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Demonmit1

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Everything posted by Demonmit1

  1. certain functions in the server are dependent on not wiping. would be highly disruptive if an automated restart was every day.
  2. sounds like a skill issue? I have successfully evaded Air 1 along with national guard forces in a scrapyard Glendale with drift tires and scriptly drunk, while having grenades thrown at me. I have successfully evaded multiple interceptors in the DMV training car multiple times. you always have a chance. but its entirely based on skill, not on how fast your car can accelerate and turn. I've smoked highspeeds in non meta cars that max out at 180km/h "Because the penalties are severe" 180 max prison time, down to 108 minutes depending on your level of VIP, is Severe? the cap for prison time has been lowered and lowered time and time again, and ICly im actually trying to start work on reducing the charge times for all charges across the entire penal code. Criminals have the ability to make an extreme amount of money in a short time. Doing crime is high risk, high reward, but people like you dont want the high risk? whats the point in even playing then?
  3. let me seize your super cars permanently then. after its used in multiple felonies, we get to keep it if we catch you. you want it realism from law enforcement? lets implement civil asset forfeiture. Sounds like a clear breach of Force Continuum and should be reported to Internal Affairs in character. LSSD has 106 players. 18 are allowed to drive around in unmarked vehicles. last i checked 18 isnt half of 106. evading at 180 KM/h is risking your own life, when that evasion is about 80% initiated by a simple traffic stop where criminals were going to get a ticket, but they chose to evade. If someone is willing to risk felony charges over a speeding ticket, that escelates the situation for law enforcement to where you have to be stopped due to the danger you'd be putting on the rest of the civilian population. your choices have consequences, but criminal players dont understand that. Using highspeeds to pit again, sounds like a breach of handbook guidelines, and should be reported to internal affairs. in LSSD high speeds are not allowed to pit. but you're making these accusations but not following through with them? thats on you. Criminals need to be aware of the FearRP rule and the NonRP swimming rule. since the rule change to the FearRP rule, 90% of criminals now think FearRP is no longer a rule. the rule change is if you have a weapon, you have a choice to react, you cant just ignore a weapon pointed at you when you're unarmed. also, lets stop swimming across the oceans to dump guns and avoid being arrested. lol
  4. There's two good suggestions ive heard with how to make tasers actually functional. they removed the Rule to RP the taser realistically, and then they heavily nerfed the taser so it only gets two shots before it despawns, and you have to go to a car to go into your faction spawn menu to get a new one. people entirely ignore it, then bitch and moan when you beat them unconscious or shoot them for non compliance. Server Devs have forced law enforcement to be more aggressive and use deadly force more often with the massive nerf to tasers, and its overall worse for the server. I dont know if i agree with this suggestion to fix it, but these are the two ive seen make the most sense: 1. getting hit by a taser gives you a debuff, for however long, that reduces your player movement speed. so say, getting hit once reduces your player movement speed by 25%, and with no drug boost, will set you from 100% to 75% movement speed. a second shot will set you to 50%. length of the debuff would be balanced by devs. This would allow players to counteract it by using drugs that give you boosts to your movement speed, so you can "tank" a taser hit scriptly by using certain drugs. 2. Getting tased forces your character into different run animation states. the first tase, you're not longer able to sprint, and are forced in the run animation, a second tase forces you into an injured run animation. Another core issue with tasers, is SO MANY players have modified game files, where they've downloaded a 100% completed version of the storymode with max stats, so their character on ECRP has infinite sprint. should be looked into by devs on a way to disable this.
  5. still broken
  6. still broken
  7. it was fixed for a bit, but its now broken again
  8. -1 The problem with this suggestion is It's a Band-Aid fix that doesn't address the core issue. The core of the issue is that the corner job is just not worth doing. Currently you only get paid $500 for a body pickup with no passive income to justify staying on duty hoping you get a call. The complete randomness of income of this job with only a meager payout of $500 for picking up a body means no one does this job ever and they all realize once they try the job that it's never worth doing. The job should be adjusted and the payout for picking up body should be drastically increased so that it's a right place right time to make quick money, which would make it a unique freelance job where all the other ones are balanced and based on hourly income. A worthwhile value of a body could probably start at $3,000 as that's how much it cost to heal yourself at a hospital these days, $3,000 per body is six times the current income of the job, that might be enough to justify people actually working the job, Rather than law enforcement and medics having to rely on admins to delete bodies or adding new script support for government factions to be able to delete bodies like an admin. The system of corners is already in place and functional in game. The payout just needs to make it worth the effort for people to actually do the job.
  9. The scrapyard was an unlikely throne room for an enterprise that called itself The Empire. From his unmarked sedan, Investigator Sutton watched the slow, deliberate movements of men in black suits with subtle purple accents—the signature of the Knight crime family. A black sports car, its purple underglow muted in the daylight, was parked near the hollowed-out carcass of a 747. For hours, Sutton had been documenting their movements, building a case against the narcotics lab he knew was humming away inside that metal giant. The plan was patience. The plan was precision. Then the plan was shattered by a sound that didn't belong. It wasn’t the low rumble of a Toro arriving, but a different sound entirely—the chaotic, undisciplined bark of street-gang ak-47s answered by the measured hammering of Heavy rifles. Through his binoculars, Sutton saw them—a different crew, OTF, "Only The Family," all raw aggression and blurs of red colors, swarming the plane. It was a hostile takeover. The suits of the Empire were suddenly locked in a desperate firefight. The battle was short and brutal. Just as OTF seemed to be gaining the upper hand, a figure pointed, not at the plane, but directly at Sutton's sedan. A ripple of recognition went through the attackers. They had spotted the law. In seconds, they were gone, melting away into the labyrinth of scrap, leaving the scrapyard to the victors and their adrenaline. Sutton’s blood ran cold. The Empire was still standing, but they were wounded, paranoid, and high on the violence of having just defended their territory. And he knew they wouldn't differentiate between the gang that had just attacked them and the wave of law enforcement he was about to call down on their heads. This was the perfect recipe for a massacre. He keyed his mic, his voice tight but level. “Active automatic gunfire at the airplane scrapyard.” The response was immediate. “Okay, we're going to divert. Gunship's going to move to clear.” Sutton was already out of his car, grabbing his rifle. As sirens screamed closer, he took command on the ground. “Go loud. They already know we're here. Get in there, guys! Get in there, get in there!” The air filled with the thump-thump-thump of the gunship’s rotors. The predatory helicopter banked hard, its operator harnessed to the open side, LMG at the ready. “I see him!” Sutton shouted into his radio, spotting a figure in a black suit in the plane door. “I see guns! I see guns!” The gunship’s roar answered him. A torrent of fire tore through the air, shredding the fuselage doorframe. The figure was violently thrown back into the darkness. With the immediate threat neutralized, the ground teams surged forward. The SEB tactical operators linked up with Sutton. Their objective was the main ramp leading to the upper deck. As they stacked up, Sutton caught a glimpse of the Sheriff and another investigator moving purposefully toward a smaller service entrance near the plane’s belly. A lower perimeter, he thought, a standard tactic. A flicker of unease went through him—a break from the main effort—but it was the Sheriff. You don't question the Sheriff in the middle of a breach. Sutton pushed the thought down and turned his focus back to the ramp. His team was the main effort; their job was the upper deck. They went in hard and fast, a whirlwind of coordinated violence. They swept through the upper cargo bay and dropped a final suspect. “Upper deck is clear!” an operator announced. The adrenaline faded, replaced by the ringing in Sutton’s ears. He keyed his mic for a status check. The roll call was clean, except for two voices. “Sheriff, status?” Sutton asked. Silence. A cold dread washed over Sutton. He looked at the SEB team leader, who was already signaling his men toward the lower level. They moved down the narrow internal stairs into a cramped, metallic tomb. The air was thick with the smell of gunpowder and blood. And there they were. The Sheriff and the investigator lay dead on the floor. On either side of them, slumped against the walls, were two more members of the Empire, gasping their last breaths, riddled with holes from the furious, point-blank firefight they had stumbled into. They had walked into a kill box, caught between two corners of a desperate crew that had been fighting for their lives all afternoon. The fluorescent lights of the briefing room were sterile and mocking. Sutton stared at a coffee ring on the table in front of him, its brown circle a stark, simple shape against the complexity of their failure. He could still smell the metallic scent of blood from the lower deck. The Tactical Supervisor stepped forward, his eyes sweeping over the assembled deputies. “From now on,” his voice was hard as stone, “everyone here will operate by the Plus One Rule. If you are confirmed to have five suspects, you will assume that there is a sixth. You will always be on the lookout for an additional suspect.” Sutton closed his eyes. The Plus One Rule. A simple, brutal piece of math. It would be drilled into every trainee from this day forward. The debriefing concluded. Sutton felt no pride in the commendations, only the crushing weight of a victory that felt like the most profound kind of loss. He thought of the two empty chairs that would be at the next briefing. Procedure and tactics are written in blood. Today, they had added another chapter to the book, paid for with the lives of two of their own.
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  10. works both ways, as well as crim v crim chases and fights. Driving on axel/rims should slowly damage your car
  11. Pretty simple suggestion, driving your vehicle on rims/blown tires should slowly tick down your vehicles HP until it is inoperable. it should be quite slow, like 2 HP per second, since cars have 1000HP, which would give you 8 minutes and 20 seconds of driving on a rim at full durability till your car is no longer functional.
  12. afaik the value has been signifyingly buffed to 7-9k on average. on the rare chance we've managed to catch someone, the single packed cash has been 8kish
  13. yep, its basically just to the point where law enforcement dont even bother chasing ATMs anymore, as they have been buffed to such an extreme its impossible to catch them. just spent the last 2 hours chasing 15 ATMs, never caught a single one. everyone clocked off. enjoy the free money till it gets balanced properly i guess.
  14. Typically instances of this happen with actual justification as well. The criminal may not be aware of why a K9 search is being conducted, but if it feels random without any prior reasoning, the typical reason is there is an active case file against the player, and/or active gang suppression being enforced due to the members recorded affiliation. So a detective or investigator requests a K9 search, and the reasoning behind it is almost always documented. if you feel you were wronged, you don't think there was reasonable suspicion for the K9 search, you always have the option to file an internal affairs report against the officers/deputies involved. Members of K9 id argue have the highest level of requirements for in depth RP to be involved with K9, due to the complete lack of script support. To be a K9 member, you legitimately have to spend a month of training your buggy ai dog with /me's and /do's, often by yourself, and provide proof of RP. Criminals have quite a few creative ways to avoid contact with K9, or take precautions ahead of time in case of a K9 interaction. Due to the high level of RP required by K9 members, if a criminal even attempted to try and match the RP depth and interact with the LEO player, they may have a more positive experience. But in 8 months I've never seen that happen, and any attempt by crim players is always just straight up powergaming by lying in /do, relying on dice for a 50/50 chance to just win the interaction without any valid rp, or immediately going into /b to complain.
  15. At the end of the day, it's a videogame people play to have fun, and winning more often than losing is typically more fun for people. Law enforcement have a completely different goal and mindset due to not relying on asset based gameplay. So, what would be the end goal here to have law enforcement pay for their own equipment? To make it fair, that if crims have to pay for their stuff, Cop should too? Let's talk about item ownership then. Civ/crims own their assets, their cars, their guns, etc. They can chose what they want to do with it, buy whatever they want, use whatever they want, and are unrestricted on what they can use as long as they can afford it. I can get a brand new character, go cook drugs for 2 hours, and buy a light machine gun and use it as I please. Cops don't own their equipment, it's owned by the department, which regulates access and has strict rules on who can use what, when, where, and why. A cop doesn't have free will to use government equipment as they please, and "unlocking" access to better gear takes hundreds of hours, months of progression, training/certification, and getting accepted into specialty divisions. I've been in SD for 8 months will over 1000 hours, and I still don't have permission to use a rifle without very specific circumstances, like a code 1 officers getting shot at or downed. Any idiot can go buy an AK from Lost for a few hours of making money. That's what differentiates the gameplay loop of LEO vs Crim. Cops can't do whatever they want whenever they want with whatever gear they want to spawn in with their faction loadout So how do you balance it? As a crim/civ, make use of the systems already in place, like internal affairs and ooc roleplay feedback if you feel an officer has overstepped their role, broken the force continuum, or done something wrong, report it to internal affairs. While I've played characters that go after Leo IA and complain about corruption, IA is genuinely effective and the best way for you as a player to affect a LEO who has done you wrong or you don't like. People get held back on promotion for konths, have certifications removed, get suspended and are not even allowed to play, and are sometimes just straight up barred from joining special divisions that give you access to higher tier equipment. There is a lot in the original post about expecting lies to do all this extra work to prep to deploy, but 99% of crims are unwilling to hold themselves to the same standards, or even bother filling out a very simple IA report.
  16. Quoted from @Bala on my previous recommendation for cops to have to spend money on their equipment and then be lootable. I responded to it then somewhat agreeing, and the core concept of his response then still makes sense. If LEO is expected to pay for their equipment, and become lootable, the mindset will change to encourage a play to win mentality cause now LEO has something to lose other than time and being excluded from the rp due to not. Just for some added context, a death on my LEO costs 25k~ out of pocket. While it doesn't match that of someone with a heavy + AP, there are quite a few of us that still have a notable loss on death
  17. Oh I don't disagree with you at all. Well over a year ago I was still saying Leo uses the taser as an I win button when they removed the nonrp rule of not roleplaying the effects of a taser. From thousands of hours of experience as a crim, working all the way through to be high command of an official faction, and now 8 months in at LSSD about to become GND, I've seen just about every way a situation can go. This whole thread was started to get a discussion going about the concept of rule playing, and how fearRP works and is used my Law enforcement. I just know there is going to be more situations that this thread was started for now that the taser was heavily nerfed.
  18. The relevance of this topic I believe has come up again with the recent nerf to tasers. Tasers needed a nerf no doubt, but I feel that two uses out of a taser is going to now put law enforcement into more situations where they will need to pull a gun on a non compliant suspect, putting them under fear rp to get compliance. It's going to be an interesting few weeks to see how this plays out, and what comes of it for how rules are interpreted and enforced.
  19. The same system doc gets for ringing for a guard at the front desk would be nice to have for the stations. Solves the 911 non emergency call, and the system is already in game
  20. Except the millions in assets, cash, and gang tiers for imports they have? Is that not enough reward, they need more given to them?
  21. -1 I disagree. It's a new system, and there's a leaderboard. Everyone starting from 0 keeps it so this is the one system that newer players on the server are not at a total disadvantage to people who have been playing for years, and that makes for a healthy game server. Why only complain about cooking? Buying xp complaints didn't happen when the xp system was first introduced with trucking. People who have been here for years are gonna still grind it out and progress through faster than your average player.
  22. The current "meta" is grab a 240kph sport, pull an atm, and b-line to cayo. Straight line at 240, no one, not even a heli can attempt to keep up with you. There is never a chase, never a chance for a chase. There is no risk for the reward. Which is why I said they've been buffed too far. Sports need the speed debuff, or just shouldn't be capable of pulling an ATM off a wall.
  23. thats the thing, it doesnt become a chase cause people are now able to go 240 with an ATM and it only pings once every 30 seconds, for a max of 3 minutes. Its not even a chase, its just gone. max speed on the server is 240, so you can never catch up to even get eyes on the vehicle.
  24. Previously, the risk vs reward for doing ATM Hijacking was horrible. The only reason to do it was to bait a chase for fun, it was extremely rare to get away from law enforcement, and I overall like the changes made, and now people are more regularly doing them and sucesseeding, proving they're worth doing. overall it was a great swing in the right direction. I have one issue with it though, as I think it's been buffed just slightly too far, and recommend a minor change. [ATM Hijack] Removed vehicle speed debuff [ATM Hijack] Lowered length of tracker by 40% These two changes combined together is... the core of the problem, when combined with the very slow map updates for the tracker to ping the current location. Here are a couple modifications I would recommend, starting from what I think is the most fair to the least. 1. dont change anything, but increase the frequency of the GPS updates on the location for law enforcement. the current timer is like 30 seconds between pings, when thats combined with much shorter battery life and no speed debuff, its getting to the point of being extremely difficult to even gain visual of the ATM/car, especially when the physical ATM and Rope almost always invisible to law enforcement if we get a glimps of a car that may be the thief. 2. Change the vehicle speed debuff depending on the vehicle type. Its become extremely common for super cars or "meta" sports cars to pull an ATM, go 240, and never get caught. Vehicles like Offroad class or SUV class, larger vehicles make sense to not have a debuff, but supers/sports should have the debuff re-enabled. 3. just pick one, either no debuff, or shorter tracker time, but not both. personally im not a fan of this option but it would also be an easy fix
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