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alexalex303

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Posts posted by alexalex303

  1. 1 hour ago, Ritchie Stones said:

    well... it think its kinda out there now, isnt the ETR a super car ?  also the toro's was a one of a kind, I'm surprised the 10F suddenly made a comeback since it was overpowered, 
    I am very happy with the gauntlet and kamacho being out there aswell and I hope they stay,  kamacho and gauntlet was so hard on my list, I don't like the supercar, but I am in love with the toro's so I guess imma destroy my bankaccount haha 

    what's out there now? there have been no changes to supercars as far as I am aware.

    edit: nevermind, just found out. 

  2. 32 minutes ago, Bala said:

    Ain't nobody doing the road worker job that is looking to mask up for in-character hazards LMAO, what server are you on?
    It's difficult to take someone doing a legal job, seriously, when they're putting out a fire with a giant fish face on their head. 

    I know players won't self-regulate that so it becomes necessary to force it upon people.
    It's a job that is frequented by new players and it's not a good thing to get new people into the mentally that a mask solves their problems, in their formative days in the server.

    Don't start with the legal RP stuff, the disparity between that stuff and what actually goes on is an ever widing chasm.

    If we're looking at it that way, it's not a good thing to get new people into the mentality that the script is king and roleplay comes second.

     

    • PogU 1
    • Confused 1
    • Upvote 1
  3. 2 hours ago, Bala said:

    It reminds me of when mining used to be popping and we added the RVs that allowed for a bunch of ore to be transported, then we made the RV slow as shit if you filled it and the pay started to suck. Killed any and all interest off that freelance job.

    I'm sure that affected it, but the most major change was when the action mini-game was added to mining and oil drilling. Instead of people chilling for an hour doing low effort content, they are now effectively lock picking cars for 1/20th of the reward. Action timers should not be used in jobs that have skills checks like that.

    • Upvote 2
  4. 2 hours ago, Bala said:

    No one needs to be masked up when doing a legal freelance activity.

    While I agree with that in spirit, having it forced by the script removes agency from players.

    Imagine if you drove by a speed camera and instead of issuing a citation, it forced your speed limiter on 80. That wouldn't feel very good.

    It should be up to law enforcement to enforce if its an IC law, and staff team to enforce if its a rule break.

  5. I respect your opinion Amir, but I believe in general unless it's a very simple change (number tweaking), we should allow feature changes to settle in before we become negative with them. People will adjust to the tackle pros and cons, and I think they have interesting applications for criminal roleplayers as well (mainly knocking people off bikes).

  6. 16 hours ago, SquirtleSquad said:

    Sorry, to weigh in on this, there is in no way a chance to "balance" out this ratio. The ratio of crim to LEO is already heavily in favor of crims. On Saturday mid-day to night time UTC, when we can see between 250 - 300 players online, of those being LEO, both SD and PD, are in the numbers of 40 on the highend. So that leaves about 210 - 260 non-LEO. I can do the math, but I'm pretty sure you can see it obvious here.

    The math is obviously flawed. Beyond those that are law enforcement, at least 50% of the rest of the server is fully legal. (doc, md, gov, weazel, etc). The actual number of criminal roleplayers has been going down for years. There was a time when the only choice in the server was mechanic, pd/md and criminal. There is now a large percentage of people that are neither criminals nor law enforcement, and that is good and realistic, but don't use their numbers to pretend they would be an adversary to law enforcement.

    Out of those 210 non-LEO people, maybe 50 are gang members, another 40 are random "petty" (as in less organized, less threatening) small-time criminals. This is in addition to the fact that those people, unless organically there, can not back themselves up in any meaningful way. If you raid Underground HQ with 260 "non LEO" on the server, only Underground will be able to fight that, and suddenly, you have SED, SWAT, combined PD SD and sometimes DOC against maybe 30 people (if they're ALL online at once).

    I'm not saying it's wrong or unrealistic, law enforcement should have an advantage otherwise we turn into a cartel run state, but, let's not pretend it's something it isn't.

  7. Date and time (provide timezone): 16/12/2023 (DD/MM/YYYY)

    Character name: DeAndre Stacks

    Issue/bug you are reporting: Incorrect hud health value

    Expected behavior: HUD should display accurate health

    Evidence, notes worth mentioning, steps to replicate: 

    1. take damage

    2. restart your game

    (your health will appear to be 100% in the bottom left until you take damage or heal at which point it updates to the real amount)

    Vehicle license plate number*: N/A

    • Like 2
  8. It is my estimation that this is worse than before, as needing an occasional cough drop made it easier for you to self-diagnose, but with the current bug, you could be speaking to someone, they ask you a question, you respond, and they don't hear it. This can have large consequences in scenarios where communication is important.

  9. Date and time (provide timezone): 12/12 - 13/12 (DD/MM)

    Character name: DeAndre King

    Issue/bug you are reporting: Since the experimental change voip has been less consistent for members of my official faction. We find ourselves sometimes hearing each other, sometimes only certain people hear each other, and sometimes the first second of VOIP is clipped, therefore if someone says something short like "yes", no one else hears them. 

    Expected behavior: VOIP should consistently be able to pick up any transmission, including short ones

    Evidence, notes worth mentioning, steps to replicate: 

    1. Try to communicate very short messages "yes" "ok" "no"

    2. Some people may hear, some won't, sometimes everyone will, sometimes no one will

    Vehicle license plate number*: N/A

    • Like 2
  10. 21 hours ago, a1ex said:

    -1

    Probably not useful for th crim aspect but from a legal side a lot of the time it's useful to check someone's XP if they aren't responding so you can work out if they may need a little assistance with commands and responding to rp 

    21 hours ago, Jett_J said:

    -1

    It's unfortunate if people are using XP when deciding whether or not to rob someone, however, I think there is quite a bit of benefit to it.

    Often times when someone is having a hard time with doing something RPly/scriptly I will check their XP and see they are newer and that will make me want to help them more with those things. I don't want to try and explain /me and /do to someone who gives off the impression they are new but have actually been around a long time.

    Simple solution to marry legal and criminal considerations is to have XP show up until the player reaches an arbitrary number, like 25k xp. At that point they should be proficient with server commands.

    Moving forward, they could be between 25k xp and several million, and only they can see it. 

    • Like 1
  11. It is my understanding that this happened on Eclipse LT, so I'm not sure exactly why it did not happen on EN.

    Every single criminal I've spoken to is in favor. After a massive overhaul of how labs worked, there should have been an opportunity to sell your equipment to the server.

    • Like 2
  12. Just now, onlystorming said:

    PD/SD doesn’t, it’ll be DOC missing out that will care since they’ll have nobody to rp with.

    That only works in a vacuum that discounts human beings and their feelings.

    Logically, which person is more likely to provide better RP to DOC?

    a) person that spent 1 hour on a scene, got more and more annoyed about "wasted time", argued with law enforcement about sentence starting delay and feeling like he was robbed and sentenced to extra time or

    b) person that got a prison time reduction by simply roleplaying with law enforcement in an amicable manner

    You could make the prison time infinite, and DOC would still not receive good roleplay unless people getting there feel that they arrived there in a fair way. Feeling wronged or angry is not conducive to good roleplay.

    In a perfect world, every player on the server would put aside their feelings and keep themselves immersed in their characters all the time, but this is not a perfect world and we should make changes to improve the reality of the situation. 

    • Like 1
  13. 22 minutes ago, Freclan said:

    I think the premise of this is coming from a place of good intentions however people who are arrested do have an opportunity to escape from custody whilst on the way to DOC, how would this be counteracted? Just yesterday we had a suspect run from DOC whilst being transported there, this would effectively allow them to serve their time without actually being in DOC.

    The most simple solution is that if they become uncuffed, it no longer counts as prison time; Escaping custody is also very rare, and the first thing people do is remove their cuffs so that they can turn their phone off, as you can not do this while cuffed. I do understand some abuse can happen with people staying cuffed on purpose, but, end of the day, they are still cuffed and unable to do most things in the server (drive, eat, drink, use phone, etc)

  14. 2 minutes ago, Hector2Fingers said:

    Biggest issue with this suggestion is that 90-95% of players do not have any pending charges on them when the /cuff command is executed.  Maybe what could be added instead is /startprison which could be executed after the first charge is added.

    There is no requirement for them to have a charge; the script could simply count the time elapsed between /cuff and /prison and remove it from the sentence. 

    • Upvote 1
  15. Hello team

    There have been a number of changes recently that were aimed at mending certain gameplay inconveniences and pain points. I believe that it's time to address a very common complaint by criminal roleplayers, specifically, that they are left on scenes during certain roleplay for long periods of time, in a state that they do not consider to be active roleplay. This sometimes also results in complaints when in-depth investigative roleplay happens such as GSR, fingerprinting and whatnot.

    I'm sure that many law enforcement roleplayers heard the phrase "just start my time".

    I propose a simple compromise, a person's prison time starts as soon as the /cuff command is applied against them successfully. This means that players that are arrested should have no OOC motivations for wanting to speed up the roleplay, and might instead provide a more meaningful roleplay experience to the officers, as extending the scene effectively means less time in prison. This means that players officers will not receive OOC pressure to speed up a scene and can instead focus on making it more immersive and realistic.

    I do not see any downsides but I am open to different opinions. This would not apply to jail sentences because they are very short and would effectively cease to exist.

    Just to get ahead of any potential memes, my criminal character has been to prison once in the past six months, this is not a suggestion that I would personally benefit from.

    • Like 7
    • Upvote 3
  16. The issue with blanket lowering/removal is that people don't really fear the prison time / fines, especially established players. Perhaps a reasonable middle-ground is to issue it based on recidivism. 

    i.e. if you get arrested once in the last 7 days, you do not get a license suspension, if you get arrested twice you get 1 day license suspension, three times 2 days and so on.

    That way people that play rarely/smartly are not overly punished while serial criminals are encouraged to change their ways or receive repercussions.

    • Like 3
    • Confused 1
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