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Everything posted by MrSilky
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new FearRP changes is confusing people.
MrSilky replied to Demonmit1's topic in Implemented Suggestions
I understand where the confusion comes from, but it is kind of obvious when you consider the totality of the rule. So how about I make this edit to the rules to make the confusing section more clear? Old: Players whose life is in direct danger must RP adequate fear and are encouraged to comply with demands when faced with a weapon, however, if you choose to not surrender you must be willing to RP the full consequences of your actions. New: Players whose life is in direct danger must RP adequate fear and are expected to comply with demands when faced with a weapon. Choosing not to surrender is only appropriate if you have a reasonable means of resistance or escape (e.g., possessing a weapon or a viable and immediately accessible getaway). If you do choose not to comply, you must be prepared to RP the full consequences of your actions. Simply attempting to run on foot without such reasonable means does not qualify. -
Administration Team Update Chunder has joined the Administration Management team — Congratulations!
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Administration Team Update Wolokai has been promoted to Moderator and joined the Administration team JWIT has been promoted to Moderator and joined the Administration team Night has been promoted to Moderator and joined the Administration team CarlVespucci has been promoted to Moderator and joined the Administration team NotMattch has been promoted to Moderator and joined the Administration team Chubby has been promoted to Moderator and joined the Administration team Ophelia has been promoted to Moderator and joined the Administration team
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Administration Team Update Kazji has resigned from the Administration team.
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Limit how much you can take from your on duty vehicle using /fl (except for tazer) This is RPly limited already. It is a faction rule in PD/SD to RPly collect the equipment you patrol with from the armoury before leaving - then only using that equipment while patrolling. Make /fl like a dynamic secondary inventory with x stock that you can replenish at the station. Great idea - this is similar to some dev requests we have outstanding. Remove the helicopter that can go 270. (sparrow) The sparrow is only used for very niche situations - it's not used generally or against standard vehicles. It's also a new addition, so is subject to change, it is currently on trial. Thermal scopes can often see through walls and objects (fix or remove them) Agree - commonly an issue around labs or custom MLOs. Creates awkward (un)intentional situations. Add increased recoil (compared to on foot) on gunship passengers, doesn't make sense a heli 100 meters above you shoots a high recoil LMG, with 0 recoil, when the same weapon has high recoil when you're on foot. Agree - nothing more needs to be said. Same way there's an Evidence Locker, create personal lockers where LEOs have their personal locker, with their gear, duty gun, etc that they replenish, maintain, repair (I don't believe gun jamming and health update was intended for crims only but rather the whole server for "RP quality"). This has been on our dev request list for years. We would love to have an internal economy system where faction members had to upkeep their gear/equipment. This ties in with the above suggestion too about /fl being a dynamic secondary inventory - it should be a stock of equipment that requires upkeep, not a brand new spawned item each time you click it. Make police items / gear, Actual items rather than basically having a menu that spawns things. Essentially the above point, but lootable cops would be a bad thing for the health of the community in my opinion.
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Administration Team Update MassaT has been removed from the Administration team.
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Administration Team Update SirQubed has been promoted to Senior Administrator - Congratulations!
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Administration Team Update Philoop has resigned as a Senior Administrator - Thank you for your dedication to the community over the years!
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11/AUG/2025 Updated 4. Fear-Roleplay (FRP): The Fear-RP rule has been a staple in the community ensuring fairness across the board and to ensure players focus on the preservation of their character’s life over interesting themselves into unnecessary risk. However, it has been concluded that the rule in its current form is more restrictive to a natural flow of roleplay essentially forcing an outcome depending on who is the quickest to aim a gun for example. This is a trial. If it is abused to avoid realistic consequences or to undermine roleplay quality, it may be changed or removed entirely and reverted to the legacy rule. Use it in the spirit it is intended – to create better, more engaging roleplay for everyone. With the above in mind, the rule has been updated as follows: New: Players must prioritize their character's life and act as if they have only one life. This means taking realistic precautions and avoiding situations that would knowingly put their character's life at unnecessary risk. Players whose life is in direct danger must RP adequate fear and are encouraged to comply with demands when faced with a weapon, however, if you choose to not surrender you must be willing to RP the full consequences of your actions. In situations where players find themselves outnumbered (ex. 3v1) should show adequate fear for their life and comply with demands given. If an attacker lowers their weapon to type, victims who were under fear RP remain as so. A player is not showing proper fear if they run while on foot and a weapon is aimed at them at close range, or if they drive into an active shootout more than once without the intent of providing cover or fleeing with it. A player has the option to react if they are in a powered vehicle, if they already have a weapon drawn facing their attacker, or if their attacker's view is obstructed by an object. Old: Fear Roleplay is the concept of showing appropriate care and concern to preserve your character's safety and life. We aim for balanced gameplay through this rule, and it may not be representative of real life at times. Players whose life is in direct danger must RP adequate fear and comply with demands given to them. Direct danger could mean, for example, a gun aimed at your head or at you from close vicinity, by any player. If an attacker lowers their weapon to type, victims who were under fear RP remain as so. A player is not showing proper fear if they run while on foot/bike or in an unpowered vehicle and a weapon is aimed at them at close range, or if they drive into an active shootout more than once without the intent of providing cover or fleeing with it. A player has the option to react if they are in a powered vehicle, if they already have a weapon drawn facing their attacker, or if their attacker's view is obstructed by an object. Key Changes: More Player Choice – You are encouraged to comply when faced with a weapon, but you now have the option not to surrender. If you choose to resist, you must be prepared to fully RP the consequences of your actions. Outnumbered Situations – If you’re significantly outnumbered (e.g., 3 vs 1), you must show adequate fear and comply with demands. Life Preservation First – The rule now emphasizes treating your character as if they have one life – take realistic precautions and avoid unnecessary risks. What Stays the Same: Lowering a weapon to type does not remove Fear RP for the victim. Running on foot while a weapon is aimed at close range is still not allowed. You can still react if: You’re in a powered vehicle. You already have a weapon drawn facing your attacker. The attacker’s view is obstructed.
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Administration Team Update Astrx has been promoted to Senior Moderator Cup has been promoted to Senior Moderator Chilo has been promoted to Senior Moderator Hector2Fingers has been promoted to Senior Moderator Requiem has been promoted to Administrator
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Are you suggesting this is paid for out of their personal wallet, or the faction treasury? If you are suggesting the treasury, all this does is add a few extra mundane and monotonous steps for LEOs to reach the same goal and equipment loadout as, simply put, PD & SD will always have the funding they need to do their faction duties effectively. What may surprise you and many others is that the majority of PD & SD members enjoy law enforcement roleplay, not PvP, and the server requires law enforcement presence to support both criminal and legal civilian roleplay. If you are suggesting the equipment is paid for from their personal wallet then I don't think you grasp the concept of ownership. The difference between gov factions equipment and criminal/civilian player equipment is that one owns the equipment and can use that equipment to gain more equipment for future use/profits - the other does not and simply uses the equipment to conduct their faction duties and goes home with a sense of achievement but no "loot". It would make zero logical sense for gov faction members to purchase items they cannot own so that they can conduct their faction duties and earn a maximum of $8,000/hour (before tax). While on the flip side, criminal/civ members do pay for their equipment, but they own it personally, can use it to gain more equipment to own, while also using said equipment to make substantially more money per hour than gov faction members can. The suggestion is well thought out, but I do not think it makes any sense in a serious RP server.
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My thumb hurts from scrolling down to this reply box! Very nice thread indeed, and well timed as criminal stuff is the focus point for development currently. The founders will find this very useful, plus any constructive responses throughout. x
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Cops do not have 175 AP. Since this bullshit is constantly repeated, here is the evidence. GOV faction armour is scriptly capped to the clothing model - it is not the same as spawnable armour that can have a value from 1-1000. Watch the video in 0.25 if you wanna get a good look. You will see the ONLY vest that breaches 150, is the bomb suit, that it not allowed for general use, and would be pretty obvious to see it being misused too. Move on from this false narrative and substantiate real issues for development to improve the experience of everyone.
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I understand the motivation, but scriptly limiting the ability to use certain items doesn't feel like the right fix. If anything, this feels extremely awkward. If a random crim manages to loot goblin a body that was missed and find an AK, why shouldn't they be able to use that if they wish? For me, the simple fix is FM clamping down on their official factions to uphold their faction lore in their actions while also limiting their imports to lore appropriate weaponry which will slow down the influx of meta weapons into the server. I'm still a bit bewildered that racing crews were given Combat MGs for example - something even they complain about.
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Administration Team Update DrPathetic has been removed from the Administration team.
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Hell no. If anything, military grade weapons should be completely removed from all sides (other than those super rare 1 per year situations) and armour should be capped at 100 for PD and 50 for crim (100 for special imports). Also just to clear a common misconception - PD and SD’s armour is mostly 50/75AP. The only people with access to 150AP is ~10-20% of the roster, and even then they are only utilised for specific RP reason, not general patrol. I understand the frustrations of involving other factions in these situations, and I will look into this and address this as it shouldn’t be frequently happening, but ask yourself the root cause of the issue. This is a roleplay server, let’s focus on that.
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Administration Team Update Astrx has reinstated as a Moderator MassaT has been promoted to Senior Moderator SquirtleSquad has been promoted to Administrator Kermy has been promoted to Administrator lightninbolt9 has been promoted to Administrator
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A Call for Balance: Addressing LEO Overreach and RP Disparities on ECRP
MrSilky replied to Koji96's topic in Discussions
What is the difference between LSSD and LSPD’s OOC IA reports? The leader of the faction mained a criminal character for 4.5 years. The co-leader of the faction has 4300 hours on a criminal character and has been consistently active across their 6 years in the community. Bold assumption - we actually discuss reports such as these at length OOC and include active criminal RPers in said discussions for full clarity. For IC reports, IA are reviewing the faction members actions against faction policy. For OOC reports, other considerations are made with staff input also. It can be, but the formats given to the public are extremely user friendly. Simply copy, paste and replace [TEXT HERE] with your answer. There is also a very useful BBCODE help tool on the FAQs. ————— As I say to every thread of this nature, if there is actually something wrong, you have to tell us. Flores and I are more than happy for PMs on discord with complaints or feedback if you don’t want to use the tools on the gov forums. We constantly hear “PD bad” but are rarely given anything to quantify it, and when there is a valid complaint, you’d be hard pressed to find a time it was ignored and no action was taken. -
Administration Team Update SteveD has been removed from the Administration team.
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Hi there, There is currently ongoing IC discussion between law enforcement leadership and JB/GOV regarding reduction of license suspension times so keep a look out for any press released/penal code amendments hopefully soon!
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Repairing a car you have perm keys to thats not yours
MrSilky replied to Midorina's topic in Implemented Suggestions
I feel the additional element to the command is redundant - if you have a key, you should be able to repair. -
Very nice! Will this be released IC too? Would be cool to have some rap beef IC between us rather than the standard rinse and repeat physical hostility style of beef. Either way, nicely done
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Administration Team Update Ronin has been promoted to Senior Moderator Requiem has been promoted to Senior Moderator Spizor has been promoted to Senior Moderator Becci has been promoted to Senior Moderator Alexx has been promoted to Administrator HotPipinLEO has been promoted to Administrator
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Administration Team Update Vecerrov has resigned as an Administrator.