Demonmit1
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Everything posted by Demonmit1
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You've hit on the exact reason why this whole "same playing field" argument is such a massive disconnect, and I want to address your specific points about personal lockers and restockable inventories. I get the desire to put us under the same kind of logistical pressure that crims face. But our side of the fence is just built completely differently from the criminal world. Like I said in my own post, I can hop on my crim, chop a car, and have enough cash for a rifle in no time. For a criminal, the main hurdle is getting the money. Once you have that physical gun in your stash that you have to maintain, it's yours. You own it. You have the freedom to use it pretty much however you want. For us, even if that Bullpup is a physical item I have to grab from a locker, maintain, and restock, it's still not truly "mine." My access to that physical item is still locked behind a mountain of things you guys never have to deal with: It took me over 1700 hours and 9+ months of dedicated service just to be in a position to even be considered for a specialized unit like GND, where that one rifle is an option. GND is one of the most restrictive divisions to get into. The access to that rifle is a direct reflection of being one of the few investigators tasked with going directly after 20+ heavily armed active gangs and nearly 900 crim players that are or have been gang affiliated. This is the biggest difference. Even with that physical gun in my hand, I am buried under a strict Force Continuum and Standard Operating Procedures. I can't just pull it out on a whim. Its deployment has to be justified by the situation, and if I use it improperly, I face real in-character consequences like suspension, demotion, or being fired and blacklisted. So, while I appreciate the spirit of your suggestion, adding a layer of logistical grind on top of the massive bureaucratic and procedural grind we already have doesn't really create "balance." It just adds another level of tedious restriction to our already restricted gameplay. We're not playing the same game, and we're not supposed to be. Crims have freedom with the risk of asset loss. We have stability with the risk of a rulebook that dictates our every move.
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Because the guns are not ours as individuals to use as we please? 1700 hours on my LEO character played, 9+ months since i joined the faction, and im still not allowed to use a standard rifle. I can go on my crim and go chop one car, rob two stores, or sit at a lab for 15 minutes and have enough money to go buy a rifle and use it in any way i please. Y'all DONT want law enforcement to have the same access to gear that crims do, you dont want us on the same playing field.
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LEO Logistics I understand the desire for more immersion. We already RP this extensively through /me and /do commands when we clock on and gear up. My question is, from the criminal perspective, what is the intended benefit of scripting this? How does adding a significant solo, logistical workload to the police faction improve the player-to-player interaction that is the core of roleplay? Frankly, it sounds like a lot of extra busywork on top of an already immense administrative burden. I have over 1000 IC posts on the government forums, arrest reports, patrol logs, warrants, surveillance logs and more. The tediousness of IC paperwork is already a massive part of LEO RP. The only tangible outcome of scripting these inventory systems would be to slow down police response times and make it harder for us to get out of the station, giving criminals more time to get away. This feels less like a suggestion for "realism" and more like a request for a mechanical handicap. Shooting from Heli I understand the clip you saw may have looked overpowered, so let me provide the context for it. That was a 4 AM ambush where a gang was hunting the 3-4 online officers. As a specialized unit, I was paged to assist. We were desperately outnumbered, and using a rifle from the air was a last-ditch effort to provide area denial and protect the officers on the ground. It was the first time I've fired from a helicopter in over nine months. Mechanically, while there isn't recoil noticeable recoil, the bullet spread is enormous, and the desync of air to ground shooting is a nightmare. It is far from a precision weapon. Five minutes after that clip, our helicopter was shot down. It's a high-risk, low-frequency tactic, not a standard operating procedure. 270km/h Sparrow The Sparrow exists for one reason only, to counter the dominant criminal meta of "hold W to win." When nearly every criminal escape plan involves a car with crazy acceleration that hits the 240 km/h server speed cap, the only ground vehicle that can keep pace is the equally capped Banshee. A 240 car chasing a 240 car is a stalemate unless the criminal makes a mistake. The 270 km/h Sparrow is the hard counter that forces criminals to think strategically about their escape routes by using tunnels, bridges, and vehicle swaps instead of just relying on raw top speed. It encourages better evasion tactics and planning from the criminal side. Thermal scopes You're right, they can see through admin/dev spawned objects, and that's a flaw. But this goes back to a deeper, systemic problem. The reason LEOs are sometimes given such powerful, unavoidable tools is because of the pervasive culture of players exploiting our rules against us. A perfect example is phone tracing. How many players were actually taught how tracing works in-character? Who told you to turn your phone off before you commit a crime? Most players learn this OOC and then use that knowledge ICly to neutralize a core investigative tool. This directly relates to thermals. When investigators approach a drug lab, we have no idea if there are two people inside or twelve. Without that information, our only safe tactical option is to assume the worst-case scenario. We have to mass-push with every specialized unit available to ensure officer safety. This is the very "15 cops for 3 guys" situation that criminals complain about. Thermals are the only tool we have to avoid this. They allow us to see if there are only 3 or 4 of you inside. If we know that, we don't need to call in 15 units. The three investigators on scene can push, creating a fair, balanced fight for everyone. So, ironically, the very tool you see as "overpowered" is the only thing that allows us to not overwhelm you. Without thermals, every single lab push would be a max-response scenario, which nobody wants.
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TL;DR - you wanna play a gangster so bad but don't want the actual IC repercussions of it Sums up the core of the complaint here. this whole argument of being priced out of the market is entirely a bad faith argument, and comes from a place of lazy entitlement. there is a MASSIVE amount of cars available under 100k cost, and lots of them are quite capable. mid tier priced cars are some of the most capable vehicles in the server, the buffalo STX, Kamacho, D5, Vigero ZX are all $350,000 to $400,000 and are the most cost effective vehicles on the server. easily achievable with limited playtime over a week.
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make the civ bodycamera item a body armor slot type item, so it doesnt overlap with any slots for beards or accessories. not like a crim is going to need to wear a body camera while also wearing illegal body armor.
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100% agree. i had OOC footage that proved a false /do against me in a court case. the LEO player heavily worded it to favor his outcome, but the OOC footage showed it was completely different. /do footage RP should not be allowed without OOC footage or at least, OOC footage context (3rd party footage that reasonably proves the /do first party camera RP) Body camera being an in game asset you have to wear, thats visible would be great too. its visible on lots of law enforcement outfits, why do civilians/criminals get to just RP it without it being a visible asset?
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^ This was a really cool idea. do more concepts for this, buffing specific jobs for a small amount of time. criminal and civilian. I feel we're at a point where theres no more big mechanic/script changes coming, and we're just looking at coasting till the end. little QOL here and there, auto alias, repair kits, impound. FM and Event team should really be looking at fostering regular crim/world events. no offense, but admin spawned race track events are just not it. the last one i bothered to go to had like 25 people total. spawn a crate out in the middle of nowhere, throw a flare on it, then TP as a PED character to a hotspot with people and start spreading a rumour about a crate falling out of a cartel plane. notice there's a bunch of people in DOC standing around doing nothing? pop in, spawn a switchblade on the ground, then leave! just little stuff, unscripted, unplanned, regularly, with different things for people to do. All this type of random situations is barred from players behind layers and layers of red tape for altRP requests, just start doing them randomly without any requests and let people just play it out. proactively make RP happen as Server faction management, and event staff, cause we already know theres no big dev changes happening.
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You are absolutely right about two things, every player is entitled to submit a report, and the subjectivity in any "single" report is unavoidable. But, you've missed the entire point of my post. its not about how a random player subjectively views a single report, its about what I've proven is the objective, measurable patterns from well dozens of reports that are concentrated within a small list of players connected together. The issue isn't that John and Jimbob feel differently about one incident, the issue is that John, Jimbob, and their 20 friends are responsible for over 100 reports against each other in four months, while the rest of the server is not. Im really happy you brought up my own reports, so lets talk about that... Report 1: A player jumped off a bridge to their death to avoid arrest (NRP/Fear RP). Report 2: A player rejoined a radio frequency after dying in a scene to tell others the frequency has been compromised (NLR). Report 3: Two players swam deep into the ocean during a chase, doing circles to get away. (NRP). Report 4: A player repeatedly ignored commands with a shotgun pointed in his face (Fear RP). Report 5: Two players disconnected while being arrested (Combat Logging). The reports I've filed are objective, very clear rule breaks. they're not targeted at a specific group, or specific player. Now, looking at the rest of the data and reports, they are overwhelmingly subjective Deathmatching reports. They are filed immediately after losing a gunfight, almost always at a criminal hotspot, and they are filed by the same small group of players against their direct IC rivals, over and over and over again. The current report system and the lack of staff oversight or care, highly encourages these constant back and forth reports. having a refund system tells players, "If you lose, file a report. You might get your stuff back!" It's not about being subjective on which reports are valid and which are not, its about refunds being a direct, flawed incentive that encourages veteran players to abuse it, without repercussion. "If you lose, file a report. You might get your stuff back!" Faction Management gave themselves the tools to deal with this in FM 2.0. They have the authority. Yet, as the last nine months proves, there has been no visible change, no progress, and no enforcement. The problem persists because it is allowed to.
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TL;DR - people wanna play a gangster so bad but don't want the actual IC repercussions of it, and staff encourage the OOC toxicity on the forums by ignoring, deflecting, or outright refusing there is an issue. --------------------------------- Look, this is going off into a tangent, as the OP is about demands should equal DM rights, but we've delved more into the core issue of players forum reporting to win situations and the current DM rules not representing the reality and realistic flow of interactions between players, and being weaponized by players to report their IC enemies to punish them OOCly and hope to receive IC compensation for lost assets for these ongoing IC faction wars/conflict. So... what did I do? i had an AI scrape the player report forums going back 4 months on all the player reports. Well I will and it needs to be addressed. Top Players Filing Reports (3+): Why (Bo Vespucci): 8 reports Trait (Damon Sandhill): 7 reports MateiC (Matei Knight): 5 reports Demonmit1 (Tim Sutton): 5 reports Dnwlo (Raphael Lang): 5 reports pingo0 (Darijan Stojanchov): 4 reports Trevor Zelias (Richard Forth): 4 reports Diabolical (John Gradwick): 4 reports DawidG103 (Benny Carter): 3 reports Kevin Biker: 3 reports NEO77 (NEO BRUCE): 3 reports moment (Ash Volkov): 3 reports Cal (Callum Goat): 3 reports SteakHappy (Alistair Vespucci): 3 reports Felarx (Felarx Knight): 3 reports Romeo Knight: 3 reports Trevor Murphy: 3 reports Most Reported Individuals (3+): Callum_Goat: 7 reports Felarx_Knight: 7 reports Kevin_Biker: 7 reports Romeo_Knight: 6 reports Damon_Sandhill: 5 reports Alistair_Vespucci: 5 reports Leon_Vespucci: 5 reports Misho_King: 4 reports Kon_Xun / Kon_Xiao: 4 reports Ronaldo_Knight: 4 reports Andre_Banks: 4 reports Jon_Alison: 4 reports David_Deltoid: 4 reports Alexis_Knight: 3 reports Markus_Knight: 3 reports Pablo_Marian: 3 reports Bo_Vespucci: 3 reports John_Gradwick: 3 reports Ghost_Corteiz: 3 reports Harry_Payne: 3 reports Vincent_Crawford: 3 reports Richard_Higuchi: 3 reports Moreno_Makaveli: 3 reports The data proves this feeling is incorrect. "Over-reporting" is not about the total number of reports server-wide; it is about the hyper-concentration of reports coming from, and directed at, a tiny fraction of the player base. The top 11 reporters are responsible for over 50 reports. The top 20 most-reported individuals are the subject of over 80 reports. This is exactly a definition of a concentrated problem. The vast majority of the server's OOC conflict is being generated by a handful of interconnected players and their factions. The data proves that claim you're unwilling to address was 100% correct. The names on both lists are almost exclusively veteran players, leaders, and members of established, official factions like Empire, ESM, OTF, Rooks, and Highrollers. New players are virtually absent. This is not a problem of new players failing to understand the rules; it is a problem of veteran players using the OOC report system as a primary tool to litigate their long-standing in-character wars. This is the very definition of "forum warfare." If this were effective, the problem would have improved. The data shows it has not. The most reported factions (Empire, ESM) are also home to some of the most prolific reporters. They engage in constant, hostile IC conflict, and when they lose, they immediately file OOC reports. Why? Because the system, with its promise of a potential refund or void, incentivizes this behavior. I posted in the FM 2.0 feedback, asking why FM were not enforcing their own "FM 2.0" rules, which explicitly allow for the demotion of factions due to excessive rule breaks and poor OOC attitude. It is now nine months later. The names and factions at the center of this data are the same ones that were the problem then. The claim that current monitoring is sufficient is directly contradicted by the fact that the same groups are still at the center of the server's OOC toxicity with no apparent faction-level consequences. Full transparency, I'm on that list of people who filed the most reports. Obviously I'm going to have an inherent bias here, but in trying to remove that, I fed the AI this conversation, and all the raw data from all the reports over the past 4 months, and this is what it had to say: Demonmit1's reports are procedural, targeting objective rule-breaks like combat logging and NRP evasion tactics. They stand in stark contrast to the majority of these reports, which are subjective attempts to litigate the escalation of lost gunfights against direct rivals. The fact that law enforcement has to resort to being high-volume reporters just to get basic rules enforced is a symptom of this same broken culture. From the replies on this post, a lot of long term server members have boiled down the original Demands should give DM rights, and found the core issue we believe is the problem, using the forums as a weapon against your in game rivals. The tools to fix this culture already exist in the FM 2.0 handbook. People just want them to be used, and have been asking for 9+ months, waiting for a response, and there's been no visible change or enforcement.
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prove it? been an issue brought up since FM 2.0, with no response, and no changes for 9+ months. If it was working as intended, why is it still an issue? FM knows its an issue, built the rules to punish it with FM 2.0, and then have seemly been extremely reluctant to use it? This is directly belittling the issue and making a fake argument that no one has argued. Staff has shown they're willing to playtest rule changes with the fearRP rule change, we should look at playtesting this DM rule change within specific areas. no one is saying your dog is fat and is expecting to get shot. rolling up into an active drug lab to bait DM rights so the rest of your friends can come fight is the issue people are saying here. people baiting fights are reporting the people they baited the fight with and lost. thats the issue. there is inherently a problem with the process. giving players the chance to get their in character assets back from an accepted report inherently incentivizes rampant reporting anytime they lose.
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+1 the current meta is to use an exploit, download a modded single player file save that has all the stats maxed out, so your character in game can have unlimited sprint, jump from higher places without ragdolling, etc. having a scriptly supported health and fitness system will fix this exploit SO MANY people use. would be great. the only -1 i have is for swimming. dont need a boost for nonRP swimming that people already exploit every day.
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the whole start of "how to report" starts with, "Are you the victim of a severe loss due to a rulebreak?" again, a vast majority of reports seem to be based entirely on regaining lost assets due to losing a situation IC, with people throwing every possible rule on the list of rulebreaks being reported to see what sticks, and the report system incentivises reporting when you lose for the chance to get your stuff back. removing refunds will solve a lot. if the report is valid, the player being punished should have the assets removed and the OOC punishment. no refunds. second, having a set limited amount of reports you can make and get denied is an interesting concept, but would fall apart in practice. Rules are different between RP servers, and we have a lot of rules, and they're applied differently from how they're written depending on what staff member is handling which report. it would just cause chaos, breed resentment, and make people more frustrated with staff inconsistencies. a 3 failed report limit would be overall bad. BUT, staff should be more proactive on tracking failed reports, number of reports from individuals and factions, and work with Illegal Faction management to dish out faction related punishments for over reporting. its not random new players, its experienced, long term players in many different official factions that have lots of experience being forum warriors to win an IC situation after the fact OOCly. If a faction's members are constantly trying to win their wars on the forums instead of in-game, that is a faction management problem, and it should be handled as such. This requires no dev work, just a policy change, and it targets the real source of the toxicity without punishing the entire community.
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the current low maximum sentence encourages a "go out with a bang" PvP mentality. By shifting the penalty from time to money, we'd incentivize criminals to surrender, rather than engaging in a pointless shootout, which is a massive win for the server's RP quality. the low jail time incentivizes 1v15 situations, cause at that point the time is already so far beyond the 3 hour cap, theres nothing to lose.
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dont do refunds for reports outside of like... exploit/cheating. people are incentivized to report every time they lose to get their stuff back.
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yep, players should just be able to access their own legal lockers at a station/DOC. would be a big QOL update
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100% agreed, coming from a LEO perspective. I'm gonna try and bring this up ICly through LRC. my goal is to reduce all jailtime charges in half or so, while making the fines like 3x more. the current system of a max time of 180 minutes incentivizes players to "go out with a bang" if they have enough possessions to already get them a max jail sentence, so why not hop out and see how many cops you can shoot and take down with you? Horrible mentality for an RP server, but thats just where we're at these days. the modifers mean nothing since the maximum sentence is so low, and more people would quit crim if the prison time was increased. the solution is what @Toxinejust said, reduce time, but increase charges. it creates a money sink for the already massively inflated server, and encourages people to get out there and do more jobs/crime to rebuild their money if they get caught.
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Make a video camera item similar to the camera item
Demonmit1 replied to Ash's topic in Game Suggestions
having to rely on admin support go get a sniper spawned in to be able to create content IC and OOC was a major pain. could probably just remove the camera overlay, but any suggestion to fix this is a +1 from me. -
I hear your frustration, and I want you to know I'm taking it seriously. You've brought up some critical points about how the process feels to a player, and you're not wrong. You said, "I have no clue what happens after the IA report goes in," and that the process feels "slow and tedious." Honestly, looking at the copy/paste responses people get from IA, I completely understand why you feel that way. It absolutely can feel like a chore, and from the outside, the IA system looks like a black box. So, here's some details from inside that "black box" that are open to any player to see on the gov site. I reviewed the last six months of the Sheriff's Department's public IA statistics, which are posted every month in their newsletter. Here's the raw data: Total Reports Filed: 65 Total Officers Disciplined ("Sustained"): 16 What this means is that over the last six+ months, 16 officers have faced real disciplinary action as a direct result of player reports. When a case has enough evidence to reach a conclusion, there is roughly a 1-in-4 chance that the officer is found at fault. When you look at it purely as a gameplay mechanic, a 25% chance of 'winning' a report doesn't sound great. I can totally see why that feels discouraging. But an IA report isn't a loot box or a PvP fight; it's a tool for accountability. The goal isn't to punish every cop you report, it's to filter out the ones who are genuinely engaging in misconduct from the ones who were just doing their job in a scenario you didn't like. Think about what that IA system has to filter out every month: Reports filed out of anger when the player themselves was in the wrong. Cases with no evidence. Situations caused by server desync or bugs. Outright revenge reports filed by players with a grudge. A system that just punished every accused officer would be a witch hunt. The fact that it successfully identifies and punishes actual misconduct 25% of the time is a sign that it's working incredibly well. how well? if we want to talk about realism, here's real world info: (pulled this from an AI search) Studies of real-life police departments in the US show that the percentage of civilian complaints that are actually "sustained" is often in the low single digits: U.S. Department of Justice report on citizen complaints about police use of force found that, of the complaints that reached a final disposition, only 8% were sustained. (https://bjs.ojp.gov/content/pub/pdf/ccpuf.pdf) Among the over 2,500 departments we obtained civilian complaint data from, fewer than 1 in 17 civilian complaints reporting excessive force was ruled in favor of civilians. thats about 6% (https://policescorecard.org/findings) A 2023 report from the California Department of Justice, covering thousands of complaints, found a statewide sustained rate of 6.89%. (https://oag.ca.gov/system/files/media/civil-complaints-09052024.pdf) That's not a broken system. That is a system with very real response and punishments being handed out. I know it feels like a chore to record footage and write a report. But those 16 disciplined officers? That only happened because players who had a bad experience, just like you, took the time to do it. The cops you feel are "not interested in fun or RP" are the exact ones that these reports are designed to weed out. You said, "I'm asking for adjustments to encourage RP instead of W mentality." I agree, and this is the most powerful tool we have. The community has the ability to directly impact the quality of policing on the server, but only if they use the accountability systems in place. You're right that the communication from IA needs to be better, and I'll start advocating for that the best I can as a member of SD, But the data shows the system itself is working. It just needs players who care about good RP, like you, to give it the information it needs to function. 65 total IA reports over 6+ months is a sad number compared to how many people play on the server, and how many people complain on the forums about law enforcement. Players like you have convinced themselves that IA doesnt work, so people dont even try. but the data is posted publicly, the punishments are posted publicly, it does work. Complaining on the forum is easy, it takes no effort, and lets you blow off steam. if you want anything to actually change, FILE REPORTS
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Lol, thanks for the shoutout. What do most of the officers you named have in common? We all have extensive, long-term experience roleplaying as unique criminals. We've played characters with stories and specific goals, not just your average crim player focused on the mechanics of making money and winning fights. We've been on the other side of the chase, the arrest, and the prison sentence. Law enforcement faction leadership could probably benefit quite a bit by taking in a players other characters into consideration when hiring on and setting guidelines for what applications to accept, it also helps at least SD, that clay is literally the guy in charge of the recruitment division. it's very clear when you're interacting with an officer who has never been on the other side as a criminal, or unfortunately the type of player who was a previous mediocre criminal, gave up and joined law enforcement to win more often without the fear of losing gear. And it brings us right back to the only tool the community has to address this. This is why the IA reports and the OOC Roleplay Feedback sections are so important. If players want to see a positive change and help leadership identify these low-quality officers, they have to utilize these systems, Endless discussions on the forums that go nowhere and end up being shut down due to relentless bickering back and forth are not going to solve the problem for you.
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Okay, let me make sure I'm understanding you correctly. The core of your issue is that you're here to play a game and have fun, but you feel the current mentality of many cops, and the frustrating process of being caught, consistently detracts from that fun. Am I on the right track? Wanting to have fun makes perfect sense, it's why we're all here. But we also need to remember this is a roleplay server where everyone is playing a role. You play a criminal. I play a cop. Based on what you've said, it's not fun for you to lose time getting caught, processed, going to prison, and then dealing with the hassle of getting your gear and vehicle back. You feel the way cops make you lose isn't fun. But how do you fix that? Your suggestion seems to be to remove tools and assets from the police so they can't catch you. With respect, that's not a fix. That's just removing the risk from your choice to play a criminal. The "high risk, high reward" nature of crime is central to the balance of the game. Now, let's talk about the IA process. You've said it's slow, tedious, and you don't want to be forced to record everything. I hear that. Based on your comments, it sounds like you either haven't filed a report recently or you had a bad experience a long time ago. I want to point out that LSPD faction leadership has been listening to that exact feedback. They recently implemented a massive overhaul to their paperwork system, moving it to a very user-friendly website portal. This was done specifically because they recognized that the old forum-based BBCode system was intimidating and clunky for players. The process is significantly smoother now. I hope LSSD takes a look at it and implements it as well. This brings up a more fundamental question about the nature of roleplay, and I'm genuinely curious about your perspective. Would your criminal character, the one you've created with a specific personality and backstory, actually choose to file an Internal Affairs report against the police? Does that action fit within the character you've built? Or is this about you, the player, being frustrated with the mechanics of the game? Is your frustration coming from an in-character place, or is it an out-of-character frustration with playing a role that, by its very design, comes with the inherent risk of losing?
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Off topic, but the rule was changed to fix the issue of "who pulls a guns first wins" not if you have a gun pointed at you and you're unarmed. people saw the rule was changed and now immediately think fearRP isnt a rule anymore. the core of the rule change was to allow you to also pull a weapon to shoot back. but if you're unarmed, its still a breach of fearRP if you just run for it. "A player is not showing proper fear if they run while on foot and a weapon is aimed at them at close range"
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Let's start with this server's design. you're not supposed to 'win' against law enforcement. The goal isn't to kill every cop and have free reign over the city. That would be GTA Online, not a roleplay server. The system is designed to provide risk, and law enforcement is the embodiment of that risk. You mentioned force escalation as the "real issue." You're right, it is. But it's a reactive escalation. We don't roll out a high speed for a stolen taxi. If you bring a high-performance car to a crime, you will be met with a high-performance car. If you bring heavy weapons, you'll be met with heavy weapons. We react to the threat you present. Still a skill issue at the end of the day. You're correct that we don't pay for our own gear. But that comes with a massive trade-off that criminals don't have. we don't own it, we don't get to pick and choose how to use it, and we have to follow strict guidelines on when, where, and how it's deployed. Your argument about the cash shop is irrelevant. I can't just go hop in my personal Niobe and start a patrol. Meanwhile, you're welcome to use any car you own to commit a crime, or better yet, just go steal one. You have that freedom, we have procedure. If we break those procedures, we face real consequences within our faction. Which brings me to my final and most important point. You claim these tools are used "hastily, freely, and unchecked." So I have to ask, and I'm being serious... If you believe these rules are being broken, what have you done about it? When was the last time you filed an IA report against an officer for improper force escalation? Did you file an IA report when that cop pointed a gun at you for standing across the street? What was the outcome of those reports? It's easy to complain on the forums that the RP is bad and the system is broken. But the system of accountability you claim is unchecked only works if players actually use it. If the answer is "I haven't," then the problem isn't that the system is broken, it's that you're choosing to complain here instead of seeking accountability there.
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Look. the conversation between meta cars this and police cars that isnt going to go anywhere or do anyone favors. I've made a lot of suggestions over my time here, and I have a wide range of experience, being high command in an official criminal faction, command in a civilian faction, and now heavily involved as GND in a LEO faction. We're talking 5000+ hours of in game time doing everything this server has to offer, I'm extremely familiar with the systems and how the server works. Sammy Kane's response is a PERFECT example of the issue with the cop vs criminal RP within the server. IC and OOC rules and regulations internal to Law enforcement gameplay have been mostly OOCly but a few times ICly leaked to the general public, and is used against law enforcement players, exploited as a game mechanic by criminals to win, rather than being respected as a part of being involved in roleplay. Examples? PIT Maneuvers: Law enforcement have strict rules on when, where, and why we can execute a PIT Maneuver. We are not allowed to PIT if you're in the incorrect lane of travel, or within most populated areas within the city. This information has over time become widely known by criminal players through whatever means they've learned it. These rules are set by Faction Leadership to maintain a high standard of roleplay, but lets be real here, there are no NPCs. no one's walking down random sidewalks, no one is driving through little community streets. Law enforcement OOCly nerf their response and what they're allowed to do for the sake of realism and fair RP, and criminals, having learned these rules, exploit it to win, then bitch and moan about W mentality if a cop breaks these set up rules. Time and time again, the moment a pursuit starts, most criminals switch to incorrect to have "immunity" to getting PIT. most criminals drive recklessly through sidewalks and down city streets, knowing law enforcement are held to a higher standard by their faction leadership, to abuse these roleplay standards expected of law enforcement, but the criminal doesn't hold themselves to the same standard, then come bitch and whine on the forums about Law enforcement realism. Detective Bureau / Investigations Bureau: One of the most important tools for Law enforcement factions to create really in depth, long term RP between LEO and Crims is case files, gang files, and conducting investigations. Tracing phones is a huge part of that. Now, magically, every criminal already knows that any time you're doing any criminal activity, you need to turn your phone off, told by their friends, or their friends friend, or somehow new players already know this information. This info over time has been shared OOCly and heavily neutered entire branches of law enforcement roleplay, forcing most criminal vs law enforcement interactions to be, "commit crime, get chased, win or lose" I'm currently one of the few GND members in LSSD, I can tell you there are many more internal OOC/IC rules, tactics, and limitations we're expected to follow that I wont talk about here specifically for the reason and experience I know players will metagame the information and use it against us to win. pure win mentality. This issue has become bad enough that LFM stepped in recently and made new OOC faction rules for law enforcement, that your character, if you join SIB of DB, is not allowed to leave the faction and start being involved in criminal activity for a minimum of three months, because people have abused it. This makes community discussions like this miserable and impossible, because criminal focused players demand transparency and realism from law enforcement factions, but when its given, immediately use that information against law enforcement in character, weaponized against us to guarantee yourself a win. if that's not a "W Mentality" i don't know what is. Law enforcement factions are extremely hesitant to be open and transparent OOCly, because when they have been, the information has been metagame and used against them, why would they want to give you a guide on how to beat them? A lot of this boils down to blatant metagaming by criminal players. I've personally dealt with criminals, who their character is a hardened criminal, with no law enforcement background, sit there and argue with me about specific internal policy, application of charges, etc. How would you know this? because you at one point were law enforcement, and your meta gaming the information? or your friend told you who has a LEO alt? etc etc? So why do people feel that LSPD/LSSD isnt transparent, cant be trusted, has a W mentality? This is why. Criminal role-players have broken that trust, repeatedly, to benefit themselves to win at all costs, rather than being involved in RP and creating a story.
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Lets look more into this "Skill Issue" problem. The current mentality that i see from criminals is its an every man for themselves in most interactions with law enforcement vs criminals. Support, teamwork, and communication is an incredibly powerful force multiplier that organized factions like LSSD and LSPD heavily practice and enforce to be successful in finding, catching, and prosecuting criminal players. Most interactions ive had with criminals is once you're caught in the act of the crime, the criminal players scatter and leave eachother to their own devices to evade or get caught. We as law enforcement take advantage of that, and will focus our force on one or a small number that we know we can catch, rather than sending every officer in different directions. This is a strategy that works quite well, where there is always one or a few big losers while everyone else gets away. from a criminal perspective, this can work, and if its an organized gang, you should be getting a cut and being paid for ending up as the fall guy. but from my understanding this isnt how it works, its an every man for themselves situation. again, this goes back into the "Skill issue" argument i made. teamwork makes the dream work, and government factions practice it and execute it typically well enough that its more sucessful than not. If you take a step back and look at the overall strategy of doing a crime, rather than hoping you can press W longer than the cop chasing you, it is typically really effective. look at the gang SVR and their tactics to support fellow gang members if they get into a pursuit. They're one of the hardest people to catch, not only because they have good individual skills with driving, but they communicate and work as a team to interfere with the pursuit and support the main person being chased. The issue isnt that cops need more nerfs, its that criminal RP has so much more potential that most are not taking advantage of.
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Crims can go buy and use whatever car they want, drive it how they want, and go wherever they want. I have 1600 hours played on my Law enforcement character and im still not allowed to drive a "highspeed" like the jugular, vigero, or banshee. the use of a highspeed has to be approved, and deployed from one of a few garages, giving crims time to evade before they show up, and only used on high speed cars used by crims to evade. Crims are welcome to use whatever gun they want that they can afford. only very recently have i been allowed access to a rifle. before that, it was a pump shotgun and pistols. for 1000+ hours. You can shoot anyone you want as long as you're within the rules of the server. law enforcement have a strict force continuum that has to be followed or you get kicked from the faction. Criminals, if they're not braindead, have the very powerful advantage to chose where to engage law enforcement. Law enforcement react to criminals. if your arguemnt is criminals have no advantages, you're blind to what incredible options criminals have if they're willing to put the time and effort into planning and executing plans against law enforcement. I was high command of shadows, and we regularly went directly against law enforcement and the government, and won. again, it comes down to a skill issue on most players parts. be smart, and you'll win more often than not. but thats the mentality of criminal players these days. rather than create an interesting story, they want to play GTA online with extra steps. Money is easy come easy go for criminals. obviously y'all have the capabilities to earn obsene amounts of money, affording the best meta cars, LC is 900k, jugular is 1.4 million, etc etc. your average law enforcement makes $6k an hour, before tax, thats like 250 hours of being on duty to afford a single "high speed" car. criminals can make 10x that per hour. again, high risk, high reward. suspensions were just recently cut in half. gun prices have plummeted by half, drugs have been massively updated, and criminals can make 10's of thousands of dollars in minutes if you know what you're doing. The tools to succeed as a criminal exist, but you, and other players dont use them correctly. once you figure it out, you'll do better.