI, keeping costs transparent while simplifying event transactions.
-
This probably could be an interesting freelance job. I love stepping on grapes. However i do need to again highlight several of the current, coded and integrated freelance jobs barely have anyone useing them and i think it would be alot easier fixing/improving those instead of having to make/port in new assets and scripts for an entirely new job.
-
+1 I actually really like the idea and look. I just worry that this will get filed under "doesn't impact game, not a priority." The current system might not look great. but its functional, does the task and everyone knows what a donut looks like. As for extending food spoilage. I think thats something every Player can get behind, but so far as the devs go they will question if this will stagnate burgershot and other food sources.
-
-1. Ultimately because we shouldnt have to hard enforce NLR rules. the NLR rules already cover most of what youre asking for. if people are flouting them. they should be reported appropriately, and dealt with on a case by case basis. This is a roleplay server. everyone who plays should have a good idea of how NLR works, and should respect it. if they don't, they should be punished but we should not hard enforce NLR just because some people may not acknowledge it. that would set a very bad precedent of "well the game didn't stop me from doing it so I didn't see a problem." Also a lot of newer players only have the one character. and dying on that character shouldn't hard lock them from playing for a set period. Mistakes happen, and people should be able to learn from them.
-
Animated Business Billboards - Get your business featured!
Quietthecutie replied to Bala's topic in Player Ran Businesses
-
Excellent Service. professional but friendly manner. High quality products. Highly recommended for all your graphic design needs!
- 19 replies
-
- 1
-
-
- new
- affordable
-
(and 4 more)
Tagged with:
-
Question about freelance job pay discrepancy.
Quietthecutie replied to Toybox's topic in Civilian Suggestions
Very true in some aspects, but not universally. some Faction jobs have lower obligation requirements than others, and if your concern is not being able to make hours/responsibilities then i think freelance jobs are the perfect speed for you. when you do the math most faction jobs dont actually pay that much more than their freelance counterparts (not a universal fact but based on fishing/roadwork. diligent fishing can easily earn you close to entry level salary per hour and its very chill and non committal.) However, because faction jobs also have alot more RP/P2P interaction, the "on the clock" time seems to go by one them a lot quicker. if you have concerns my advice would be to reach out to faction leadership icly and see whats what, if exceptions can be made and what their LOA/leniency levels are with it. I do know for a fact at least one faction has a job with a 0 hour requirement but that is again, a find out IC aspect. Again in total agreement that a number of Freelance jobs need a rethink but in lieu of that i'm trying to field some suggestions. -
I think perhaps we are jumping the gun here. Hows about we fix "hunting" so its not stabbing a chicken in the middle of the road half the time before trying to get slick with jobs based around regulating it...
-
Question about freelance job pay discrepancy.
Quietthecutie replied to Toybox's topic in Civilian Suggestions
Agreed. but this is old ground. 90% of the Freelance jobs are not worth doing if youre an experienced player. the % changes on the freelance boards are no where near enough to make anything but roadwork or fishing viable. I suspect this is at least partially by design, as freelance jobs are mostly geared towards newer players. so they will pay less and most of them give the player the opportunity to explore the map while on the job, driving around. so they let the new players bed themselves into the city before moving onto faction related jobs as they spend more time in the ciry, again, pushing them into more RP interactions. Theres a loooong list of suggestions asking for freelance rework/rebalance. im sure its on the Devs To Do list. as for how much of a priority it is. who knows -
If they ignore it, thats Meta/powergaming and worth a report. if we want people to change how they play in DOC we need to start holding them accountable so i would start taking a harder line if they ignore it.
-
Fines should absolutely stay IC. its an IC punishment and isnt a reflection of your OOC self. by having fines you havent actually done anything wrong youre just roleplaying a criminal. As for making criminal activities fun....yeah i can kind of see what youre getting at, alot of the activities can feel quite grindy, on their own. and i understand youre new in the city so it must be quite lonely for you. but this is where a bit of good old player to player interaction comes in. once you make friends, fellow criminals, more options become available to you, the chances of success in your criminal endeavours opens up, and things get more interesting. The most fun interactions i have had on my criminal has been not whilst performing a criminal activity, but as a consequence of performing it. entering thrilling standoffs and shootouts with LEOs and other criminals, police chases, raids and other similar activities. As you play more and more and get more intergrated with the criminal organisations these options become available to you. but as of right now, youre starting off like we all did.