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Everything posted by Pazz
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I don't think this is a fair or feasible expectation or rule to force onto a majority of the player base to catch a specific group of players in actions that should be investigated and integrated into the anti-cheat by the developers and administrative staff. I can appreciate that while the intention behind this suggestion is entirely well-intended and pure, it feels like it's taking away responsibility from management and developers and instead passing it off to players to sort themselves, which frankly is a far too common thing on this server. I concur with this.
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The chat needs an entire overhaul to begin with, not just the ads, but they do play a large role. Ads are incredibly inconsistent due to personalization and individualism. There's a reason a vast majority of SAMP servers (and their current GTA 5 continuations) have used a single color (the green shown in the screenshot posted above) to allow for easy differentiation. They either need to be consistent, not a sensory overload of emojis and 20 different colors, and toggleable, or moved to phones entirely. There are plenty of servers to take inspiration from who have opted for a toggle system where you either see it in chat (in green to make it easily distinguishable text) or as a small non-invasive temporary pop-up on the side of your screen or phone when a new ad is posted. The department radio used by legal factions has an orange tag, orange names, and orange text. This makes it very easy to distinguish from other text in the chat. I don't know why this isn't applied more across the board. Too many things are the same color, the [POLICE], [ECRP], and [WEAZEL] tags just to list a few are all the same color. Inconsistency is an issue, but this also isn't great. Players should be able to easily differentiate without having to read and lose focus on what is actually important when interacting with others. It's a little less relevant when you're not really doing anything. Messages like the daily credit rewards or server reminders such as those about /fdo's look like a children's book of drawings. Why are we using four different bright colors for a single message? Honestly, it is baffling that this has been a thing for so long, but the fact that those who play on a 4K monitor have to squint to read or see literally anything, not just chat but the entire HUD and phone, is insane. The server has done so much to accommodate players, but there's been no effort in making the chat, a very vital part of actually playing the game and roleplaying with other players, legible for players on 4K. I'm sure there's even more, but the point is that for something so important, the chat is an all-around mess.
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It's even wilder that this isn't a thing yet when you consider it used to be a thing when the phone was entirely text-based and now after several UI overhauls for it, it isn't. It also used to be clearer about when a text message was received. Instead of just showing you a blanket date, it would actually give you relatively accurate times. The phone should have some sort of indicator of notifications, and then some sort of indicator of which conversation in the texts part of the phone has had new responses that haven't been read yet. Right now, it's all a bit of a maze and we've been waiting on this very minor QoL change for years.
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The fact that you have to enter an item code to place an order as a general store manager is super counter-intuitive and it's honestly shocking that it's still like that. In dealerships, the oldest business script currently in existence on this server, you can order directly from the window that shows you the stock of your business and the prices. While you can only order one car at a time, the fact that this ancient script is more convenient than a new (relative) management script for general stores is wild to me. Seems long overdue to be able to choose a quantity of an item and be able to order from the stock menu for general stores imo.
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You can find the speed limits at the bottom of this post: https://gov.eclipse-rp.net/viewtopic.php?p=448782#p448782.
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When someone in the development or modding team has some time, it'd be cool to reorganize the furniture store into categories that are easier to navigate. I can appreciate the ease of dumping a bunch of new furniture into the miscellaneous category, and it's probably easy to navigate for avid builders who have spent dozens of hours browsing through furniture in the store for their projects, it is an enormous mess for anyone who only builds on a rare occasion. No one should go through hundreds of furniture items to find a specific flag when there could be a flag category with all flag poles and flag objects, or to go through so much different furniture when it could be easily split into categories such as indoors and outdoors decorations. I'm sure there is much more furniture with many more categories that they could be sorted into, and even if some of them may not make much sense compared to others, anything is better than just dumping more and more furniture into the "Misc" category. Considering the general inconvenience of numerous back-and-forth trips, this would make going through hundreds of items a little more bearable.
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Repairing a car you have perm keys to thats not yours
Pazz replied to Midorina's topic in Implemented Suggestions
We've been asking for this for years, it's such an inconvenience not being able to repair or have your cars repaired when borrowing. Someone with keys should be able to repair a vehicle at a mechanic shop at the very least. -
I'll be honest, 2020 was an alright time, though even with some negativity here and there, I think that currently, the community's a little more welcoming. Obviously, I can't comment for everyone, but I think that it has evolved to be a little more accepting towards people using text chat too. Hotspots and finding people is a little dynamic and has changed over the years, only because adjustments to the economy were made, eg. fishing making its return resulting in the pier becoming a hotspot with tens of players at peak time, the day of casino release had probably half the server there, with tens of people actually inside at the tables. While perhaps a little more difficult, police and sheriff's stations are active because there are purposes (paying tickets, getting items back, etc.), mechanic shops tend to have people, Weazel News over the years has grown which affected their HQ, city hall has taken on a large role to serve purposes of inquiring with officials and making payments to GOV, resulting in the presence of people there. The community has also begun taking properties and the building thereof more seriously, resulting in the opening of event halls and nightclubs. I think that generally if you look at the map and look at what locations you think might be relevant, you'll find people. Keep an eye out for the in-game announcements by Weazel, they're pretty informative. The #media channel in Discord often posts in-game event posters, you can find people there. Besides that, a relatively "easy" integration into social circles is joining any of the factions, whether that is an illegal group or a legal faction. Quotation marks around easy because it is, of course, entirely dependent on what you want to do on the server, and the requirements/expectations set forth by these groups and factions.
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This started happening after the "[MDC] Improved key press responsiveness while the mini MDC is active" change on the 27th of January. It's super inconvenient.
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Date and time (provide timezone): 08/FEB/2024, 12:50 UTC Character name: Elena Flores Issue/bug you are reporting: When switching characters using /logout, the "[Eclipse-RP.net] Welcome Back, {name}" message is stuck "underneath" the chat. Every time you sign in, you get the message again, however, if you do it through /logout, it seems that the message sends again when you sign in again as well as still shows the message from your last log in. Expected behavior: The message should not be stuck in/underneath the chat box. Evidence, notes worth mentioning, steps to replicate: On any character, use the /logout command, log back in, choose a character, and you should then have two welcome back messages in your chat, one of which is stuck.
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Sure, which is cool and I understand, but that was for the trailer sync crash loop, which was fixed, and this is not yet re-enabled.
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Date and time (provide timezone): 21/JAN/2024, 09:59 UTC Character name: Elena Flores Issue/bug you are reporting: When weapons, at least weapons from /fl, are shown on your back or hip, the attachments aren't shown. When you hold the weapon in your hands, they are. Expected behavior: For the attachments to be properly synced and shown irrespective of whether the weapon is held in your hands or displayed on your hip or back. Evidence, notes worth mentioning, steps to replicate: Equip any weapon with attachments, at least from a faction loadout menu. Vehicle license plate number*: N/A
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Date and time (provide timezone): 21/JAN/2024, 09:46 UTC Character name: Elena Flores Issue/bug you are reporting: When in a preview for a customized weapon in the faction weapon management menu, the weapon is weirdly blurred (it's like you can rotate it and it stops being blurred) and no longer shows attachments on the physical weapon when they're selected. Expected behavior: For the weapon to not be weirdly blurred, and for the attachments to be shown on the weapon when they are selected. Evidence, notes worth mentioning, steps to replicate: Open the LSPD's (or presumably any other faction's) management menu, go to "Manage Weapons", and choose any weapon to customize. In the preview, you'll find see that there is a weird blur that you can rotate the weapon out of partially and that none of the selected attachments are shown when customizing the weapon. I uninstalled my visual mods to check if that had anything to do with the strange blur, but it didn't. The screenshot shows the weapon not showing the selected attachment. I further have this video, showing both the strange blur briefly, and the weapon not being visually updated: https://streamable.com/zkdo72 Vehicle license plate number*: N/A
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On the 18th it was not blurry. Or, well, the background has always been blurry, the car not so much.
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Date and time (provide timezone): 16/JAN/2024, 12:47 (UTC) Character name: Elena Flores Issue/bug you are reporting: When using the /ticket command, it prints a message into your chat. Instead of telling you the ticket amount, it prints the variable ${amount} in chat. This was reported in 2020 already, but was not acknowledged and instead archived without any sort of response. 4 years ago foregoing two weeks, actually. Expected behavior: For the message to show the actual amount, and not "${amount}". Evidence, notes worth mentioning, steps to replicate: Give someone a ticket with the /ticket command. Vehicle license plate number*: N/A
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Still happening many years later.
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This is still an issue.
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Just to jump in, as far as the police are concerned, the experience value from playing the game has less to do with the potential roleplay quality that you may bring to the table and more with the familiarity of the server and its features. For example, someone may have been roleplaying on SAMP for years before joining ECRP today and have superb roleplay standards and quality, but they could have zero familiarity with the server's features, so while they may provide good roleplay through their actions, they may very well not know what to do with the actual server scripts. While you're taught a lot about faction-specific scripts and how they fit into the server environment upon joining a legal faction, you're expected to have a basic understanding of the base features the server offers, hence the experience or playtime requirement. I can't really speak for illegal factions, but I imagine it's probably somewhat the same with regard to wanting you to be a little established in the server before taking you in.
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Can't speak for how it affects people who frequent prison, but to me this makes sense. If the idea is to require a single hour in prison to accompany the other hours being AFK'd, then it shouldn't matter when this hour is done.
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We need consistent enforcement of the non-roleplay rule more than we need no crime zones. It's not realistic to try to steal a car from a police station that would be populated and guarded (the same argument used to force law enforcement away from gang HQs when they're low in numbers), it's not very realistic to be killing each other at the front doors of a hospital, but there's a rule that allows for this to be enforced and prohibited in a way without the need for NCZs when the behavior goes from questionable to unacceptable, it just isn't done consistently across the board. I can do with or without the no crime zones, it doesn't affect me beyond the absolute headache the spur-of-the-moment removal caused in the initial few weeks and the migraines I suffer from because of double standards. While an issue and one I agree with, I think it's more down to selective enforcement than it is about the no crime zones. If a single illegal roleplayer wants to break into vehicles in a heavily recorded and realistically guarded and populated police station because it's devoid of real players, then they shouldn't tell law enforcement that they can't enter a gang HQ because it's populated and dangerous despite it being devoid of real players, and vice versa. The same goes for server staff. If they give out to an LEO for entering a gang HQ devoid of real players because "it's dangerous", then they should enforce the same standard on individuals breaking into cars at a police station. I don't think this argument has any place in this thread or discussion. You're drawing real-life comparisons but neglecting the fact that consequences that discourage this sort of behavior in real life don't really exist in the server. I'm not saying they need to exist per se, just highlighting that this argument is heavily flawed. You're comparing real-life law enforcement, who per status quo are highly paid and thoroughly trained, to people who log on to a game in their free time and get abused and nonsense thrown at them for choosing to play a cop. I concur with this, mostly. I still believe that it's also an issue of inconsistent enforcement. Either way, when the NCZs were removed, it was pretty easy to see all of these issues or concerns coming. I don't think there's much sense in pretending ECRP is something it isn't with regard to how much better or worse the RP would be with the reintroduction of NCZs or by keeping them removed. Goobers will be goobers, that's consistently been a thing for the last six and a half years, they simply need to be dealt with by the staff team in a consistent manner, and then those who do provide something quality can still go on with their day without obtrusive restrictions due to the NCZs.
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This would be great alongside the ability to remove an object placed by another player through the /blockade command. I can already see the faction chat spam to "please /removeallblockades" because someone forgot their bag.
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what's good mr_nobody