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Everything posted by Pazz
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This was a thing when the phone updated released. Every photo taken through the phone's camera app was saved locally as a screenshot. It was then removed. I made a bug report about this because I wasn't sure whether this was intentional or not, and it turned out to have been an intentional change. It cannot be overstated how much value and importance screenshots have to people playing games for years. To this day, you'll find people posting old eclipse-related screenshots and reminiscing. More than just being memory keepsakes, people use in-game screenshots for other media, whether that is other Eclipse platforms like LifeInvader or something else off-platform. As it stands, you either have to do some janky stuff with your third-person camera angles if you want to take good photos, or use a really big camera item with a huge prop. Phones, for most people, are more convenient and immersive. The camera allows you to move around better, angle your shots better, zoom in and out at your leisure, and the phone camera doesn't have that, which means that reintroducing the local storage of phone photos does not negate the need for the camera item. The file size between an average screenshot using a sniper scope or camera and a photo taken by phone on 4K resolution is 1mb. As long as we do not return the locally stored spam of FaceTime image storage, there should really be no technical reason not to have a photo taken through the in-game phone be stored locally.
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Motels would be nice for new players and intentionally poor characters. I do think that there should be some sort of threshold that defines whether someone can or cannot make use of them, though, so that it aids them with their start in the economy but doesn't negate the economy entirely. At a certain net worth, for example, it should cut you off from making use of motels. Net worth partially because I think that experience and playtime are bad units of measurement.
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The suggestion was more scripted business inclined, but yes, faction log improvements would be welcome, too.
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I'd wager to say most businesses lack any sort of viewable logs in-game. I know for a fact that vehicle dealerships have none. The update that allowed for managers to be added with dynamic permissions was great for businesses, however, I find it a little shortsighted that there are no viewable logs that document who does what in the business. I suppose it could be a trust thing, but even if I trust my managers blindly, I would still find value in having logs available telling me that John Doe deposited or withdrew money from the treasury, changed the price on an item in stock, or imported something. I feel as if this is sort of a basic, surface-level feature that should have been added alongside the expansion of business managers.
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Server tag for people with disabilities.
Pazz replied to bloodymarysgirl's topic in Game Suggestions
This is good so long as the use of the toggle is moderated sufficiently. Not in the sense that someone who toggles it once gets flagged and questioned, but I know this community, and it'll be no time until there are photos in fashion with people using the tag for a quick laugh. I'm not a prude or offended by jokes, but I'd hate to see misuse backfire and make people feel ostracized. -
Improving LSEMS Roleplay / Server Attitude towards Medical Roleplay
Pazz replied to lLizzyl's topic in Game Suggestions
It was upped, because they were left high and dry if there was only one member on EMS duty who then did not respond to calls or if there were meetings. -
For some reason, this server is plagued by a development mentality where one thing always needs to replace another, instead of simply complementing each other and giving players multiple choices. Just like when commands like /stats were moved into the janky U menu and removed, while the phone update was absolutely wonderful, we once again for no apparent reason other than to go all-in on a new feature update, removed commands of convenience and replaced them with more obstacles for players to navigate. I don't think much thought was given to how this would impact these kinds of interactions. There's no need for this. It's fine to add alternative choices and methods, but it's far too late into the server's lifespan to be pushing such foundational adjustments that make the foundational gameplay loop for the remaining players clunky at best.
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People who are committed or passionate enough to the point of wanting to give feedback already do so on the forums. Adding a barrier to daily credit gain, a system that was meant to incentivize daily logins and one-hour gaming sessions, defeats the entire purpose by adding a layer of inconvenience. If the session feedback system is so utterly relevant and important that it cannot be missed, which I wholly doubt and what is more likely is that it's just there to look pretty and not actually produce results or staff/developer action, then leave it in there optionally. As it stands, the last thing we need to be doing with the current state of the server and its playerbase is adding more layers of inconvenience and barriers to systems that were incentivizing daily participation from players.
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I legitimately feel like half the LEOs don't even really care for or want to have people alias'd just like that. Adding /unalias or /removealias would go a long way already, especially where character name changes are concerned.
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I agree. On the flip side, to play devil's advocate, when you have to type out the DL number on a fake license instead of just an outright copy action, for example, there's additional room for error on law enforcement's side, which would give the offender a slight chance of getting away with it. If you open your phone, double-press F7, you can /MDC while your phone is open, so realistically, the difference should only be a few seconds.
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I'm sure that if Paulius reads this, he'll think that I never stop complaining, but I just have to say that the new inventory is abnormally huge; it feels a little uncanny and clunky because of its size. The phone felt the same way when it was properly scaled to 4k resolution, but the "problem" I was having was solved by allowing the player to choose the phone's scale themselves. To that end, I don't know of the technical limitations with the item icons and stuff, but I would like to propose that the inventory scale becomes adjustable by the player, the same way the phone is. Say, 80-150 like the phone, for example. I just think that if, based on personal preference, we could adjust it to be just a little less enormous, it would do a lot.
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Since the crafting UI was updated to the new UI, which was given a search bar, and it is the same principle as /fl, that entire visual should just be carried over to /fl.
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The update to the character selection screen was nice, and even after the most recent adjustments to the UI where the notifications were moved to the bottom right, it is still nice. However, it has significantly reduced the number of characters listed on-screen at once, which causes players with multiple characters to need to scroll to find the character they want to play. It may be a niche problem, but I think that any long-term player will have plenty of characters and will have to scroll, since it's ordered by date of creation, not date last played. I propose that the character selection list be ordered by date last played, so that the (usually) most relevant character will always be the one displayed and at the top of the list.
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It's all good and well having the bug reports on the panel and displaying all of your submitted reports on the "my bug reports" page; however, if you submit enough of them, which typically does end up being the case for most people who take the time to report bugs, the page becomes an eye-sore and a mess to navigate and digest. There's a bunch of different colors popping in your face with the text, along with the severity outline color, and everything is displayed all at once. I suggest the following to improve the page: Add filtering to the page; allow users to sort by report status, severity, reproducibility, and area. Add sorting; allow users to sort by date submitted, date of most recent update, severity, and so on and so forth. Add different page tabs, to differentiate between active bug reports and bug reports that have been completed or marked as invalid.
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I don't agree with the ID, it encourages trolling and wacky behavior, which isn't befitting of a state-issued ID; we've seen how people on this server use their freedom on LifeInvader. I think that the ID photo should put you in a different dimension so that you don't get photobombed or your character turned because someone uses VOIP in a common area for people to go to, but it should still be done in-game so that it is actually of your character.
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This has been resolved with the most recent patch and can be archived.
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Currently, the only animation on the phone is the animation your character snaps to, where they hold the phone in their hand and look down at it. Then, if you make a phone call, it snaps directly from holding it at an angle to placing the phone on your character's ear. This is all good, and well, it functions and displays what it has to. However, the wonderful thing about GTA is the copious amount of detail Rockstar always puts into their game; they do the same with animations. Most of the animations, if not all, have states, where the animation with the character holding the phone is the "second step" for the purpose of the explanation. Then, it has a "first step" animation, which is the character, e.g., reaching for their pocket and then moving into the position of holding the phone, and the "third step", which is going from the static holding phone animation to putting it back in their pocket. Similarly, there's also a smooth transition animation to go from holding the phone to a phone call. There's also an animation that has the character's hand/thumbs moving because they're 'texting'. Overall, it adds no functionality, but it adds a lot to the overall smooth experience. I have compiled a list of the animations below. GRABBING PHONE FROM POCKET ANIM (to use when opening phone): cellphone@ : text_in (https://forge.plebmasters.de/animations/cellphone@@text_in) HOLDING & READING PHONE ANIM (already in-game when holding phone) cellphone@ : cellphone_text_read_base (https://forge.plebmasters.de/animations/cellphone@@cellphone_text_read_base) PUTTING PHONE IN POCKET ANIM (to use when closing phone) cellphone@ : cellphone_text_out (https://forge.plebmasters.de/animations/cellphone@@cellphone_text_out) TEXTING ANIM (to use when sending a text message) cellphone@str : cellphone_text_press_a (https://forge.plebmasters.de/animations/cellphone@str@cellphone_text_press_a) HOLDING PHONE TO CALLING PERSON ANIM (to use when entering a call) cellphone@ : cellphone_text_to_call (https://forge.plebmasters.de/animations/cellphone@@cellphone_text_to_call) CALLING PERSON TO HOLDING PHONE ANIM (to use when ending a call) cellphone@ : cellphone_call_to_text (https://forge.plebmasters.de/animations/cellphone@@cellphone_call_to_text)
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Can you not just class these as urgent, given the circumstances?
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I tried to add a sobbing emoji () to a Bleet. It turned into five diamonds (◆◆◆◆◆) instead. It's not a big deal in the larger scheme of things, but I do think it takes away from the experience, no matter how minor, and I think it would add a lot to be able to use emojis in Bleeter, in text messages, and generally, on the phone, where it makes sense.
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Date and time (provide timezone): 27/APR/2026, 16:25 UTC. Game Edition (Legacy/Enhanced/both): Both. Character name: Elena Flores Does this issue appear again after a full game restart?: Yes. How many times did this issue appear for you?: Constant. Issue/bug you are reporting: The new phone, much like the old phone, does not scale properly on high resolutions, meaning that the phone is very small, and the (smaller) text is barely legible. Expected behavior: To scale properly, so that it can be properly used. Evidence (MUST provide either UNEDITED photo or video) , notes worth mentioning, steps to replicate:
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The inventory is a base feature of this server that everyone comes into contact with, whether they like it or not. Do you like clothing? Well, you’re going to have to do inventory management. You like building? Well, have I got some news for you: inventory management. Do you like mass storage of items and splitting these items? Well, tough luck, because the functionality isn’t all that great yet. Paulius made great headway when he introduced the changes to the inventory that let you scrollwheel-click to drop items, control-click to move instantly, and so forth, but more quality-of-life adjustments can be made, which I believe would greatly improve the inventory as a core feature on the server and the general experience of using it. For what it's worth, it's the small things, details, and consistencies that contribute a lot to the overall overarching experience, which should be polished. IMPROVING THE SPLITTING FUNCTIONALITY Adjust the split functionality in the inventory. When right-clicking on a stack of items and pressing “Split”, it should give you a pop-up similar to the vending machine UI that prompts you to enter a number between “1 to X”, where X is the maximum number of items. If you have a stack of, say, 60 lockpicks, then entering 10 would take 10 from the stack and separate them; now you have two stacks, one stack of 50 and one stack of 10. If the player simply presses ENTER without filling in a number, it should default to splitting the stack in half, or close enough. DESIGN CONSISTENCY ACROSS ITEM ICONS One thing we have lacked is consistency and distinction in the inventory items. All food items have a food bag icon, and all drink items have an identical bottle icon. These look “3D”. Other items, such as the GPS, have cartoonish 2D icons. The differences next to each other are relatively jarring. I am aware that tools were used to create the inventory item icon designs for the mining update’s ores and drops. I propose that the same method be used to create different icons that actually represent the items, while also adding a larger degree of style consistency between the icons. INVENTORY SPACE INCREASE Increase the inventory row count from 3 to 4. The square space count in the inventories is rather arbitrary, because most items relevant to gameplay can be either stacked (lockpicks, drugs) or attached to each other/loaded into another item (weapon attachments, ammo). The limited number is mostly punishing to people carrying sets of clothing on them, whereas the larger, more relevant, and impactful restriction to item carrying is the volume system. I would even venture to say that there should be infinitely more item slots, akin to inventories on FiveM servers, and that inventory volume should be the leading restrictor, but I know that’s a far shot. It will also make the inventory look a lot better, because right now, the changing between row counts looks really, really janky. This was also suggested here two years ago. And here, one year ago. INVENTORY STATE SAVING & SWAPPING BEFORE/AFTER PRISON This is more out of left field, since it also requires more in-depth development that addresses the prison ecosystem. Please consider an inventory swap between the character states of ‘in prison’ and ‘out of prison’. Let players choose to transfer items out of prison when they’re done, like stamps, or keep them until they’re back. Similarly, the inventory state of a player before they’re imprisoned should be saved, swapped out for their prison inventory when they’re imprisoned, and then restored when they leave prison. This addresses multiple pain points, most prominent of which are how painstaking it is for law enforcement to clear a player’s inventory of possessions and move into a locker for safekeeping, and then the time-consuming act of the player having to check multiple locker locations and waiting on people to help them to get their items back. To still allow for smuggling to occur, or for ‘forgotten items’ to be carried over from pre-prison to in-prison, add Ash’s (Cobb’s) suggestion to add a special inventory slot to put the item(s) in and have a percentage-based chance for the item to be found/revealed upon a frisk. INVENTORY UI DESIGN In general, the design of the inventory is dated. The squares system is foundational; I don’t see it changing. However, the general design is very dated and very simple. If you look at the average FiveM inventory, while a lot of them are very extra, the general design philosophy is rather clean. Other Rage servers, like World, have a less ‘flashy’ design than the generic FiveM inventory design, but still a nicer feeling. Generally, I’m not saying that it needs a massive overhaul, or as flashy or large as the examples shown, but I think that any sort of adjustments made to the general design of the UI would be refreshing at this point. If quick use of items is a concern, add hotkeys.