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Demonmit1

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Everything posted by Demonmit1

  1. If you are a 1-2 man group going into a lab to cook drugs, you you're currently cooking less than 10 of whatever drug of your choice, you're not cooking for profit, you're cooking for personal use. Yes, this change would heavily affect you then, and hoping in for 120 seconds to grab two plants and make a blunt is kinda silly. Youd end up being a consumer, where yous be a customer of players or groups who focus on consistent cooking of drugs. Yeah, this will change your gameplay loop, but now you're in a position to interact with other players, having to find a dealer, find a plug, to get your personal use quantities of drugs. Solo/small groups would become the demand for the player to player drug market, not just ignoring interaction with other players since individual drug production is so quick and simple right now. "Instead of just grinding and selling to an NPC, cooks would have a high-value product that other players would genuinely want to buy, creating more RP for dealers, smugglers, and customers."
  2. There's more to the post than just the title.
  3. @Earl Mud I'm genuinely not familiar with the small group strategies. Small groups are showing up to labs and cooking less than 10 of a given drug before you leave? I just... I don't see how that is in any way, shape, or form profitable or worth the effort. Are you going into a lab to make 2-3 blunts and leaving?
  4. Who is the suggestion for? This suggestion is primarily for the criminal player base, including drug producers, dealers, and the end-users who use drugs for their buffs. More broadly, it's a suggestion for the server's economy as a whole, aimed at improving the roleplay surrounding illegal goods. Why is the suggestion being made? The idea comes from observing how drugs are currently treated on the server. My core point is this: drugs on the server feel more like cheap consumable powerups than valuable, illegal goods. It seems a little weird that a player can get a massive combat advantage from a blunt that costs less than lunch at Burgershot. There’s no weight to the decision to use one; players just pop them because they're so cheap it doesn't matter. This suggestion aims to add value, scarcity, and strategic depth to the drug market. What are the pros and/or cons of the suggestion? Pros: Creates Strategic Value: Using a drug for its powerful buff becomes a real choice with a financial cost. Players would have to ask, "Is this fight worth using a valuable asset?" This adds a layer of strategy that is currently missing. Fosters a Player-Driven Market: With drugs being more valuable and scarcer, a real player-driven market could finally take off. Instead of just grinding and selling to an NPC, cooks would have a high-value product that other players would genuinely want to buy, creating more RP for dealers, smugglers, and customers. Reduces Mindless Grinding: It shifts the focus from producing massive quantities of cheap stuff to creating smaller amounts of a highly valuable product. The profit-per-hour for producers would remain stable, so it's not a direct buff or nerf. Enhances Criminal RP: The increased rarity and value would make trades and sales between players more necessary and impactful, changing the core aspects of the crim gameplay loop for the better. Cons: Implementation Challenge: To implement this fairly, we would need to do something about existing stashes to prevent people from becoming rich overnight. A one-time script to reduce current drug counts in all inventories and stashes would be necessary, which could be technically complex. Initial Shock to Players: Players accustomed to the current system of cheap, spammable buffs would need to adjust their playstyle. How should the suggestion be implemented? The implementation should be done in a few key steps to maintain economic balance: Increase Value: The sell price of all drugs to NPC dealers (and import costs, if applicable) should be increased by a factor of 10. Increase Production Time: To balance the value increase, the time it takes to produce/cook each drug should also be increased by a factor of 10. This keeps the profit-per-hour rate consistent. Address Existing Stockpiles: A one-time, server-wide script should be run to reduce all current stashes of drugs (in player inventories, properties, vehicle trunks, etc.) by a factor of 10. This is crucial to prevent flooding the market and creating unfair wealth from pre-existing stock.
  5. +1 what goofballs are still running around irl with a damn Garmin or Tomtom in there pockets all the time, rather than Google or apple maps on your phone? Should just delete GPS items entirely and make it a function of you characters phone.
  6. apparently im against any and all crim posts? my post history would show otherwise, lol Sure, anything that makes crims more money with less risk is pro crim. lol. Even when I was playing full time crim earlier this year, my opinion was still the same. I personally think that items required to be sold to dealers shouldn't be a primary income source for players, the main reward should be import power and appeasing Cartel. I really like the concept of Banks/Stores, as its a quick high risk job for a reasonable to large payout. When the server's economy is focused around ~$8k an hour average income from salaried and freelance legal work, drug cooking is already at ~$60k an hour with its high risk, why buff it by reducing the material cost by 90%, increasing profits and massively reducing risk? A change like this isnt game balance, its just buffing already the single best money maker in the game more for the sake of grinding more money. it would be bad game design. for reference -
  7. why tho? Cooking for a long time was insane income, and was finally rebalanced to not be so extremely OP. so now that its more in line with expected money per hour income, we want to reduce the cost of the components by 90%? that throws a massive wrench into the profit per hour balance that happened with the criminal skills update and criminal money making balance that happened not too long ago. This is just going to increase profit and minimize potential losses for the sake of making cooking OP money again with no downsides.
  8. This rule is here to make sure that when players fight each other in the game, it happens in a way that makes sense and is fair. Everyone involved should know why the fight is happening. Also, this rule helps protect players from being attacked for no good reason. Before any fight starts, there should be enough talking and/or action that leads up to it, so everyone knows why it's happening. This describes the intent of the DM rule. if someone's clear intent is to provoke you, and you warn them with clear intent to cause harm, and they ignore you. shoot them? I don't see how that is Deathmatching. I've been in those situations, and i never gave it a second thought, I just shoot, lol.
  9. Most of the jobs a while back were re-balanced on income based around 8k an hour, which is the max salary official factions can pay out. I really wish they would balance it again, but actually buff the income overall to make all freelance work average out to 10k an hour overall. Freelance stuff is per job, not per hour, except burgershot, so the pay is based on active participation in the job, completing tasks. Salaried faction jobs are passive, waiting for something to happen, and being inactive between calls, be it standing around in front of a mechanic shop, waiting for an ad/blip request, waiting for a taxi pickup call, a medical 911 call, or sitting in a speed trap. It makes more sense to me to buff the freelance work above the average pay of salaried work, as its not passive payouts, its active payouts. Would also be neat to bring back the job board system, and modify it a bit to have certain jobs cycle in and out of pay buffs, so some days mail delivery jobs are paying an extra 20% per job, or the next day its road crew getting a 20% pay bump. give incentives for people to do different jobs if they want to make some money beyond crime.
  10. I wasnt there in game, but I was in teamspeak hearing the aftermath of it. the comments I heard were along the lines of, "That was one of the most fun bank scenes we've had in a long time. got negotiations and got two pursuits out of it, was fun" So definitely seemed positive from both sides.
  11. "you’re a bonehead." "You’re clearly a jobless 30‑year‑old dude." "Your post shows a live example of toxic LEO players" "go play rolebox" "Can’t imagine how you’d react in-game when you run into me" Explanations have been made over and over quite clearly. you choosing not to read them or your lack of reading comprehension is not our fault. You've made several arguments, and each point I've explained how due to your lack of experience and interest in roleplaying, they're not valid. We have been, and you've chosen to ignore it, lie, play the victim, and lash out with personal insults and vague threats. so no. you're not worth the time or effort anymore. was entertaining though, so thanks.
  12. Would have to go both ways, limiting the maximum number of criminals involved in a situation as well, it would be unreasonable to expect law enforcement OOC response limitations and have 20 people packed inside building to jump the limited allowed response. Totally agree though, there should be some form of scaling for law enforcement response. we have nine TAC channels available to each department, we should be able to respond to more than one situation at a time. I've been involved in so many pursuits that just end up as pure chaos from LEO side, especially when its a JTAC pursuit. I had a conversation with another player the other night, were maybe there could be a severity scaling system, that certain situations start out with a maximum number of units responding, but can escalate and request additional units to respond. This would... add complication to how law enforcement actively work, but, i could see a potential solution being that the current LEO shift supervisor acts more as dispatch, controlling who's responding to what. obviously this would be a massive change in culture and playstyle for law enforcement players, but, it could be interesting to see if it would work out.
  13. So why not just buy a Buffalo STX for $350k if it's outmatching your $850k Sentinel GTS? Sounds like you wasted your time and money, and rather than figuring that out in-game, you show up on the forums to troll and whine about cops being OP. This is the purest definition of a skill issue. People in law enforcement factions have mastered driving our cruisers because, day in and day out, we're forced to pursue meta sports cars that vastly outmatch our standard vehicles. So yeah, we've gotten pretty damn good at keeping up. Your Sentinel GTS is more than capable of successfully evading, its just that you are the weak link. You can't just spend a bunch of money on a car and expect to instantly win every situation. Thinking like that is just silly. What you did is waste your time by not thinking through your roleplay goals, other than to grind money, buy an expensive car, and hope you can win by holding W harder than the cops. That didn't happen, so now you're upset, and instead of changing your tactics, you're here complaining. There are so many vehicles in the 100k−400k range that absolutely smoke our cruisers. Maybe you should do some roleplay beyond grinding money and actually talk to people to find out which cars are worth buying if you want to successfully evade. Or, just stop whining on the forums about nerfing cops because you can't take the heat. lol
  14. So, you're just admitting to being a troll, while the rest of us are trying to have a serious discussion about server balance? You have zero experience in these situations, but you feel the need to jump in and say whatever nonsense comes to mind. Got it. Let's talk about the cars, because your complaints are completely detached from reality. The Banshee GTS is a heavily regulated tool that requires a deployment log and can only be used against a very specific list of vehicles. The Jugular is our standard interceptor, and it's restricted to supervisors or specially certified officers. Your Sentinel GTS is a budget version of that car with a higher top speed and worse handling. It's a balanced matchup. But the most laughable part is you calling the Dominator GTX "overpowered." I refuse to drive that thing. It's mediocre with frustrating oversteer and is objectively worse than our standard Buffalo STX patrol car. The fact that you think that car is a threat is the single most revealing thing you've said. It proves this is a skill issue. This isn't really about the cars, though. This is about your mentality. Your posts are a perfect example of a toxic criminal player who desperately wants to be a hardened gangster but wants absolutely no repercussions or risk for their actions. You're not playing against AI cops, you're playing against other people whose in-character job is to provide you with risk as a criminal and catch you. If you want to roleplay a skilled driver who gets away all the time, maybe you should actually develop the skill to do so, instead of whining that you can't evade a basic patrol car in one of the better vehicles on the server. If you don't have the skill to successfully evade, then make RP out of it. Get caught, go to jail, build a story. But you're not interested in that. You're here to play a roleplay server like it's GTA Online with extra steps, where the only goal is to grind money. The moment anything gets in the way of that grind, like another crew robbing you at a lab, your first instinct is to call the cops for help. You use law enforcement as your personal weapon when it suits you, and then you come here to demand we get nerfed into the ground so you have no risk. Figure out what you want to do. Contribute to the community and find a style of roleplay that's actually within your capabilities, or stop derailing serious conversations with your trolling.
  15. Imran, I've been reading your posts, and I'm honestly just confused. I can't figure out what your actual point is, because nothing you say on the forums matches what you actually do in the game. One minute you're here demanding that cops get cheat menus, aim assist, and rocket launchers. The next, you're crying that we shouldn't even be allowed to have a car that can break 200 km/h. It's just nonsensical trolling. But the real kicker is your in-game record. You talk a big game about high-speed chases and supercar balance, but a quick search shows your entire criminal career is just you repeatedly getting arrested for smashing ATMs with a crowbar and then immediately surrendering. Your rap sheet is mostly just that and a bunch of speeding tickets. And the most hypocritical part? You complain about cops being too powerful, but then you're the one calling 911 on other crims at labs when you get pushed out. You literally use us as your personal revenge service and then come here to demand we get nerfed into the ground. So let's be real. You're not a victim of some overpowered police force. You're just not very good at being a criminal, and you're using the forums to troll and whine about it. Stop wasting everyone's time.
  16. this is really good, but i have a suggestion to add in to fix a potential issue this new wording will make. I would change, "...if you have a reasonable means of resistance or escape (e.g., possessing a weapon or a viable getaway)." and change it to: "...if you have a reasonable means of resistance or escape (e.g., possessing a weapon, reasonable chance to disarm your attacker, or a immediately accessible getaway)" this would solve a couple issues with fearRP, and still allow some specific RP. What i mean by an immediately accessible getaway is, A player is standing next to the open door of their running car and dives in to escape. this should be an acceptable action. If you get picked up by a friend with their car door open, jumping in should still be acceptable, and not a breach of fear RP. if you're standing right next to your motorcycle, getting on it and attempting to evade should be an acceptable option. its an immediate choice available, this is to prevent arguments of what is logically an unacceptable action, for example: "A player with a gun aimed at them has to sprint 20-30 feet across an open area to reach their parked car. (This is not immediately accessible, and they are still running on foot under direct threat)." and then the second note, "reasonable chance to disarm your attacker," would still allow for very close quarters RP to play out. Tackling is a scriptly supported action, and if a player is reasonably able to get a tackle off to ragdoll their attacker by being close enough when the gun is pointed, then fight them for control of the gun, that should still be a viable option for players and not be a breach of fear RP. I feel this would keep hostage situations, and close quarter interactions from breaking fearRP, and allow reasonable RP to play out. for example: An attacker is holding you at gunpoint but is standing very close. You decide to take the risk and tackle them to create an opportunity to escape. This is a dynamic, high-risk action that fits the spirit of the rule. this should be an acceptable action. and for an unacceptable action example: An attacker is 15 feet away, and you attempt to charge them across an open space. This is not a "reasonable chance" and would be a clear breach of Fear RP. I believe this small change in wording will give players different, circumstantial options for "reasonable" non-compliance without forcing them into full surrender if they are unarmed. It reduces the potential for ruleplaying from the aggressor while letting valid, natural RP play out.
  17. So... clearly there is a significant divide on the current interpretation of the new fearRP rules between criminal players, vs law enforcement and server staff. so, what's the issue? "...however, if you choose to not surrender you must be willing to RP the full consequences of your actions." "Players ... are encouraged to comply with demands..." These two parts from the fearRP rule, are the center of disagreement. Criminal players are taking this section and interpreting it as a "get out of jail free card." they're "choosing not to surrender" and are "Willing to RP the full consequences of their actions" as the justification to ignore deadly force being threatened against them from Law enforcement. Its being understood as, they could shoot me, but im willing to get shot in an attempt to flee, but because they have rules, both IC and OOC they need to follow, they are not allowed to shoot me, so I can just ignore the deadly threat against my life, because its not real. This is not how its being handled in reports, and obviously not the intention from my understanding. My understanding is the new rule change is specifically focused on fixing a somewhat common issue, of "who pulls the gun first" winning the fearRP battle. My understanding of the rule is, if you have the means to retaliate, having a gun pointed at you doesnt instantly force you into full compliance, you can chose to retaliate. But, if you're unarmed, and dont have the means to retaliate, you're still expected to comply with the fearRP rule. Can staff clarify the intent of the new rule changes and clear it up, and potentially go back to the fearRP rule and re-write it so its more clear on the intended goals of the new fearRP rule changes? also, defining what "reasonable" non-compliance looks like for a criminal at gunpoint by law enforcement should look like would go a long way to improving roleplay quality for everyone involved.
  18. My perspective on this is coming from it as a command member of the information division for SD. Sheriffs News Room - https://gov.eclipse-rp.net/viewforum.php?f=957 Monthly newsletters written with interviews of the deputy of the month, a random faction member being spotlighted, a interview leadership of a specific divisions, occasionally adding in articles, promotion and statistics, fun question of the month section, etc etc etc. just for a newsletter done every month. then there's the individual press releases that are randomly posted. all of this RP showcase is done entirely IC by a dedicated division, both for SD and PD, with people's who's primary jobs is to run these divisions. Is there a big enough difference between doing a weekly OOC forum post vs what PD/SD do ICly with their information divisions, that would make it more fair for us to do both? This is an interesting idea in theory, but I'd reference you back to this comment: Any sort of OOC updates on what and how GND are doing things is never going to happen because of that statement. As GND, the amount of metagaming I see regularly from players is astounding. In no way, shape, or form will GND be giving OOC details on what we do. The closest you're going to get to that is IC press releases about raids.
  19. no of course not. thats the point of internal affairs. faction members are expected to follow CPR guidelines. I had an alt in SD and i was fired after an IA report for calling someone a bitch... lol. If people are quitting being criminals because law enforcement "rub it in" when they catch you, of course thats frustrating. But the response you'll typically get is law enforcement reciprocate whats said to them. IA does its job, looks at the footage, both IC and OOC, and makes a determination. If the criminal player is vulgar, offensive, yelling obscenities, then get upset when the officer arresting you tells you off, that IA report is going to go nowhere. IF you think someone has unreasonably been offensive ICly as a law enforcement officer, IA report it.
  20. crazy idea. love it. idk why this wasnt a thing already
  21. almost 7 months since i was full time crim and high command. lot more recent than a lot of people that say "yeah i used to play crim" but to be fair it still has been a little bit. What other gangs had properties seized? not raided, Seized? keys taken away, poof, millions gone? none that I can think of... We had to be creative and extra careful, we always operated like we're being watched and our freqs were comped. I had a lot to lose, so I was careful, spread things out over multiple properties, was careful to not get seen going in or out, and kept a job working as a senior mechanic at Bennys while high command of shadows, selling an obnoxious amount of combat MG MkII's to the point they had to remove them from the server... lol. GND was on my ass over that, as GND now i can see the casefiles, XD. it was a fun game of cat and mouse. People entirely misunderstand that GND is other players you're playing against, we're not just dumb NPC cops that are entirely predictable and you can ignore. My job is to catch the criminals, your job is to not get caught while making money illegally. Most players are lazy or ignorant of the background game of chess thats happening in investigations, they ignore it, and then it bites them in the ass and they get all upset about how its not fun. Either be aware that you're a part of that being in a official crim faction, or just accept that if you're not going to pay attention to it, we're still playing against you and we're gonna get you more often than not. If you have issues with specific people that you think dont play well, beat them at their own game. go after them IC'y, cause them to have consequences to their actions for targeting you. fight back. outplay, out maneuver, out think. We're here playing chess against you when you dont even want to be a part of the game and have no risk to being a criminal.
  22. Rule 6: Failure to Report Rule breaks Players are expected to report severe rule breaks that they witness and/or have information of, failing to do so may make them complicit in the rule breaks. Please, genuinely, file the reports, it does matter, it does make a difference, and it does affect the player you're reporting if the report is accepted. Complaining in the 15th cops vs crim forum post on page 4 of the comments isnt going to do shit for you, and will change nothing.
  23. just sounds like a lack of creativity and being butthurt after taking a big loss. They got their first real taste of pressure from GND after the stunt they pulled late at night last weekend and want to give up over that. They wanted the attention, GND gave them attention, they realized they DIDNT want that attention, then gave up entirely. When i was high command of shadows, the amount of massive L's we would take fighting the infinite money pockets of Lewis Langley, his private GSB army, and LSK being paid millions to do his dirty work for months... look what gang is still around, and who stepped down from office... :shrug: Its the purest definition of fuck a round and find out, and it was entirely, at least from my understanding as GND in SD, handled ICly, stemming from an IC issue, being resolved ICly. GND is entirely designed to be lynchpin of law enforcement against organized gangs. Our job is to entirely focus on these official factions and be your bad guy, be the one who is your biggest adversary. Of course people's goals is to have fun being a criminal, this bad ass gangster, and its GND's IC job to catch you, so of course people are going to see that as GND being against you having fun, but GND's job is to catch you. So there is ALWAYS going to be tension over that.
  24. I can tell you that is complete and utter bullshit, as I was also one of the few LEO that survived the fight. You want to talk about players breaking NLR, i had to keep killing the same people over and over again at pillbox because they'd respawn, heal up, and run out front to grab another gun or grab their wounded gang member to heal them inside over and over again. I know i killed the same people SEVERAL times in that situation, I was told by staff... lol
  25. I can't support removing pagers while the current meta of hunting LEOs during low-pop hours exists. The pager is a hard counter to groups trying to wipe PD/SD just for PvP. Groups are currently or have tried in the past, get OOC upset with law enforcement factions, but are unwilling to find creative RP solutions to their issues, and rather wait till low pop hours to hunt down random cops to feel good about themselves with an easy win. If we were to remove that tool, we would need a different solution to prevent a handful of officers from being constantly farmed. For example, if pagers are gone, perhaps the New Life Rule should be suspended for LEOs in situations where they are being actively and repeatedly hunted by the same group. My point is, you can't remove the solution without first addressing the problem. Until that happens, the pager is an essential tool for server balance.
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