Earl Mud
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Everything posted by Earl Mud
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It def isn't cause the bans. Look at the other discussion threads, suggestions, etc. That's where you will find your answers.
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I just want to add one last thing. This is our last chance to set us up for success after the migration. Everybody from regular players all the way up to the devs needs to step up, set aside differences and egos, and try to make shit enjoyable and be ready to test and try new things. We have had so many threads about the wavering numbers and issues even since I joined 2 years back with plenty of ideas to pull from. We gotta stop sitting on our asses and start making moves so the few left can test stuff out to make it clean before the move. Not every idea needs 100 approval chains through stagnant bureaucracy. I understand caution when it comes to changes but stagnation will never fix things and bleed more people out. Take this shot and take it fast cause time is ticking. I'm sure the people still logging in won't mind getting a bunch of ideas and implementations tossed at them and changed over and over to see what works and what doesn't in hopes of pushing the server a better direction.
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My 3 big things 1: Content drought: We have limited things to do. Sure you make money fast doing them but we can lose it fast creating a money sink. We need more things that are interesting to do as far as crime goes. Doesn't need to pay out high just more things to do cause with low numbers creating content is hard when you're lucky to see a handful of people and everyone else is in labs. 2: RP over Assets/pvp: Unfortunately, the current loops are all about assets. I know it costs a lot to do crim shit but we need to promote healthier mindsets all around. Introducing new low risk low reward loops may help with this is figure out a way to make it rp based. We do have the occasional crim events but jesus I don't want to sit in Cayo for 4 hours to get a .50. Maybe let staff have more free control over doing random spur of the moment ped work that requires no long term planning besides putting basic limits like hey I see X amount of people hanging out here let me spawn a car and text them from an unknown source to steal it for a prize. Plenty of good suggestions in previous threads on crim based small scale events to keep shit interesting to pull from. 3: Actually Enforce RP and change up tier rewards: We are told we don't want this to be pvp server but your rp rewards is always guns or drugs. This is not conducive to helping people stay out of labs or just pvp in general. I know before I left HC of Lost there were talks about vehicle rewards with the new fleet system but we really need to get away from imports being the main rewards for gangs. Also if new rp based rewards, daily tasks, etc come and are pushed then it feel more fair to bring the hammer down on forcing groups to rp more and take their time with scenes instead of instakill in most scenes. We need to find ways to promote fun rp that feels rewarding for those involved and let shit play out more. I know we had the cop discussion already and the thing that is common is both sides end shit too early. Cops for their reasons and crims to prevent asset losses due to the time they put in for that asset. We need to allow scenes to develop to further rp instead of nlr asap. Not sure what side is the chicken or the egg but it doesn't matter everyone needs to step the fuck up before the fivem merge or we aren't gonna keep newbies.
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Air dropping license at an event is a pain. The command was a nice option that should stay.
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My suggestion is simply making this 18+ server. With RP that happens in the server kids should not be allowed. I know ID checks may not be possible but if someone admits to being under 18 or if its extremely obvious
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Huge +1. It feels useless to make suggestions how it's handled currently. If several come in at once 1 takes off and the rest get buried and sometimes the 1 that takes off is due to back and forth arguments about the suggestion. As we know people are more likely to comment on disagreement then agreement so some suggestions that everyone agrees with will get 0 traction since no one comments but one that has controversy will have 4 pages of back and forth for weeks forcing immediate attention.
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Humane labs does not let you buy more than 18 at a time. It's reading item slot as maximum instead of letting you buy full inventory weight at a time..
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Reposting since this is not outdated and still and issue with interiors. All 6 of my properties have this issue. Once you move the light it works but you have to do it everytime you enter the property.
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+100000 as someone who is in a crew that imports 400+ weight daily this would make doing imports feel less like an irl job to track and manage.
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If there isn't time to work on big stuff at least look at all the small stuff and the balancing we desperately need. I want the big stuff too but some of these small things would go a long way with day to day qol in the server.
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It does start to feel like these convos happen right around credit sale time then poof afterwards nothing for a long time. Radio silence isn't good. It takes 2 minutes to say something 1 time a week. There's plenty of old threads the past few years with great and small suggestions that should get looked at.
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Yeah this and the quality of life updates needs to be looked at asap. We did have a small player spike again but it's lulling again. We need some of these long term issues patched, small but thoughtful updates to all walks of life IC and I think we will be in a good spot
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Not sure if this has been brought up before I would love to see having the ability to pay in game money to add additional parking to owned properties. Maybe make it something pricey like 250k so it would be a money sink but also allow more parking. I know several people that buy out several 1gs in an area just so they have more parking in said area. This could allow people to get rid of so many excess properties they have just for parking and still have a good money sink and investment.
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+1 happens at all my properties
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+1 its a new meta used by cop and crim alike and is abused by both.
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Guns should decay 50% when owner is injured with it in his hand
Earl Mud replied to alexalex303's topic in Game Suggestions
The issue that arises is this doesn't hurt the folks with big stashes at all. Just the small time crims that already have massive overhead in their day to day work. Me it doesn't affect. Newer people who show up trying to get into crim though will be massively messed over. They work to buy a gun. Risk said gun to get into a fight and what do they get? Useless gun that when repaired will be too messed up to use. -
Guns should decay 50% when owner is injured with it in his hand
Earl Mud replied to alexalex303's topic in Game Suggestions
This suggestion starts with a false premise. It is not NRP to have gun stashes. Literally half the people in my state have 30+ guns cause yee haw. Secondly if your first premise is it's NRP to have a big stash then how come the fix suggested is NRP cause how does getting shot automatically ruin your gun durability. Dropping a gun from a standing position unless it lands a very specific way will not do serious damage. But with how you'd be holding a gun when you get shot most likely it would land on its side. Unless it landed on the sight or charging handle it would not do serious damage. -
Yes this has been a plague for months now and legit ruining gameplay for a lot of people.
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+1 I was banned previously from discord when I voiced some concerns about the car changes. I was not hateful or inciting anything just discussing why people were upset and was banned for a few weeks. No reason was ever given to me and even in my forum appeal I still got no info on it. If you are timeout or banned from discord you should at the very least receive an message about why and what rule just like forums and have the chance to appeal even if its just in a discord ticket instead of forums.
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1 I have that I haven't seen talked about so not sure if it's something that anyone wants is updating how drops work. Working as a gang that does a lot of orders it kind of takes all rp away and you just sit alone for hours doing drops which is unfun and provides next to no rp unless your drop gets comped. As far as a better solution I'm not sure.
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I think if it makes sense rp wise to ally push someone that should be fine. X gang has pushed Y and Z gang numerous times this week. Y and Z joik to push X. The stipulation should be it cant be used just to bully small gangs for sake of bullying small gangs unless that gang has continued to start crap with multiple gangs
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I think adjusted is fair. But if a gang is winning every fight and pushing everyone due to a numbers advantage it should be fair for other gangs to team on them for abusing the fact they feel invincible due to numbers game cause that gang is only pushing everyone cause they are ruleplaying knowing all gangs cant team on them. This would actually create more rp for allies being more in depth than we dont push each other for better taxes. It would also create more diversity in tactics in decisions on when and who to push instead of fuck it full send hit every gang cause I have 15 and all of them have 8 each.
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I think tweaking 'escalation' will fix a lot of the rule checklist issues. I don't want to randomly get domed from a bush where I had no idea someone was at but if someone pulls up with a heavy I should know I'm being robbed or fighting without being explicitly told so. We have too many desync and voip issues to where people feel they gotta reissue demands cause the one time they dont and its not heard they get a strike. Keep in mind it still needs to make sense. If my back is to someone and they point a gun that wouldn't be escalation cause I cant see them but if we are face to face and they pull a gun thats all that should be needed.