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Everything posted by Pazz
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The logo can be pulled from the faction itself easily, they do the same for the faction management menu, it displays the faction logo set by the leader at the center top. If it were to be like this, though, tip included while maintaining labor, then the labor fee should still go to the treasury, and the tip should be given to the mechanic in salary. You'd be paying parts, labor, and the optional tip. Perhaps the tip shouldn't be revealed until after the job is done though, it'd be a pain to have mechanics refusing service because you don't tip or don't tip highly, and I think that no matter how well-intended everything is, that likely would happen, especially if there's no one else there. Suppose it could provide roleplay, but in real life, if you were denied service, you'd go to a different spot because there's never a lack of garage options, and there's not that much of an opportunity for that on the server.
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Thoughts on removing the market section from forums
Pazz replied to Jaiden's topic in Forum Suggestions
The forum will always reign supreme to me until LifeInvader is properly fixed. For starters, it doesn't even work on the in-game phone right now. If the idea is to move to a platform accessible via your phone to do sales straight out of the game, then the foundational principle has already failed. Not to mention, I know that the term immersion is a bit of a laughing stock in the community, but the inconsistency in LifeInvader pricing isn't great from that perspective. Why is it, that half the listings are in US dollars, some are in euros, and there's even a listing in Czech Korunas? This shouldn't be a choice, if it's localization it should be disabled. We roleplay in the United States, our in-game currency is dollars, it should only offer you that option on LifeInvader. Then there's the lack of polish. What is this? "1e17" is a value I expect to see in a clicker game with insanely large numbers, not an in-character LifeInvader sales post. Not to mention the lack of moderation. The reason the marketplace on the forums functioned well is because people would indicate that something was sold, and the post would disappear. LifeInvader may offer similar features, but when you consider the fact that there are listings from four years ago, I think it needs more moderation. Any reasonable marketplace platform has an expiration feature. My local one, after X amount of weeks, asks you if your offer was sold yet, and if not, if you wish to extend the listing (which doesn't get any new sets of eyes on your listing and they tell you as much) or to remove it and repost it so that it shows back up in recent listings. Maybe I'm nitpicking, but this is the second time that the IC marketplace on the forums has been shut down without ensuring that the platform it is moved to can feasibly take over the workload. I'll give it props that it wasn't a rushed move to a platform that took seven minutes to load a single page the way that it was before, but I still believe that a lot of quality of life is missing. LifeInvader should have been prepared prior to this adjustment, not the other way around. When you move something, and it works, but not really, but it works enough, it's far too easy to let it be in favor of other projects, so it likely won't get any development attention and will not be adjusted for QoL. -
Currently, the forum ranks are sort of straight out of the box. When you post or get upvotes, you get a little "rank badge" and "rank name.", which is cool, I suppose That said, I feel like they're a little boring for a GTA—and roleplay-related community. I don't know the extent of customization on these forums, but I hope that this is a feature that can be customized by board admins. To that end, I think it would be nice if either the rank images, rank names, or both, could be themed in the setting of GTA and its crime themes. There are enough cool terms in the gang and crime scenes to replace the rank names with, and another community that applied this theme replaced the rank images with GTA weapon images from San Andreas. It doesn't add much, I understand, but at the same time, it does make it stand out as thought out and something that effort was put into, as opposed to just enabling things and letting them be.
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I think a two-way system would be fine too, as you described. If either party has VIP, it can work, if both have VIP, then the highest tier should be applied, if neither has VIP, tough luck I suppose. Either way, in general, I just think there should be a little more widespread benefit. Addition is fine, doesn't necessarily have to replace.
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Relatively simple. Currently, depending on your VIP tier, if you're a mechanic, it allows you to service vehicles faster. But, I feel this system is a little backward. I can appreciate and see why it was done this way, but bear with me. The VIP systems are generally designed around making the life of the paying player easier, right? If you do trucking, your unloading speed is increased. You lose durability at a slower rate, and you don't need food and water as much. The relevant one here is the trucking perk, because it makes the waiting time of script jobs less, which is something you can do whenever you feel like it. Mechanics don't work like that, since they're a faction-bound job, and you can't just on a whim decide to be one for a few hours, and then turn away for a month. I mean, you probably could, but it'd look bad. The perk is irrelevant to many players who do not have a mechanic character, and I believe repurposing it makes it better for the wider player base. I believe that it makes more sense if it is swapped around. Meaning that if the customer has VIP, then the service should be faster, as opposed to needing the mechanic to be VIP. Maybe it could be perceived as taken away from mechanics, but I'm not sure that it really does, I just think it casts a wider net of people who benefit from this perk in general. Plus, it'd still help them when they tinker on their own cars.
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Server management should have stepped in long ago and forbidden this sort of roleplay a long time ago. Sexual assault roleplay should have no place in a functioning community, such roleplay does not need to exist, and I cannot fathom who this could cater to by allowing it. There have been players who have roleplayed this, as a victim, and I hope not as an accused, but, either way, in law enforcement, we have had to debate with LFM at one point in time about how allowing this sort of roleplay for those who "tolerate" it not inadvertently but directly forces outside parties to become involved and exposed to it also. Think of police detectives, medical roleplayers, and court-related roleplayers, all exposed to this even though they would not have consented but are instead forced to lay eyes upon this and be involved because they chose to partake in a certain aspect of roleplay, not one that is remotely close or relevant to sexual assault roleplay. We have had to put out a rule on crime reports indicating that sexual assault reports will not be forced on detectives who do not consent to such roleplay, whether by involvement or exposure and that they may not be handled at all if there is no consent, because, again, this should not be forced on anyone, it should have no place on this server to begin with. They've hit the nail on the head with this issue. A server that has a large portion of the player base that focuses on adult-themed roleplay has outright banned sexual assault roleplay because it should have no place in a community that welcomes everyone. Despite their adult themes, serious levels, and realism, they don't allow this. Why? Because it has no place in a gaming community. I don't want to be controversial, but I think it is very concerning if anyone in their right mind would argue for this sort of roleplay or defend its place in this server. Rape roleplay shouldn't be allowed, no form of sexual assault roleplay should be allowed, and threats or insinuations of such assaults should not be allowed, there is no reason for it to be allowed.
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Date and time (provide timezone): 01/DEC/2024, 14:37 UTC. 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: There are spelling errors in the U menu after the most recent update to it. Expected behavior: No spelling errors. Evidence (MUST provide either UNEDITED photo or video) , notes worth mentioning, steps to replicate: "Eperience" should be "experience". Vehicle license plate number*: N/A.
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Ideally, it comes with a little cost to offset the easiness of it all, say a couple grand at a mechanic shop, to involve them a little, too. Then, whereas the vehicle owner (or key holder(s)?) can use the U menu to lock/unlock the safe (perhaps add an action timer of a few seconds to 'balance' the concept of an easy, fast, locked away gun out of thin air or whatever), other players inside the vehicle have the option to pick the lock of the safe in the U menu. That way, in one swoop, you add a cost, establishing it as an "upgrade" to the car, respecting the criminal element of item theft, and adding an extra level of perceived security for vehicle items. At the very least, it addresses the issue of getting into a car, dragging the items into your inventory, and leaving within a span of seconds.
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Relatively straightforward, the U menu now includes the chat configuration instead of the wide variety of commands that were initially implemented, which is great. What is not so great is that it does not at all show you what your current settings are, and neither do the adjustment notifications. As displayed, all options are on display but do not indicate your current setting (such as number of chat lines, whether draft or timestamps are toggled, or the chosen chat font), and selecting them just indicates that they were toggled, but it does not tell you whether you toggled it ON or OFF. Long story short; Add a "Current: {}" to the menu options. Add "ON" or "OFF" to the "toggled" notification.
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Add back the capability to remove headgear in /fl
Pazz replied to Quietthecutie's topic in Civilian Suggestions
Further faction loadout customization of uniforms similar to what existed before is still planned and was said to be a priority addition after the update was released. -
This works for the MDC, so, surely we can take that and add it to the phone links.
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That'd be nice. Having to go out and purchase a polaroid camera to take a high-quality mugshot makes me feel very 1970s. /panim camera was very convenient. Don't get me wrong, a polaroid camera that produces physical in-game items used to display pictures is very cool, but it does not cover all use cases. If /panim camera is not going to make a comeback, it'd at least be very nice to have a digital camera item that has an identical function to /panim camera, where it just saves the screenshot to your hard drive.
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Vehicles without a physical plate on it, thus a blank license plate, cannot be impounded by law enforcement or mechanics unless it is physically broken into for forced entry, someone sits in it and runs the impound command, because you no longer need to enter a license plate when you are inside the vehicle you are attempting to impound. This makes very little sense, especially for mechanics but also for law enforcement, so it feels like an oversight. Please make it so that a vehicle can be impounded with its VIN.
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Confirmed for LSPD also. On multiple occasions, after either crashing or restarting, I had to recreate my unit. When I went off-duty for 40 minutes to do other things IC, I returned to on-duty status without a unit while my unit still existed, meaning I had to clear it to be able to recreate it. It's Command for LSPD, it should be a toggleable permission that isn't attached to anything else, but that's a whole other can of worms.
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Elena Flores, 5 entries.
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Date and time (provide timezone): 03/AUG/2024, 19:58 UTC Character name: Elena Flores Issue/bug you are reporting: When players equip a (faction) weapon that has attachments, there are times when you can see the attachments while it is displayed on their character, but when it is selected in their weapon wheel, the attachments are no longer shown. Unsure if the same applies to weapons that are not customized by factions and retrieved from faction lockers. Expected behavior: For weapon attachments to be properly synced and shown irrespective of the weapon status (shown on back, held in hands, hand-overs). Evidence, notes worth mentioning, steps to replicate: Unsure of specific steps to replicate, but I think if you hang around enough LEOs that can deploy a heavy weapon with attachments, it'll become clear. Vehicle license plate number*: N/A.