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Nicholas Palermo

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About Nicholas Palermo

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  1. Clouds blotted out the stars on the night Bratva rolled through the rusted and abandoned industrial district. Their red neons shining brightly, a stark contrast to the pitch blackness of the twilight hours. Their move was quiet at first… local businesses continued on as normal, the west side belonging to Los Locos remained untouched, and an alliance was reaffirmed as old friends greeted new neighbors. Plans laid out for months came together, and their establishment became firm. The crew set up in mechanic shop, a new front in the making that would serve as their home. With the keys handed over, they got to work. They expanded outwards into the surrounding area, securing businesses that would pay for their protection, or learn the hard way they needed it. They took over residences, factories, whatever suited their needs as they showed the city their new establishment. Though some showed resistance to their movements, their show of power in the area was not to be shaken. Those who refused to pay for their services had their windows smashed in, business robbed, and Bratva was not afraid to push further. With an uneasy tension in the air, time moved on. A new normal had set into the area, it was known far and wide Bratva was here to stay. The roar of the engine on the new truck made Max proud as he rolled in his new price. A red lighted monster of a vehicle, build for hauling, modded for plowing through anything in its way, this beast was a new valuable asset that needed testing. With the sun creeping over the horizon, a small crew on his back, he makes the call. Weapons, chemicals, attachments, ammo, the order so large even the supplier was taken aback. They set off for their destination, tension in the air mixing with the smell of their cigar smoke as they waited patiently for the drop. The semi whipped out from around the building, barreling towards the shipment, horn blaring and daring anyone to come out and test them. Max felt invincible as he clutched his handbrake, swinging the tail end of the truck towards the crates, flicking open the back door and quickly securing the packages. With the crusade complete, the group headed back to the city without a hitch, just another shipping truck wandering the streets of Los Santos
  2. After testing about 7 crates worth of furniture we were noticing far decreased income, it’s hard to tell with furniture specifically as nobody takes the time to categorize “okay I’m selling a crystal skull and it’s selling for this much” but bolt cutters were one of the few we could see a direct decrease with. The reason I grouped furniture in with this on my other posts is because prior to the update I had never sold any scratched furniture for less than at least $350, and was selling multiple at around $79-$150 which felt like a pretty noticeable new low.
  3. Hey there! No worries, easy to clear up. The rebuff has been applied to all sales (aside from chopping, I haven’t been able to test it if anyone can fill in there). The pawn shops 45% base sale price, 80% and so on increase is applies to the original 45% sale price. A pair of bolt cutters for example that used to sell for somewhere around 1800, now sells for 950 or so. While yes there is an opportunity to make that original price, it would take months of working doing nothing with your life but playing on ecrp to make it back to what used to be a standard. Therefore it’s not any sort of a buff as compared to what used to be, nor can it be turned into a buff money wise when selling (another we will not be able to test until much later is what the “greatly increased” rewards for a bank for, however this could also mean banks have been debuffed if anyone can chip in there) You do only earn the xp when completing jobs, not from selling as far as I’ve see , ie interactions inside a house, hotwiring a car, breaking into an atm. Lots of people are reporting and as I’ve seen myself, when we do the math it becomes a very hard motivational struggle to make substantially less just to earn what we used to at a slightly higher speed, and have to struggle with all the normal setbacks of crime and make less money while we’re doing it. if this was a buff from the original prices, or at least increased from what it is, I think it would fix a lot of issues. But as of currently the risk/reward is so skewed people no longer feel any need to do it.
  4. Where is the money coming from to fund these large criminals that is going to supply these great deals? I mean that’s fine and dandy if I want to source 100k of guns and turn around and double the price, minus that that essentially gate keeps all new players from ever reaching that “mogul state” without finding someone to personally bankroll every purchase because they’ve played the game for years before this happened. While yes I agree there should be more role play, it’s easily achievable through alt-rps to make highly interactive scenarios that can involve pd/sd and criminals. I’ll keep pushing I think this has to do a lot more with the risk reward than just “give me give money me money”. While everyone can argue this is going to balance things that doesn’t take away from the massive increase of people who just straight up quit over this that we’re trying to fix.
  5. Love the enthusiasm, and I agree there are lucrative ways to be a criminal. There are however a lot of drawbacks to it as well, income is not guaranteed, either via stupid mistakes or other players those hours put in lead to nothing. When you consider the jobs that can earn you those higher payouts (performing multiple houses in one night, banks, 7 car chops) you also have to consider the splits, and lastly the people who are out there purely to rob other people. As someone who has put in many a long nights of chopping and robbing houses to be proud and say "i just made 500k this week", it is grueling, it causes a lot of burnout, its very repetitive, there is often little rp interaction if you are doing it alone and safely (which again is the only way to make those big bucks alone now that drugs are worth a lot less). With this new update (which I'm also all for the updated ui interactions and timings and everything about it!) has completely nerfed that option. I've done 6 houses today, day of the update releasing, and gained 1 level. This is a limited activity you can only do during 6 time segments a day. on a normal work day that leaves 2-3 available depending on how sleep deprived someone wants to be, and when the math comes out to 220+ houses with the current XP gain, that would still be months doing everything we could every single day, just to get to a point you're making more than about an average of 15k gain on a house you put 20k into buy. The risk reward has been blown out of proportion is the issue being addressed more than "I want more money give me more money" A comparison if you will that shows how this is destroyed. If I do everything I can as a solo over 9 hours, I will be lucky to make 150k profit while also spending at least 40k of that profit as things stand with the competition of finding chop cars and having to transport them solo, in order to keep those profits peak. That's 9 hours with maybe some radio chatter, and avoiding people like the plague because even a heavy and body armor cant outgun 3 HP pistols. Alternatively, as a cop, if i spend those 9 hours on patrol with as you said the max of 9k an hour, I earn a guaranteed 117k that day I get to take home on Sunday. The chances of me taking my 150k are based on every single thing I do going right. If someone messes up in one single way in a house now, they're out 20k if they can't get crates out or get caught. If someone happens to roll by while I'm out there chopping alone, I'm out 200k in equipment on top of whatever I've chopped. I think a lot of people are struggling with why would I put in all that effort and stress for pennies on the dollar now when I could be sitting back and getting paid with my headaches being "damn I have a few hours of paperwork to do" vs "damn cops just chased some new flight into my chop spot there goes my last few weeks of earnings"
  6. I know this has such millions of complications it brings, but maybe one easyish fix is bringing the normal gta npcs into the city. I’m not sure if vehicles could be excluded but just npcs walking around giving areas the impression of life and witnesses to prevent populated areas from non-rp shootouts. This would also bring in the element of disappearing into a crowd and encourage better rp driving (or at least slightly slower through the city, with pedestrians around). I’m sure there have been talks about this before and I haven’t been around to see that maybe at some point it was a thing, but I thought I’d throw it out there!
  7. Something I considered recently and would love peoples opinion on, I put this in as an alt-rp but haven’t heard anything. Often times K-9 units are just an absolute detriment to criminals, there’s simply no way to get out of the scenario when it’s started. I have examples if it’s needed but sometimes the escalation to K-9 units feels unjustified, and trying to find any way out of it just gets you deeper in trouble. It truly feels like forced rp when I get pulled over for a shattered window and they pull out the dog. Anywhoozles, my idea was being able to order some insulation, a specific material that absorbs chemicals (there are tons of polymers and things that have been developed that can airtight seal and absorb, activated charcoal and silicone mixes, things like that) that I’d like to be able to apply to bags, wrap crates, line gloveboxes and trunks, anything to prepare properly and prevent K-9 detection. My unscripted idea of this was that you would have to rp order and apply this to anything you were using, and take advantage of the 48 hour rule to have it become “used up” and ask that people “reapply for continued effectiveness”. This would hopefully make it so it’s not abused, saved for big orders and that kinda thing. My scripted idea was that this would become an item available as a special order from cartel available to higher ranked gangs, similar to body armor and things like that, allowing proper purchase pricing and order times, and limiting abuse by adding again that 48 hour or so timer to the item (similar to marked or packed cash)
  8. I won’t say it’s not hard and tedious and much more involved work sometimes as a criminal with much higher risks, but our gang lore wise does not hit labs and putting in the work doing everything else typically we’re able to individually make about the same as legal workers. This does turn the city into a bit of a scheduled constant work life, so I don’t recommend it. I just wanted to say it’s possible!! (That said 100% wouldn’t mind having it be a bit less of a full time job to make it happen haha). I don’t want this to make it sound like there’s not incredible amounts of paperwork and rp that other factions do! It really is all amazing, just wanted to say it’s possible!!
  9. Hello!!! I love business ideas!! I’m not sure how easy this is script wise, but if we had the ability to add proper checkouts to civilian businesses (like gas stations and gun stores) businesses ideally a spot placed during application for licensing and things of that sort, though this would add another step to licensing management if it needed to be removed), vs having to use vending machines, I think this would encourage a lot of people to leave their buildings more open to the public, as opposed to vending machines that people don’t tend to check, or that we feel doesn’t “fit the vibe” being placed outside. There are so many cool places across the city, even if it’s as simple as I can go in and get food or drink like anywhere else, just getting to explore places more would be amazing! And I’d love to encourage it!!
  10. Hey there! Reported this IG and they asked I throw it up here! Date and time (provide timezone): 16:10ish UTC Character name: Nicholas Belmont Does this issue appear again after a full game restart?: I have had it happen a few times on separate occasions, this is the first time I have noticed the cause and had recording going! How many times did this issue appear for you?: 3 Issue/bug you are reporting: When initially picking into a house, if you don't wait for the /toss or /flick anim to finish the QTE will be cancelled and alarm tripped with inconsistent frequency Expected behavior: Sometimes there's no issues, typically I pick as fast as I can after smoking and tossing because I've had it run out right before I've started haha. Normally you would just have a slower QTE and overall easier time performing the lockpick and not triggering the alarm. Evidence (MUST provide either UNEDITED photo or video) , notes worth mentioning, steps to replicate: Fingers crossed this link works! It shows pretty clearly the timing of the anim finishing if you're looking for it, but please PM me @Fluxpie on Discord if you need anything!!! I really think this is as simple as waiting another half second or starting and ending another anim, but looking at other posts I didn't see anything with an answer that was similar https://medal.tv/games/gta-v/clips/kaL4OsxJnzUHV1vnf?invite=cr-MSxpckEsMzYwMTE4ODE5 Vehicle license plate number*: N/A
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