Demonmit1
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Everything posted by Demonmit1
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The current system works pretty well, the less wealth you have, the more basic income you get. There is already a system where if you have no money, you passively make more money just by being on the server, getting $1000 every hour online. making it so that people with more wealth will get more money passively from doing nothing seems like a bad idea to me
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yeah this is frustrating. there was some talks about making law enforcement weapons lootable, and this seems to be a step towards that. I know what happened with the spawning and abuse, but i think the correct way to fix it is just keep the marker that something is law enforcement spawned, but make it not be sellable to the pawnshop cause it has that marker. there's been several instances now on LEO duty where my radio and guns just go poof cause they despawn after 6 hours, and its got me fucked over quite a few times at this point. this despawning equipment is a kneejerk reaction that causes more problems than it fixed.
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We aim for balanced gameplay through this rule, and it may not be representative of real life at times.
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the moment the general crim player population start holding themselves to the same standards they expect from law enforcement, the moment we can start talking about removing fear RP in law enforcement interactions
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Making when and where fearRP counts and doesnt count is just overall a bad idea. fearRP being situational doesnt work, especially when half the people on the server dont follow the rules as they are now. if you have a gun to you, you fear for your life, doesnt matter if its a cop or a gang banger.
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you don't have that option, because if you do, the person you're running from has every right to just gun you down as you run away, so you're not fearing for your life.. fearRP makes things balanced, not realistic
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Fear Roleplay is the concept of showing appropriate care and concern to preserve your character's safety and life. We aim for balanced gameplay through this rule, and it may not be representative of real life at times. 9/10 times a crim breaks fearRP in a LEO situation, its the thought process of, "im going to go to jail anyways, might as well try and drop at least one" when you're surrounded by 10 cops holding you up. you have a gun to you, and you dont respect that, you're not fearing for your life. DM rules apply to both Law enforcement and Crim, both ways. you have a gun to your head, you dont obey, law enforcement have every right to drop you then and there by the rules. I'd consider supporting a change to the fearRP rules the moment crims start complying after being tased 20 times. maybe we give taser the ability to do 50 damage, so 2 shots and you're down, but dont have a bleed out timer, it just forces you into a stabilized state? how many posts till this gets locked and archived? lol EDIT: real solution is to buff tazers:
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I'll keep this one short and simple. what can be done about people who constantly cry /b SAVE POV but never follow through? At what point is the constant /b SAVE POV that never gets reported start being considered DSO? The people who constantly /b SAVE POV are the "boy who cried wolf" and the reason no one ends up taking it seriously, or they're using it to OOCly influence what happens in game, its just tiring.
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Ok, so i've made a handful of lab change suggestions in the past here: and I've got another one that i wanna sit down, think about, and flesh out. full credit to @Balafor the concept, but its in a post thats 1000% gonna get locked, and i wanted to move the suggestion out so it can be focused on and discussed. So, the concept is, Labs will have a set amount of material at them that can be turned into drugs. so no more picking, growing, mining, or getting drops for chems, the lab would have all the materials on site to cook, and they would be limited. Say, there's enough material at each lab to cook 500 of a specific drug, and once the material is all gone, the lab shuts down and moves to a new random location. How else could this be fleshed out to be a reasonable way for public labs to work moving forward?
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PD/SD pushing labs too much unrealistically
Demonmit1 replied to Machaa's topic in Criminal Suggestions
from LSSD side, labs only get closed if LSSD is there for the lab or charging people with manufacturing. Due to the dead time between a lab getting shut down and the script opening another one, from my understanding, LSSD feels that would be way too overbearing on crim. if its just a shots fired call, we just ignore the fact its a lab, clean up the fight, and move out as soon as possible. theres over 30 labs at this point. we're not going to OOCly avoid certain parts of the entire map just cause we know a lab is within 1000 meters of us, hell, like half of LEO dont even play crim and have no idea where most labs even are. Crims should be more careful about starting unsuppressed gunfights at labs that are in the open. -
but it isnt a solution, its just a bad idea. foster and encourage RP, ICly or by script support. but punishing people who chose not to interact by doubling their sentence is a terrible idea. Its not like they're benefiting by not interacting, its not salary farming. if someone doesnt want to interact with other prisoners in prison, thats an acceptable choice. Its a bit hypocritical that if you at DOC want people to interact more, but if people interact and engage more, they get put in a cell or solitary so they are forced to not interact. but you want people to be punished for not interacting too. idk. just a bad idea overall
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nope. i completely agree with Quiet here. DOC needs more to do, not punish people for AFKing their time since there's nothing to do. I've made quite a few suggestions on improving the DOC experience: oh, and you'd have to consider the unintentional effects this would cause. log out of the game for the night and log back in later to find yourself locked in the cell and no one is online to let you out? you'd be screwed. what about people put in solitary? they're sentence should now be twice as long OOCly by a script? there isnt enough space to move around to avoid the AFK timer.
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i provided a option to keep it balanced. rather than the prices of say, a hollow point 9mm being $60 per round, make it $600 per round, and remove the magazine mods and magazine limitations.
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I play Arma 3 quite regularly, and have pretty extensive experience with a modded medical system called "Ace Advanced Medical" if something of that sort would exist for GTA RP it would be really neat.
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now... i could totally be talking out of my ass on this, as i dont actually know the answer, but ive seen enough to make an educated guess. Yes, the casino is rigged. the games are not a 1:1 representation of real world probability, and the win rates have been modified significantly by devs to make the casino an effective money sink for the economy. in the first week of the casino being released, there was several instances of players making 10's of millions of dollars, then a patch came out, limiting max bets, and likely adjusting the backend set win rates to something much lower than real world probability. ever since then its been a lot more common to see situations like you've described. oh, and the script works in a way that every time a new hand is played, the deck is reset, so its impossible to count cards. Blackjack is supposed to be a 51%/49% house favor game, but because its a video game and probabilities can be adjusted, its likely set to something more like 60%/40% or higher house favor. Is the casino fair? no. its a dirty cheater and its pretty obvious. is that a bad thing? debatable. the server economy had gotten so over inflated that there needed to be some form of effective money sink.
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Why Armor Should Be Sold in Gun Stores Like Weapons
Demonmit1 replied to CodySoulDreamer's topic in Discussions
This is the only way i can possibly see armor becoming legal for civilians to purchase, and as a way for criminals to potentially rob/purchase the armor without having to acquire it through imports from the cartel. 1. all armor would have to be serialized, just like firearms, so the sale and use can be tracked. 2. all armor that becomes damaged and require replacement would have to be turned into law enforcement, a fee paid to /donate government, and a form filled out with bodycam RP / footage showing how and why the armor was damaged and or lost. full replacement would be an expensive fine due to the loss of death/theft 3. a new license would have to be created for being able to purchase armor, and the only people that would be eligible are those that have held a valid guard card and work for an active security business for a set amount of time, like 2-3 months. probably locked behind LFM based legal faction tiers to be allowed to have this privilege to own armor as a civilian legally. 4. the only armor available would be 20AP / 50AP. 5. the gunstore cost of the armor would have to be extremely high, double to triple cartel import pricing. This is the only way i can see law enforcement and the state government allowing the use of private body armor. all of this restrictions, red tape, paperwork required to own body armor as a legal citizen would be so time and cost prohibitive, it wouldn't be worth the effort for small time gangs to acquire legally. -
24 IC hours is 4 hours OOC. I think that instead of 1 = days, it should be 1=hours, and then Icly each traffic based crime has an hour/hours penalty to it. Where like, evading is a 8 hour suspension, but reckless is only 4. But if you get charged added up, it can still end up being OOCly 24 hours.
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Make it available for us to take guns from cops
Demonmit1 replied to Harshay_Agarwal's topic in Criminal Suggestions
you're right with the idea that some law enforcement players have a play to win mentality. their respective faction leadership should be better at moderating that mentality and actively be providing good examples of how to act. sometimes that doesnt happen. if you have an issue with a specific officer's roleplay you're always able to make an Out of Character IA report to the faction leadership, and can also contact the staff that are in charge of legal faction management. but on the flip side, if you're not being careful while being a criminal, cops are going to get you, thats their job. if your goal is to avoid detection while you're doing something criminal, the way most people get caught is traffic violations. dont break IC traffic laws, and you'll typically not be bothered. are you saying law enforcement mostly wins or the high tier gang members mostly win? cause its typically the high tier gang members that will win individual gunfight/battles. off the top of my head i can count 5 large scale fights that happened where law enforcement outright lost or was a pyrrhic win, and only 1, maybe 2 where law enforcement decisively won, at least over the past 4-6 weeks -
Make it available for us to take guns from cops
Demonmit1 replied to Harshay_Agarwal's topic in Criminal Suggestions
i mean... from this comment here i'll assume you're not in an official criminal faction. very popular guns that people regularly use as a crim are quite cheap, if you put in the effort to become a criminal faction and work your way up the tier system. -
Make it available for us to take guns from cops
Demonmit1 replied to Harshay_Agarwal's topic in Criminal Suggestions
unfortunately, this is a big no. its been heavily discussed. there should be no incentive to target police officers for loot. this will just turn into open season on law enforcement, and increase random DM against law enforcement the counter strategy would be law enforcement going back to using 200AP and every officer has mk2's and drive in armored cars, and will always stack up together and respond in mass to the smallest interaction. for reference, this is the post i made that did have a suggestion in it to make law enforcement lootable with other caveats, and a lot of good responses to it. - -
Why Armor Should Be Sold in Gun Stores Like Weapons
Demonmit1 replied to CodySoulDreamer's topic in Discussions
and? high demand with low availability of armor makes it easy to charge more and more for the item, as long as people are still willing to pay that price, thats just how economies work. Now, most gangs that do have access to armors are willing to reduce the taxes charged on imports if you work for them, like regularly offering them drugs, packed cash, or car parts. again, it all comes back to interacting with other players, which is the point of a roleplay server. getting your armor from an NPC legal gun store actively discourages player to player interaction, and arguing for less player to player interaction makes no sense. -
add planters and importable UV lights to privately grow plants
Demonmit1 replied to Sibyrd's topic in Criminal Suggestions
your understanding of the use of drugs in the server isnt complete. marijuana plants is the core ingredient in more than half of all the drugs that can be produced, and there's tricks that can be done to "boost" value of drugs by selling in certain patterns. Drugs that dont require plants to produce are in high supply and the ingredients are extremely easy to get, while the other drugs that require plants to craft are in high demand but low supply. weed plants are not "the lowest level drug" and you're just not familiar with the system and how it works. you're either entirely unaware of the concept of "economies of scale" or you're intentionally being deceptive. You've been complaining about the power that larger gangs have, giving access to privately grow weed plants in a property, these large gangs will invest in creating grow operations that can output tens of thousands of weed plants a day, thereby printing money. private grow ops indoors will let people print money with no risk, but infinite reward. this is a bad idea. -
Why Armor Should Be Sold in Gun Stores Like Weapons
Demonmit1 replied to CodySoulDreamer's topic in Discussions
nothings stopping you from finding out who will sell big guns and armor, and then buying them.