Earl Mud
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Everything posted by Earl Mud
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Huge +1. It'd get rid of the static state of NPC and bring more RP.
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See that I agree with. Let us take more contract style jobs for our crime so we dont have to do the same rotation of chop, steal, cook repeat nonstop. I want the RP for crim to be good but this update doesn't help with that.
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Unless you want to be in debt. The nice thing with the prior profits is you could spend a couple hours grinding then a couple hours RP. Now any crime you will have to grind 4x longer to have money to use for your rp.
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To add to the price nerf lockpicking is longer now so the buffs at max level just return it to where it was. It's literally full nerf on most crime and at max level with 1000's of hours in it some crime goes back to what it was prior to the changes but only some of it. I tested it and also did a report 1 and asked. It's not a buff it's a nerf till max level. The 100% is not an increase it's 100% of the original 45%. And all the lockpicking was nerfed and confirmed that with the buffs at max level just get you where you were before. The only actual buff at all is the fingerprints. So yeah let's make it to where you gotta grind 1000's of hours on each crime just have a buff to fingerprints and nerf some pricing at max level too.
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That's the core issue is risk vs reward. No until max level legal job nets you more money with 0 risk. Several crims are on hiatus till something is done. This affects legals too cause cops will have less rp and mechanics will now have less people to get repairs since most of the people getting repairs were crims since they need them way more often than legals.
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100k + cook isn't just cooking. You are risking loads of money to do it and you are ignoring the fact you can spend 8+ hours picking plants before you can do that cook. So 9 hours for that 100k plus risking money that 9 hours seems reasonable for that profit let alone if a chase leads a cop to you and you have to now pay fines and sit at doc for an hour
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Why was crime nerfed so hard? Now you have to get max level in any crime to get a fraction of the profit you did prior to the nerf. How does this improve crime rp? How does this prevent pvp? I get nerfing drugs but nerfing it all is insane and today so many crims decided not to do any crime. If you nerf something you have to give back somewhere else. Now most crime until max level doesn't even get you enough profit if you get caught to cover fines. What was the goal of this nerf? The reward is no longer worth the risk. I highly suggest reverting the changes till things are smoothed out cause this is not going to have any positive effect unless the goal is to make all crims log into their legal alts only.
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Reduce All criminal charges sentence length by at least HALF.
Earl Mud replied to Demonmit1's topic in Criminal Suggestions
Cannon was fine. It was being arrested with zero interaction. Especially when I was across the street and didn't hear anyone say stop shouting or you will be arrested then getting insta tackled off a bike, cuffed with 0 talking. -
Reduce All criminal charges sentence length by at least HALF.
Earl Mud replied to Demonmit1's topic in Criminal Suggestions
I agree with most of this for sure. For example, smaller rp things are getting decimated. Like last week I was part of a protest at mission row, and they started water cannoning us for being on the sidewalk shouting then tackling and tasing me to arrest me for not leaving. Shits not fun anymore. Which I get why cops escalate so much because they are used to some crims just wanting to fight nonstop but it has legit ruined all smaller fun rp. Everyone wants a W so it's never small fun things. A fist fight now turns into people running through with an 8 stack all in 50k+ kits. What's the root of this mentality? -
+1 I know a few places this would be well at. Closed labs like Afghan, private houses with stages outside, etc
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Like the title states I suggest impound requests to go to mechanics as well. Later at night there isn't as many cops on and you can sit for hours waiting on something to be pulled out. Each time I get an impound I will submit the request and watch cops drive by or even come to swap vehicles not turning lights on and ignore it for whatever reason. I feel this would help cops stay in the action and allow other request types for mechanics to be able to take.
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+1 Sometimes no taxis are around and no one you know is in the city so time to boot 45 min walking sim.
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Reduce All criminal charges sentence length by at least HALF.
Earl Mud replied to Demonmit1's topic in Criminal Suggestions
Key point here is people have to be there for that rp. Everytime ive been in doc its empty and even the guards are afk waiting for a radio call to process someone if needed -
The thread lead to that I was just following the recent comments
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Reduce All criminal charges sentence length by at least HALF.
Earl Mud replied to Demonmit1's topic in Criminal Suggestions
I dont see an issue with lowering time. DOC feels like ooc punishment. Yes RP can be had but if you are solo arrested and no one is there the only RP to be had is fuck with cops and thats only if they actually respond to you cause one of my characters tried that and the cops were either afk or only would respond to other officers on radio. The punishment is already there when it comes to crime with losing licenses, being seen has a suspect more often when in an area, etc. Those punishments further rp DOC does not. -
Maybe private labs but make it limited to where its not as good as regular labs. Regular labs you can make a fuck ton an hour. So maybe for private it limited to 1 table in an rv and only blunts or something. Blunts require double the plants so you still will have to be out picking and growing. Maybe add 50% to the time compared to lab table to help with balance. So now you can choose hey make quarter of the money indoors or risk it making way more out at a lab. This gives more options for risk vs reward.
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To add to cops speed trapping outside labs just go to the intersection crossover from Sea Lab to Braddox. Almost always a cop or 2 there speed trapping. Issue with crim pvp is at the end of the day its the only way to achieve a reward. Crim rp that's fun you go in debt for if you aren't already stacked. Also people end up doing pvp to protect themselves since making money as a crim your chances of being hands is almost everytime you go to a chop spot or lab. Even people are camping house robberies now which i still dont understand why that's not metagaming. If there's a way to make non violent crim rp rewarding it'd hopefully lower pvp. My funnest rp moments as a crim was me giving out loads of drugs to people at events but that cost so much time and money to do its not worth doing often.
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Rotation is def scuffed. Its the same 8 labs over and over.
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To add to this recently I decided to evade. No weapons no violence. I was in a goddamn patriot which is slow as shit and they had a helicopter and 8 cars on me for simple evasion xD
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I said this in another thread but a way to prevent pvp mentality would to be having some reward for crim rp. Idk what that would look like though but if we can cultivate a culture in the crim world for rp instead of rolling labs fights with cops would be a lot less and then they wouldn't have to escalate to calling so much backup.
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As someone who has gotten DM'd a shit ton I do agree somewhat. DM over and over should be banned cause it's BS. I feel gang RP is almost none due being pvp good = profit. Gang RP is either DM or "hands". Some gangs RP but not nearly enough. How do we bring more RP to gangs? How do we get people to not run meta everything? That's the 2 questions that have to be answered to improve the gang side. Maybe some incentive is needed cause not running meta stuff and not robbing you get rolled so no profit. I profit from solo cooking and RP making friends with all gangs, but I know that's not an option for actual gangs. The issue is there isn't a current valid answer to those questions yet. I have ideas but they can all get exploited so those are all no go's. A reward system focused on RP would be good but like I said that's exploitable and not easy to track.
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Add "Grow houses" to some labs on roation.
Earl Mud replied to Teenyinnit's topic in Criminal Suggestions
I agree. Hell, even just add more locations that can grow in general. There are a few outdoor labs already that don't have plant spots. Crim mindset half the time is to camp Chile, North, Braddox, and Sea Labs cause the are close to each other. Having a few more spread-out areas will allow people to be more tactical in their approach to either planting, picking, or rolling. Right now, when it comes to plants it's getting old having the same route and watching the same 10 cars rolling to rob solos in them. More rotation means more exploration and more places to learn to hide, evade, plan, etc for both crims and cops. This could also allow for meta changes in general. -
Also to add to this I think once you get to higher level trucks you should be able to do more types of loads with them. If my money and xp are nerfed to the ground doing stuff in a phantom I should be able to use it to do lower-level deliveries that makes sense for it too like clothing and building materials. Also I'm still in the early grind under lvl 20 and one thing that messes me up the most is the fact that benson and biff can building mats but only certain orders allow the benson. Being able to sort or toggle all deliveries in your current truck would be great. Also using your own truck and having only very limited deliveries you can do seems like it would be a pain. I don't want to chase different trucks in the city just to do a certain delivery since after an hour in one truck everything is nerfed now. Overall though W update I would just suggest a little refining.
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I'd love this! Being able to see what customization you can do and test the handling prior to purchase would be dope.
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If there's no age requirement sexual rp needs to be removed entirely.