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Yputi

Retired Administration Staff
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Everything posted by Yputi

  1. Correct. But back in the day there was also a leaderboard of richest people. Having like 2 million made you already one of the richest people. Hence prices go up. People get more money these days than back then. Price's adjust to the economy. Back in the day it was a server set price. Now it's set by players, who adjust to needs of people. IRL they aint easy to get aswell. It's not like GTA where 90% of the people drive around in T20's and Zentorno's. Maybe the price isn't representing IRL price's, but it's representing the rarity and the challange in getting one. Also, there are still moments to get them from places other than players, but it would be kinda metagaming if I would explain that here. This also still leaves the fact that there is a reason for their removal from dealerships.
  2. They got removed for a reason. About long term goals: you can still have one... It's just a bit harder. Took me a long time too.
  3. Hello, I would like to give 2 suggestions, 1 of them comming with a sort of "additional" suggestion. Suggestion 1: I've been playing as a mechanic got a while now and serviced many vehicles. One of the things I always explain to trainees is that they have to kind of guess when the /mechservice will be finish. They get told to do /mechservice at the right time so it roughly finishes at the end of their RP. Now I have a feeling the /mechservice system is not really up-to-date to current expectations, seeing what you get to see when submitting this command when a player wants modifications: When doing /mechservice when you perform a repair it even says this: Now when I started RP'ing at a mechanic shop in 2018, it was already told you should RP repairing it and not follow the instructions the script gives, the ones shown above. We are expected to actually RP installing/repairing everything, hence I would like to suggest a change to this system: 1. Make /mechservice instant, removing the percentage counter that goes up depending on the mods The reason for this is that I personally had many times where it's simply impossible to guess how long the /mechservice will take. With repairs it is a little easier, but with mods it can take ages while you already did the RP for everything. Personally, I feel like it's better to have /mechservice instant, so people can just do it once the RP is done, which will prevent the vehicle already being "done" while the RP isn't 100% done, players just grabbing vehicles because its "done" scriptwise. However, I would like to add something to this part of the suggestion: 1.1 Add a repair animation Not just for repairing really, but also when modifying the vehicle. Also to replace the animation that comes with repairs, but having this an optional animation would also make it possible to work on the actual engine for cars that have their engines in the back. Suggestion 2: I remember long ago the repair prices being 100% fixed for every vehicle and every amount of damage. This got changed to a more dynamic system, where the vehicle damage level actually got saved. This current system also comes with a raised base price when a vehicle has basically 0 HP. I would personally prefer to have this system expanded to improve realism, with the suggestion and reasoning below: 2. Base price of repairs increase depending on the HP To give an idea what I personally would like to see I made this table: (Purely to give an idea.) The main reason I would personally love to see a change like this is for the following points: More realism People who pay the same for a 900HP vehicle as people with a 300HP vehicle doesn't make sense. Promote players to value vehicles more People will no longer smash their car in the barriers at the mechanic shop anymore. They do this because of the point above; it doesn't matter how damaged it is anyway with current system. Next to that, it would also promote people more to drive more carefull and take damages more serious. TL;DR 1. Remove /mechservice timer so mechanics can just do their RP without the timer bothering them really. 2. Make engine repair base prices more dynamic to promote more realism. Let me know what you think. Please also specify in any comment if it's regarding suggestion 1, 2 or both.
  4. Date and time (provide timezone): 22/11/2020 5:11:04 PM UTC Character name: Audrey Salvatore Issue/bug you are reporting: Radio frequency changing without notice after a server crash/restart. For me it keeps changing to 2452 after crashes, which is 100% sure not the one it should be. I've had this many times by now, so I am pretty sure it's not human error from my side. Especially other faction members experiencing the same. Expected behavior: The frequency not being changed after server crashes/restarts. Evidence, notes worth mentioning, steps to replicate: Remember the frequency that is active for you. After the server crashes (haven't confirmed if it's the same with restarts) check the frequency again. Vehicle license plate number*: N/A
  5. Top: TOP113361300 Heels: SHOES614100 (Other color versions of these have the same issue)
  6. I would like to add some info too. I already had the clothes shown in the pic, but after the update those are bugged too. When I put my fingerless gloves on, the shoulders and back of my character will dissapear. For some reasons the heels on my character also appear "flat", as you can see in the picture. I also have the exact same heels in a different color, which also gives the same result. Those weren't an issue before.
  7. $4,000,000 - Audrey Salvatore
  8. Hello, I have a fairly simple suggestion: Instead of unparking a car from parkinglot and having to walk to it, I would love to suggest that once you select a vehicle to unpark that you actually spawn in it. This would be similair to /fspawn. This, in my opinion atleast, would make more sense, as the current system makes it possible for others to just jump in your car after it spawns in, which is (again, in my opinion) not realistic. It can be seen as a person driving the vehicle from secured parking to the parking spot where it spawns, like how some RP when using /fspawn. Let me know what you think.
  9. Agreed. I forgot this was an issue.
  10. $3,900,000 Audrey Salvatore Epic house, sir!
  11. Yep... Tried to suggest this before, but I think it got burried by other things
  12. Wrong section, but try in incognito mode maybe.
  13. So I was able to recreate another bug with the same gate a few times in a row: https://streamable.com/eseele For some reason, when closing, it opens right up again.
  14. I've indeed PM'ed him on Discord and aimed in this direction. I also suggested using some sort of fps limit to see if that takes stress of the cpu when having a lower resolution.
  15. (Sorry for my drawing skills) Here is a test I did. The graph is pretty long. This is basically from bayview, over the west freeway heading south (where I crashed in paleto) till the absolute middle of the pier. I do not have the same issue you state. I run an Asus 1070 Strix btw. DId you notice this issue before or is it something new for you? And do you have any mods? Like visual mods or something? PS. this is the whole graph filled with the data of standing on the pier the whole time:
  16. I will just give a list of options. I do know some are VERY unliekly, but just in case. Possible solutions/issue's causing this could be: - Drivers Always update drivers when having such issue's - Update WIndows - Unstable overclocks? I doubt this, but in case you did some OC yous hould check it - Overheating VRM? Unsure what exact GPU model you have, maybe it's known for this issue over time. - Windows Power plans Some settings in Windows power management can screw up GPU usage. Go to control panel > power options and you should get a list under "Choose or costomize a power plan" looking similair to this (Ignore the AMD plans, you dont have those with Intel) Click on the blue text next to the preset (named "Change plan settings" in english) Click on "Change advanced power settings" Scroll down to "PCI Express", expand it and expand "Link state power management". Then choose "off" and click "apply". Restart might be required, just to be sure. NVidia itself also has a power management option you could try in the control pannel of Nvidia: For the rest I would recommend performing some benchmarks maybe. You can use a Free Demo of 3DMark on steam and run several tests. Try to troubleshoot and find where the issue is. Is it the GPU? Game? Drivers? etc etc. It's hard to tell exactly what it could be from this info imo.
  17. +1, doesn't feel like they have the protection to just get familair with the stuff at this point. Current "New players" know how to make good use of this, while already knowing how things work just fine in general.
  18. Yputi

    Age limit

    It's more based on attitude. Not age.
  19. Another screenshot I found today, showing the other gate too.
  20. -1, coming from a player that plays a neutral civilian.
  21. agreed. About the one-time install of security especially. Pesonally I think what would make most sense if people would have to re-install certain security upgrades if someone attempted to break into it maybe. Or when a vehicle is chopped. - If lockpicked, the lock could possibly be broken if done in a certain way. - Certain optional alarm systems (Like some idea's that were mentioned before) would have to be reinstalled when recovered from mors (This would also stimulate people to not trash their car and get it stuck, in the water or anything). I actually also think about possible suggestions regarding the GPS tracker. I understand the cooldown as it would be quite OP, but I believe it makes no sense for a tracker not working when someone is in it. Thats just simply not how trackers work. What I personally would prefer is a system where the tracker gets upgraded, but also can be disabled/removed in a certain way by a person when stealing a car. This would take more time and risk ofcourse, but IRL car thieves also take stolen cars to certain locations and strip it to locate trackers. This maybe also as an upgrade? Where you have a standard tracker that has the same/similair perks as current one and an upgraded option where you can always track it, but it can be removed. In general I think I find these the most important suggestions: - Hotwiring when not having keys - Possibility of alarm going off during and/or after lockpick attempt - Being able to upgrade security (even if it's just one that will affect the success rate or one that adds features, I would love anything more than this current system) - Security upgrades (partly) having to be applied when car gets taken out of mors.
  22. Agreed. Prices of security upgrades should be A LOT higher. Something with keys should be figured out too yea, but I like the idea. I would indeed love some different ways to steal a car. Especially with all things you see online too. https://www.youtube.com/watch?v=dJ6dct9e_Z4 There just has to be a different system than current system that changes the risk vs reward imo and also imrpove variety and fun factor. Not just pure money imo. Great suggestions, definitely something potentially usefull to work from
  23. tbh, all sounds like IC issues. Realisticly they can get rid of food. Corruption is an IC issue. Fines maybe not being high enough is an IC issue.
  24. Date and time (provide timezone): 9/10/20 11:16:04 PM UTC Character name: Audrey Salvatore Issue/bug you are reporting: Bayview's gate being bugged, making the gate appear open. This mostly seems to happen with the south gate, but employees reported that it also happens with the east gate. Expected behavior: The gate should stay in position when getting closed/opened and not appear in a different state for some people. Evidence, notes worth mentioning, steps to replicate: Here a picture of what sometimes happens. This is how it appeared for me, but for others it still appeared closed. It's kinda random and some sadly use this to their adventage and claim they thought it was just open once they are seen using it. (The gate you see closed is the gate that always opens if you get near. The scripted one is the one thats not in place here). If you close the gate while it's in a different position as it should be, it will still slide to the location it should go to, as seen as in this clip: https://i.gyazo.com/2f0ab1e5d3b1a3f7f58e072da45190c6.mp4 In the video above you can see if I "close" the gate, it actually gives the message at the top that I am "opening" it, meaning the gate was in a "closed" state, but bugged. It's hard to tell how often this happens, as it really depends per person. Sometimes it's fine for me, but for others not, and vise versa. This never really appeard at the previous Bayview location where there was no double gate. PS. The tollbooth seems to have an exact same issue. Vehicle license plate number*:
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