Demonmit1
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Everything posted by Demonmit1
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so you missed the entire point... LOL
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(yes, i got my receipts... lol) i want a law enforcement that doesnt just camp labs i want a law enforcement faction that has reasonable resource management and doesnt send every unit available on one chase, ignoring every other call. i want law enforcement to have proportional responses to the crime committed (3k XP on the character, no real charges, was pulled over for a missing license plate, why did 5 cruisers need to show up?) I want law enforcement that dont immediately ram/pit a chase the second it starts. I want law enforcement that dont high speed ram so much they're stalling their own cars. I want law enforcement that dont spawn a new better gun in the middle of a firefight cause they ran out of ammo, especially when they have a sidearm thats fully functional i want law enforcement to not be able to instantly despawn their cars and spawn in a new one cause they suck at driving i want law enforcement to have some form of negative affect for always wearing 100 AP having double the health of every player I want law enforcement to not have an overpowered "i win" button taser I want law enforcement to not magdump people with tactical SMG's in a highspeed chase I want law enforcement to not tase people from their car in a highspeed chase I want law enforcement that doesnt charge the citation, misdemeanor, and felony version of the same crime, what crims say is "charge stacking" to spite a criminal, and then laugh in their face telling them to take it to JB in 8 months. I want LFM to set up an OOC IA report system for law enforcement factions to review reports from players, that are open publicly to view reports and conclusions I want law enforcement faction rules to be public OOCly, so members can be held to a higher standard in OOC reports. I want the LSPD force continuum to be public ICly, so that officers can be held to a higher standard in character Perhaps if you and your other "reactive roleplay officers" weren't like robocop and actually put some thought into doing things the fun way, rather than the play to win way, you wouldn't end up on the business end of an IA reports and constant OOC complaints on the forum? I dunno, maybe you still would? SD understand this next concept way better than LSPD. its more fun to play with a handicap up front when you know you have superior numbers, health, vehicles, and weapons you can fall back on if necessary. LSPD treats every situation as the worst case scenario and outrageously overmatches power every time.
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TL;DR the problem isnt crim vs PD, the problem is Crim income has been repeatedly nerfed, while costs to buy things have increased. Crims put it on LEO for interrupting them grinding money, thinking its LEO's fault, starting this self feeding toxicity of crim vs leo arguments. fixing/buffing income will drastically reduce negative OOC interactions and crim vs PD debates. this is a video game, not a second life. people shouldnt be expected to work a 40 hour job on this server to have a chance to make any money. -------------------------------------------------------------------------------- I think the one of the core issues is the economy changes that have happened over the past few months. ways to make money as a solo or small group of crims has been nerfed, freelance jobs have been nerfed, and costs have gone up. the time it takes to recoup money after an interaction with law enforcement has extended so far that its not worth the time investment for most people. lets give an example: you're a criminal who robbed a store. you have a firearm with you. you evade, but an officer stood in front of your car to bait DM rights, you get caught, you then make it difficult to be put in cuffs. these are your charges: armed robbery - $4000 - 60 minute jail assault with a deadly weapon against a gov employee - $4500 - 68 minute jail Felony Public Endangerment - $3000 fine - 60 minute jail Possession of a class 1 firearm - $2000 - 30 minute jail Unlawful assembly - $1000 - 15 minute jail Face concealment (b) - $1750 - 20 minutes jail obstruction of justice - $1000 fine - 25 minutes jail Failure to comply/identify - $1000 fine - 20 minutes jail Resisting arrest - $2000 fine - 25 minutes jail receiving stolen property - $1000 - 10 minutes jail so you're looking at $21,250 in fines, and 333 minutes in DOC. you get 33 minutes off for free cause of the 5 hour limit. you complain that the officer "stacked charges" cause some of those charges would cover the other charges you got. the PD officer laughs in your face and says take it to court, we'll see you in 8 IRL months. you lost your gun, which was likely a .50, which people pay $7,000-$12,000 for. your car got impounded, which is around $3000 for a basic car to get it back out. but you're not allowed to get it back for 24 in real life hours cause script limitations. so you log out. you come back two days later, finish up your hour left in DOC, and pay $1500 to get a taxi ride to mission row cause PD out of spite refuses to leave your stuff at DOC so you can get it back quickly. you spend 20 minutes waiting at mission row for an officer to care to get your stuff, watching several roll up, despawn their wrecked car, and go join the other 15 officers in some chase in the far off distance. you then wait another 30 minutes to an hour spamming the ringer at impound to pay to get your car back. once you get it back, you go pay $4000 for a on site repair cause PD full speed rammed you several times the moment you tried to evade, perm stalling the car. it takes 30 minutes for a mechanic to drive around the corner for the call. $21,250 in fines $1,500 to get back to the city $10,200 to replace the illegal items and "illegal" items cops keep cause they could be illegal but werent used in the crime. $7,000 to get your car back and fixed, so all in all it costs about $40,000 to get arrested for robbing a store, that you make $8,000 from max, cause you're at least splitting it two ways since it takes two people to do it. for 15 minutes of "fun" RP as a crim, robbing, a chase, and getting processed, you spent 3 hours and not play for two days just to get back to square one out of prison with your car. now you have to make $40,000 back. do you risk losing another 40k trying to rob stores? naw lets do something more chill and go work at burgershot. you start working, clocking on. you get paid nothing for 30 minutes for some reason. from there you make $900 every 10 minutes. you stand staring soullessly at burgershot for an hour. you make $2700 in your paycheck, but wait, tax is 35%, so you really only made $1755. after 4 hours of DOC and getting all your shit back, you're now hungry and thirsty, and a sandwich is $750, and a bottle of water is $400. you you end the day up $605 profit. nerfing crim income has pushed SO many players away from crim. the server is so blatantly PD sided its very frustrating as a crim, to try grinding out money to recoup costs of a failed robbery or trying to get that decent car you wanted. Crim players see law enforcement as directly affecting their fun on the server, interrupting their grind they have to do to have short bursts of fun RP, and get fed up with law enforcement due to that. but the problem isnt law enforcement, the problem is all the income nerfs for crims that have happened. the economy is fucked anyways for a server thats been up for 5 years with no wipe. why start trying to limit income now?
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+1 more reasons to use boats is always nice
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There's two pain points that ive heard from newer players. 1. Map markers are not named, like freelance jobs, so being able to quickly pick up whats where isnt easy. some basic QOL to help new players navigate a bit easier would be a good step 2. license suspensions being 24 real hours. new players have no money to have spare cars. they get arrested, their one car is impounded, and they cant legally drive for 24 real hours. so they log off, as there's nothing they can do for the next day without likely getting in trouble again. they're unable to travel in a game that requires you to have a car, they're unable to do most freelance jobs, so they leave. fixing the suspension system from days to hours would be a big boost for player retention.
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How to make Law Enforcement Vehicles Fair and Balanced
Demonmit1 replied to Demonmit1's topic in Implemented Suggestions
The concept of targeting a highspeed was just one potential strategy that could now become an option as a crim. remember that the option to just go to a repair shop and pay for the repair to avoid the timer was also in the suggestion, which would heavily reduce the effectiveness of the strategy. depending on how long the lockout is too would also reduce how effective it is. The main goal of the suggestion was to stop what is effectively script abuse where law enforcement can despawn a damaged car and immediately respawn it with full health ready to go in a moments notice, and encourage more variation in cruisers being used rather than just the STX/Scout -
How to make Law Enforcement Vehicles Fair and Balanced
Demonmit1 replied to Demonmit1's topic in Implemented Suggestions
was more saying baiting for the highspeeds / bikes, not the STX/scout. if a group manages to disable 2-3 highspeeds pulled out by different officers, those officers cant use their highspeeds for a fair amount of time, not just for the rest of the officer's understanding of chase, when crims could be doing it for a bigger plan. but yeah, anything to start with to reduce abusing the instant vehicle swaps would be a step in the right direction -
How to make Law Enforcement Vehicles Fair and Balanced
Demonmit1 replied to Demonmit1's topic in Implemented Suggestions
so, the point of having it longer than the current pursuit is to enable strategies for crims to bait the high tier cars, disable them, and since they're on timer, then do what they were planning, knowing a damaged air 1 or the damaged highspeeds are on timer. law enforcement need to treat these assets as very valuable and be careful with them, protecting them if they get targeted, as it can cause them to be lost for a fair amount of time. if a crim gets caught/stalls their car in a chase, they lose access to that car for 24 hours. you cant pull an impounded car out with a suspended license. 10-30 minutes for a cops cruiser i would say is not long enough to enable a fair back and forth to plan for bigger events, heists, races, etc. wile i understand that cops need to respond to multiple situations, it should still be a reasonably long lock out, like an hour or two. (there's like 5+ base cruisers available to every officer. if you're losing all five in two hours, thats your problem, go do a bike patrol, lol) its not per car, its per officer, so if theres another officer that has access to a highspeed, they can pull theirs out as its not been put on timer. it should be player based, not PD asset based. for example: officer 1 drives an STX. the STX gets totaled in a chase cause if their bad driving. they cant pull out a new STX for 1-2 hours, and have to switch to a new vehicle. they chose a scout, as its their next best option. a high speed is required, so they park their Scout and pull out a highspeed jug. the jug gets targeted cause it was pulled out by bait, and gets totaled. now officer 1 is unable to pull out another highspeed jug for 1-2 hours. Officer 2, if they can also drive the highspeed, never lost their jug, and can pull it out and drive it. only officer 1 will be prevented from accessing cars they got destroyed. -
Make radio frequency UI toggleable in CTRL+U
Demonmit1 replied to alexalex303's topic in Game Suggestions
this really needs to be a thing. even with an overlay, the position of the radio frequency changes based on how many people are talking in local or radio, so you have to have a massive overlay to block it. as a streamer on the server its a pain in the ass, and any overlay thats big enough to cover it under most circumstances looks like shit. PLEASE let us toggle being able to see the radio freq. -
How to make Law Enforcement Vehicles Fair and Balanced
Demonmit1 replied to Demonmit1's topic in Implemented Suggestions
could potentially just make any park/unpark have a set timer too. so refueling / minor repairs / popped tires cant just be instantly respawned and fixed. if you need to immediately go, grab a different cruiser model. if you want to use the same one, wait 60 seconds i guess? but thats a different type of suggestion, this is more focused on losing access to damaged/heavily damaged cruisers. -
How to make Law Enforcement Vehicles Fair and Balanced
Demonmit1 replied to Demonmit1's topic in Implemented Suggestions
this wouldnt/shouldnt have any affect on losing tires. you can park/spawn a new one instantly, as long as its not orange/red damaged. -
Who is the suggestion for? - Law Enforcement Why is the suggestion being made? - A way to incentivize law enforcement to value their vehicles and punish drivers who drive unrealistically. TL;DR: if an officer parks a car that has orange/red damage, they will be unable to respawn that car for a set amount of time while its RPly being repaired for free, so they can use it again. Look, there's always been a Law Enforcement vs. Criminal argument. While it is a nerf to law enforcement, it's reasonably balanced without being focused on making LEOs spend money on repairs, gas, etc. We also want to avoid the asset-based mindset and argument. If you park/garage a damaged cruiser (orange light/red light), you will be unable to respawn it for a set period of time. It could be 30 minutes, an hour, two hours, whatever. It would need to be tested and balanced reasonably( maybe have noticeably less time if its orange vs a longer time if its red?). This would be the time it takes to repair the vehicle RPly. You still have your other cruisers available to spawn, so you can quickly park a damaged one and spawn a new one, but it has to be a different model. You can't park your STX in a chase and pull a new STX to get back in the chase; you'd have to pick a scout, crown vic, etc. This system still gives the officers the ability to reasonably drop off their cruiser and grab a fresh one to continue on with a chase/interaction. This solution would give a fair and balanced way to handle the Cop spawning cars issue. It costs no money, as it would make sense that the department would pay for repairs, but it forces law enforcement to more carefully value their vehicle, as unnecessary damage would prevent them from using that vehicle for a set amount of time if it becomes damaged. Law enforcement will no longer be able to quickly drive up to a police department, despawn their damaged car, spawn a fresh one, and get back into a chase/fight. They'd have to grab a different vehicle. Law Enforcement will now have to carefully consider ramming in a chase as if they damage their car; they can't use that specific car for a set amount of time after parking it. Law Enforcement will now have to have some sense of self-preservation when driving, as damage to their car that builds up over time will prevent them from using their favorite cruiser if they drive poorly. There will be a wider range of law enforcement vehicles used as this system encourages players to use something different after they break their STX / scout. It has a fair negative effect for misusing a law enforcement vehicle with a time lock, preventing the car from being pulled back out again without charging the officer money. It gives criminals a way to combat higher tier law enforcement vehicles, so that by ramming/pitting them in a chase, you can prevent that officer from having access to that vehicle for some time after they park it for repairs, allowing for long term strategies and plans to be made to prevent law enforcement using high performance vehicles, as they would be damaged and RPly in repair at the station. --------------- but a civ/crim can go to a mechanic shop and get their car repaired in 2-3 minutes, why should it take an hour to repair a cops cruiser? Drive down to the mechanic shop and pay for the repair then. you want it free, paid for by the department? it takes longer. It also encourages more diversity in cruisers being used, and is a fair way to balance the rather powerful default cruiser options if you drive them stupid. but what if i get griefed and someone intentionally is breaking my car? You're a cop, arrest them.
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let me despawn my police car real quick and spawn a new one in cause the first one got damaged while chasing someone. lets go run a marathon sprinting someone down while wearing full armor plating. lets have a semi automatic taser that never needs to reload. im hungry, go buy a hamburger, fries, and a drink for $1250. lets have a doctor that you pay $3000 to instantly be in better health to get back into a fight after getting filled with bullets. peak realism. Sarcasm aside, the goal isnt pure realism, the goal is to have fun interactions and create stories with people have enjoyable interactions, roleplay. making every car have a random limiter of an arbitrary speed isnt "more realistic" or positive for the gameplay and enjoyment people get from playing. this significantly would though. there are a wide range of cars that are capable of going 240. the basic PD cruiser does 200. PD has several options available that are faster, and have superior numbers to make and execute strategies to take on cars that are faster than the basic cruiser. lowering all vehicles top speed to the top speed of the default police cruiser would have drastic negative effects on PD vs Crim, and would require no effort, thought, or strategy by law enforcement main players, as they will just repeatedly divebomb ram every car with no skill or strategy required, like they currently do when trying to chase a car thats slower than 200 max speed.
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earlier this year there was a large nerf to freelance job incomes overall. could push 15k/h in some if you were paying attention, now everything is like 6-8k across the board. takes more than twice as long to casually build back up, why actively work a freelance job for 6k an hour when you can go afk at a mechanic shop alt tabbed out doing fuck all and get paid the same? but yeah... Niobe / GTO / D10 are one off cars available for real life purchase for a short time. no argument there that its effectively pay to win, but that pay to win was $280 USD, so there cant be that many. if that gets changed people are gonna be pissed. Law enforcement has the D10. it has the HSW mod and does 240. it just doesnt have the same acceleration as the niobe. again, they have the tools, they just havent developed a strategy to deal with it.
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what shitty car is doing 240kph? StingerTT is 900k, does 240 Niobe is a $280 credit only, does 240 Vigero ZX / Convertable is a $350k car, does 240 Drag is 4 million, does 240 Weevil Custom is 400k, does 240 Hellfire is 300k, does 240 there's several more than i cant think of off the top of my head. and even more that do 230+ but most people use the Kamacho, 10F, Issi Sport, Drag, or Jugular. the only one in that list that regularly does 240 is the drag. the problem isnt 240kph being the cap. there's a very wide spread of cars that people can use that can do 240, but chose not to, and use the meta vehicles. this whole suggestion is entirely PD focused so that the base PD vehicles a trainee can use, will be on even ground with every car people can use on the server that spend hundreds of hours grinding to buy. its a bad suggestion. Law enforcement have SO MANY options and buffs to handle all the different cars that are capable of going 240kph. get a highspeed to chase, keep eyes on with a helicopter. coordinate with the 7 other officers that are in the chase to go set up spikes. law enforcement should better use their numbers to their advantage. use the massive advantages they have in equipment and vehicles. complaining that all cars should be nerfed to a max speed of the default police cruisers is dumb. like, rather than making a line of 5-10 STX's braindead following a faster car and being upset you cant keep up, use your brain and anticipate where they're going. use your numbers to set up roadblocks. dont just chase without any strategy. Crims evading have to plan and practice strategies, Law enforcement need to do the same, and this change would remove that.
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So, the Niobe has some form of balancing to it. its fuel consumption is incredibly high while having a very small fuel tank. (basically like a motorcycle) so at a base setup, its balanced that it cant be in anything close to an extended evade. but considering its a $250 car, anyone who has one is likely also Diamond VIP, which massively buffs it with a normal sized fuel tank.
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i mean, if all vehicles were scaled down, sure? but like 150mph/240kph isnt an unrealistic speed for a high performance vehicle. if the suggestion is to just make all cars currently have a max of 200kph, thats insane to consider. this is entirely PD focused, so that the base PD cars (STX/Scout) will now be specced to hit max speed on the server and be competitive with top tier sport/super on the server people have spend many hours earning money for. in no way should trainee numbnuts have the same performance car as a crim who's put in 100 hours to buy fast car. Law enforcement has more than enough ways to handle 240kph cars. just cause they get away every once in a while doesnt mean you now have to nerf everything to be on par with the average cop car.
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Who is the suggestion for? - Everyone Why is the suggestion being made? - new increased cost of repairs has created new ways for trolls to negatively affect other players. kicking / punch a car shouldn't do anything close to the current damage it does. What are the pros and/or cons of the suggestion? - Pros: - more realistic damage for melee attacking a car - trolls/griefers will no longer be able to as quickly destroy random cars for shits and giggles - Cons: - none? Why the hell can i punch out a car in 4-5 hits? thats nuts. why can a guy kick my car once and stall it out? please nerf melee damage to vehicles, its wildly unrealistic in its current state.
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well, the real question is why does melee damage do SO much damage to a car? why can i kick a car door 4-5 times and total the car? should really be nerfed. it makes no sense
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Who is the suggestion for? - T2+ illegal factions Why is the suggestion being made? - A way to incentivize discretion for illegal factions using labs by having some form of scripted punishment for causing public labs to get shut down by law enforcement What are the pros and/or cons of the suggestion? - Pros: - Scriptly enforced punishment against illegal factions who cause Public labs to get shut down by Law Enforcement - New way to damage competing illegal factions reputation outside of selling to their turfs or PVP mentality fighting - new ways for official factions to itneract with non official factions or solos, paying them or forcing them to work the lab to avoid the gang getting punished if the lab gets burnt. - Cons: - would have no negative effect on non official or T1 factions, which could be abused? - people complain about another crim nerf? - dev work? - people script abusing leaving F4 to cook and rejoining to not lose faction rep So, certain labs stay up for a long time, while others are only up for mere hours or even less. a significant amount of the new city labs are very quickly shut down due to lack of discretion by the gang members using it. It's painfully obvious when there's 5-6 cars parked right out front of one, and Law Enforcement quickly catch on and investigate. So, it would make logical sense that there should be some form of punishment via scripted dealers reputation or potentially IC reputation with the Cartel. I'm not sure on the exact system on how this would work, but it could be based on who last used the tables, and for whatever faction they are in, if that table at that lab is shut down by law enforcement, there would be a scripted negative effect on your dealer reputation in your turfs. There could also be some form of notification that the IC cartel receives, telling them who's getting the labs shut down over and over. RPly someone is setting up these public labs for players to use, and there should be some system that keeps tracks of who's causing them to get burned by law enforcement. Any ideas? what do you guys think?
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190k stock + maxed. lol no
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I like the concept of a permanent alias system that both parties have to agree to, while having alias's deteriorate over time if you havent been in proximity to someone. Thats one ive heard recommended that makes the most sense. People are able to drastically change their appearance or copy the looks of others, theres only so many combinations of ways you can look. I've also heard and liked the idea that getting plastic surgery should force reset your alias, which is an interesting idea. could be metagamed, but if someone wants to drop 30k+ every time to lose alias, go for it?
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FOR SALE: Drift Nebula Turbo Super slick budget drift car, cheap to maintain, several upgrades already installed 3/4 Engine 1/3 Transmission 2/4 Suspension $65,000 Contact: 479-1672 Photos - https://lifeinvader.eclipse-rp.net/posts/49438