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Dan

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  1. I believe that we are facing a bit of an identity crisis in the server. We strive to be a medium to high rp server with the IC systems in place but the player base firmly sits in medium to low rp playstyles. This is a problem in content and mentality which feeds into problems and are closely intertwined. Content Problem: Lack of new content for criminals for extended periods of time leads to players becoming bored of stale and unbalanced content. Solution: New content is the lifeblood of the server especially when it comes to players who have been here for years. Development needs to focus on adding new updates to keep gameplay loops from getting stale or tweaks on existing mechanics. Major rebalances should also be considered as the current meta gameplay (and was heavily promoted by FM) is to beef and do labs for tier progression, rp, content and money making. This was a mistake as it cemented what gangs were expected to do and created a PVP mentality as core expectations for factions. That damage is done, and while the new changes FM are working on are positive more needs to be done to reverse this mistake that led to the PVP and asset driven mindsets through more things to do and more events that put RP as the focus. Labs are undeniably the most profitable thing for criminals to do and it stagnates interactions on the server as other things just arent worth the time or effort. This leads to all sorts of problems where gangs push out gangs and create toxic scenarios where gangs continually get pushed and frustrated out of doing the only thing that they perceive as mattering which in turn fuels their frustration with the city and by extension law enforcement. Other criminal activities need to be reworked and adjusted to have more avenues of RP and to promote alternative versions of criminal gangs that arent focused on just fighting and holding labs like SVR, Old Lost, Waterfelons or Milestone Rogues. Problem: Parity in meta strategies is non existent forcing crims and cops into extremely linear strategies that limit player freedom. Solution: 1) Reduce max speed of cars or adjust vehicles to be more in line with each other. Cars should largely be lore orientated for gangs from an rp standpoint but its currently not entirely possible. Take Lost for example, as an outlaw biker gang it would be cool to see them using more chopper style motorcycles however with the current ways cars work they would be at a disadvantage for doing so during criminal activities due to massive disadvantages in speed. As a cop, its is endlessly frustrating to have to chase Million dollar sports cars from street gangs that go 240 in Buffalos STX's that cant hope to touch that speed while also having to adhere to strict policies of when, why, and how we can deploy faster vehicles like our high speeds and AIR often time locked between literal months of in game character progression. This change would allow choices of cars to be mostly cosmetic and user preference without having massive disadvantages in choosing the wrong car. I myself have a Niobe so I understand the draw of having a fast car but it does no favors for general enjoyment in the server. 2) Reduce or eliminate high powered weapons entirely. Criminals rightfully complain it isnt realstic for cops to be patrolling with a carbine on our backs for simple traffic stops and at one point this was heavily regulated internally as something that wasnt allowed. However as mentalities of criminal player base shifted over time, Criminals began to be more prone to PVP and carrying bigger and more powerful firearms while simply driving around forcing an arms race on both sides to be able to compete. We have now reached a time where street gangs carry combat lmgs with body armor and law enforcement is spinning up gunships in city limits for each side to achieve the upper hand. None of this is realistic and it speaks more to a mentality than good rp. People like to fight that will always be a given, so lets scale back the weaponry which in turn will make fights last longer and add some much needed realism back to the server. All Weapons should be wiped when moving to FiveM to allow an equal footing. The weapon durability changes were good in theory but did little to actually curb the problem of long time gangs having stockpiles they can never hope to use. 3) Steroids (and to a lesser extend other drug buffs) need to removed entirely, reworked or their needs to be a legal alternative. In the other thread, criminals were frustrated at police tasing from vehicles on a realism standpoint but I would argue its equally unrealistic for criminals to chain together steroids to be able to get a one sided advantage for foot pursuits. Currently, once a criminal takes a steroid it is functionally impossible to catch them on foot as a cop and we must use superior numbers, vehicles, or the criminal has to make a mistake to be caught. This is completely one sided and imbalanced and again forces our hands to have to use vehicles which is clearly something that is a point of contention among criminals. The same thing applies to weed where criminals will often use it for healing in gunfights which throws realism out the window entirely. Methadone should also be adjusted to remove ALL effects of drugs not just the negatives as the current meta is to take every drug possible and then pop methadone to have zero downsides isnt healthy for the server. Mentality Problem: There is a marked mentality problem on the server that fosters PVP and toxic attitudes. Cops often feel like the punching bags for just doing our jobs as we are subject to a lot of toxic IC and OOC behavior. Cops are players too and I think a lot of people forget that in the heat of the moment driven by the frustration of being caught and losing time and assets. This in turn, fuels a report first mentality where everyone is reporting everyone for refunds and to "get the other person in trouble" which leads to even more toxicity. Solution: Refunds should only be given for cheating or server side bug issues. Admin/Moderator interactions should also decrease while in game to allow for more fluid rp and only reserved for blatant and necessary rule breaks. OOC toxicity in forum reports and in game should be more readily enforced and with steeper punishments. Too many times have people proven to fall into toxic patterns of verbal abuse only to be allowed to rejoin the community and do it again and again. We should be fostering players who want to make this place better, not worse. ___________________________________________________________________________________________________________ Other smaller issues that should be addressed: Swimming Problem: Criminals too often resort to swimming either away from other criminals in a fight or from police in a chase. Between the terrible desync or lack of any counterplay to this essentially free escape most of the time, this strategy creates problems and lack of proper RP interaction. Solution: When engaged in a fight or chase, NO ONE should be allowed to swim under any circumstance. Zergging/Numbers Problem: The current meta is to overwhelm smaller groups (whether it be cops or other gangs) with overwhelming numbers to take one sided fights. This is almost never enjoyable for the side that doesnt have the numbers and leads to frustrations and a uphill battle for early morning/late night cops/criminals and smaller gangs who are just trying to get by. Solution: Limit the number of players that can be involved in any hostile situation on both sides and rework/remove the backup rules to let smaller groups work together and ally with one another. This will allow for more happenings throughout the city, spread resources and make the city feel more alive. New Player Experience Problem: The new player experience is terrible for new criminal players and players in general. There is no guide to learn how to do most things especially on the criminals side and also no incentives for players to help them learn. This leads to new players feeling overwhelmed, isolated, and often times taken advantage of due to their lack of knowledge. Solution: Scripts, tutorials, guides, etc are needed for new players, mostly on the criminal RP side. Something that will show them how the mechanics of at least basic criminal scripts work (ATMs, Stores, House robberies, chopping, labs, etc). FM should find ways to encourage/reward gangs for taking in and helping new players get involved in the server. Beyond that, LFM, the events team and IC government should spark initiatives encouraging organic learning for players through rp interactions. Things like the university and the community center were cool ideas but ended up fizzling out because there was no reason to actually keep it going relative to the amount of work it would take. There should also be a NCZ that has a reason for going there (a black market or something - this could be the place where criminals could do things like place orders, contact Meridian, buy various criminal tools, maybe even buying a set numbers of plants that refreshed daily) where new players can dip their toes in the criminal world without being thrown in the deep end and make enticing enough that established criminals get a benefit from going there. VIP/Prison Time/ Gas time Problem: VIP and some of its rewards are flawed. As it sits now there is a massive gap between players with and without VIP to the point where it absolutely feels bad. Solution: Rebalance prison times and fix VIP so it doesn't reduce all consequences to nothing. Rebalance VIP to not have as massive of impact on core gameplay mechanics where it feels necessary to compete. War System/Alliance Problem: The war system is a great way to provide unique rewards and interesting ways to expand gang conflict, however the system is broken and doesn't work properly in its current state. Solution: Adjust the ways points are acquired and lost and allow for alternate war goals that can be voted on by members of the warring factions (Grafitti tags, cars stolen, members kidnapped etc). Look into player behavior and limit the avenues of unrealistic and 'gamey' interactions that were abused like gangs robbing their owns banks, carrying injured enemies across the city to drop them in the active areas and pulling atms and leaving them for the points. Harsher punishments for these actions that show they are not here for the roleplay and the community. Enforce strict time limits on the actual war and ensure players dont continue to beef regardless of outcome. FM can utilize this more as opposed to the current Meridian system that frustrates a majority of players on threat of losing their imports when they force actions upon groups. Gang beefs can be decided through the war script where the rewards are clearly outlined and voted on (Turfs, reparations, guns, lab time, special imports, criminal tools, etc) by both groups as well as what constitutes a victory as decided by both groups. This will allow for more fair play and also be able to adjust the stakes and have a varying degree of 'at war' status where not everything needs to be an all out bloodbath. Lore Enforcement Problem: There is currently a lack of lore enforcement with criminal factions. Street gangs are driving around in super cars and using combat MGs. Racing gangs tend to get involved in major PVP conflict and have heavy military weaponry. There is 0 gang identity other than wearing a certain color or kind of clothing. Gangs should have to form relationships to get what they need. Solution: With the fleet system now in place, criminal factions should be forced to use only fleet vehicles that match their lore. Imports should be tailored to that factions lore. Every gang shouldn't be the catch all and have access to everything. Encourage gangs allying each other and adjust as mentioned earlier backup rules to allow for gangs to have different interactions than just fighting. Ramming Problem: A meta has been developing where both Crims and Cops have resulted in ramming vehicles to gain an advantage in gunfights or to ragdoll the player. This isnt enjoyable and is leading to way too many edge cases of "what is considered a gunfight" and "Did they mean to ram the player who got out at the wrong time or just the vehicle". Solution: ANY ramming that's done to gain an advantage in PVP should result in rule break punishments. The tools already exist in being able to take tires with proper escalation as well as PIT rules. It is usually pretty evident when its intended to be a ram and should not exist period. PVP Activity Problem: Constantly brought up as everyone having a Win mentality and too focused on PVP. PVP isnt inherently bad nor is win mentalities as it will always be present in online games but it can be adjusted and fostered in healthier ways. Solution: We should be curating experiences that allow for meaningful pvp for the right reasons through events where PVP could happen as well as more organic positives to when pvp does happen. We should move away from the reliance on labs as pvp hubs and put in thoughtful ideas of other ways pvp could occur. Rebalancing the need for labs and an overall decrease in the amount of grinding needed for criminal kits will soften the blow when players do take losses. The community continues to be asset driven and win mentality largely based on the fear of long prison times where there is nothing to do and the opportunity cost of losing a lot of money. Combining this with other suggestions like car rebalancing and weapon changes will make PVP feel less "need to win or else" for a lot of people. Events like comped drops, money truck heists, street thugs vandalizing cars are all examples of things that could be done to foster these sort of interactions. Designated PVP zones could be activated either all the time or on a rotation / event-based system where players can engage in pvp when they feel like it in a controlled manner. Cayo would be a good place for this as it is already somewhat autonomous and barely used where players who want to fight and acquire gear can do this with other willing participants with the risk understood by all. "Running the 1's" and ego based fights would also now have a designated area for it in cases where player want to. Other servers have Purge events for exactly this reason and it is constantly asked for so it may be something to consider.
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  3. +1 music and dj rp is already hard enough and adds a flavor to the city that a lot of people enjoy. I can't see any reason why this change shouldn't be reverted.
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