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Posts
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Everything posted by TommyV
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I know it's a skin pack, looks like a remesh pack with different car meshs though, as opposed to replacing or upgrading the current UV maps. The reason I mention the other cruisers is just I feel there's enough variety currently to keep people happy with what they have. Here's a few cars i threw together with glossy paint jobs and a normal cruiser side-by-side with the suggested pack, I just feel they have too much specular reflectivity and don't suit the style of the game. - In addition, the polycount is too high on the new models.
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I dislike this pack due to the fact the cars reflect like mirrors and would look a bit out of place in the current world. I do believe the police already have a variety of cars at their disposal; oldschool cruiser standard cruiser buffalo cruiser SUV thing supercar response units not to mention the additional prison vans etc. I just don't think this is necessary. -1
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Yessssssssssss. Good idea.
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Drugs The new drugs update and crafting etc was a great addition to the server. There's a lot of interesting new rp elements from this and its become a great little extra source of income for gangs. I think the issue has now started to develop that there's no viable reason for people to do street sales/purchases other than for RP elements at parties which seldom happen. Drugs currently have a lot of negative effects; Withdrawals from not taking, cool but crazy screen distortions. Now these elements are great, they add an interesting element to the game but if you want more dynamic roleplay and shady street dealing there needs to be a slight tweak to the benefit of using drugs. Since there is a strong request for body armor and a few other advantageous elements for criminals to keep up with the firepower + defences the police has, I think this is a good way to push the criminal world a little closer to competing with the police's current overwhelming power. ______________________________________ How do we fix this issue? My suggestion is simple: Small buffs or bonuses for taking a type of drug. This is a completely viable suggestion due to the following: Cravings for the drug decrease your health, so taking it will also cause long-term problems ontop of the fact it's illegal to carry the drugs. There's already huge drawbacks from taking drugs but no real benefit. Drug Benefit ideas: NOTE: all of the following suggestions would be subject to a little play-testing/balancing to perfect the perfect cost to benefit ratio for the player. Cocaine: (I believe this already provides temporary armor a little.) +5-10 armor per dose of cocaine with a permanent lasting effect until death. I believe this would have monumental effects on how the street-drug trading would develop. Increasing sales and pushing RP. LSD: Enhances Audio hearing distances and text visibility slightly. Assuming text visibility was balanced to have the same distance as audio distance, which it currently doesn't. Real LSD effects increase audio hearings or also trigger hallucinations, this could be an interesting element to the game Meth: Slight health regen. Heroin: Stabilizes an injured person for a couple minutes. My search history looks terrible right now looking into all drug effects. Heroin makes the user feel 'warm and relaxed and gives a sense of wellbeing' and I think this could be used to stablize a downed friend, maybe it has to be used from an external person, not the injured person, again an idea for balancing from the devs. Ecstasy: Increase to reload times? Ecstasy is a difficult one to give a bonus to because it provides a 'buzz' essentially and i'm not sure what else to put in here, any suggestions might be interesting. Mushrooms: Purely visual party aesthetic These things in-game provide some form of extreme Chromatic aberration which is pretty awesome and might be justified in staying as they are, people tend to take these just to look at the cool effects. Steroids: Faster sprint speed. I think they already do this to some effect in-game but it would be interesting to see this happen in a more obvious way. Marijuana: Slow down bleed-out times/ Reduce chances of injury from a carcrash Weed's meant to chill you out or something, so possibly adding these elements to this drug would make it more viable drug of choice on the streets also. ______________________________________ Summary To further balance things out, I think there needs to be potential for death/injury from taking loads of drugs at once, so if you try to stack all the hard drugs, along-side the fact you basically can't see anything (already tried this in-game XD) you should also run the risk of having a heart attack or having major organs stop functioning and injure you. This could be done on some kind of random dice in-code. 1/3 times from taking 3+ drugs you end up having health problems for example. I hope these ideas seem reasonable and balanced, if you would like to elaborate further on how we could reintroduce drugs in a positive way that benefits the roleplay, feel free to leave extra suggestions. Tommy.
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I believe that there are going to be new vehicles added in coming updates. Rumours are drifting in the winds, so this could be one of them!
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Date and time (provide timezone): 5:50pm GMT Character name: Tommy Vangore Issue/bug you are reporting: Male Clothing Tops have no access to undershirts. Evidence, notes worth mentioning, steps to replicate: Put on Any of the NEW male clothing with an open top and try to place any undershirt underneath, none of them have access to undershirts. Would provide screenshots but don't want to spend multiple thousands to demonstrate. Notes should be enough.
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Phones Ok so couple of suggestions for the phone which would benefit everyone: ______________________________________________________ 1. Add the ability to add a number from your received messages menu. So next to the Bin + text back icons, add a little '+' Icon that allows you to automatically add that number with an option to enter a name. 2. Update the phone call section to add the name of someone who's calling if they're stored in your contact list. Many times i'm asking "whos this" to people I have in my phone already. 3. Perhaps a couple of organisation choices would be nice in the phone, maybe segment the contacts alphabetically as follows; ______________________________________________________ (This is a menu title panel) A: Contacts beginning with A are listed here (This is a menu title panel) B: Contacts beginning with B And so on. (this could be listed via Surname or first name, whatever people's preference is.) In addition - Automatically turn off radio when phone is answered would be nice. ______________________________________________________ I believe this would be a benefit to literally everyone in the city, especially when you have a lot of contacts, I spend too much time searching through my contacts trying to find the one person I need to be in contact with. Please add anything you think I missed below and +1 to support or -1 if you don't want a useful phone. Tommy.
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This also happens when people are in a car from an area, leave and then seemingly teleport back to their original location for a little bit before returning to the vehicle. This happens client-side and not for the person who's teleporting.
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-1 There are multiple millionaires who work for the government, the quality of cars in all government car parks far exceed what you see criminals driving around with. The system in place currently provides a similar opportunity in both sides of the spectrum. It's meant to be a grind for everybody. If everyone was minted in the city and drives around in supercars, there's no economic structure, and nothing to keep people busy.
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No, it's crashed for me when running on foot.
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+1 I'm not a cabbie, but I think this would be a quick update and a massive benefit to these guys.
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+1 Was going to do a bit write-up on this some point in the suggestions. The police read you your rights without reason, if you're going straight to prison, why read anyone's rights; "you have the right to remain silent bla bla" A judicial system would allow for more dynamic roleplay in terms of lawyers, barristers and a potential jury duty for citizens, it could have some interesting effects and allow the criminals to become more wanted for getting away with things due to a good lawyer, meaning people could build up notoriety in the city.
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Unfortunately, i'll have to disagree with you here. If you spend much time at the chopshop, you'd see people obtain cars continuously, it's pretty easy to find a car someone carelessly left somewhere.] In addition to this, the city isn't meant to be advocating car theft by leaving opportunistic cars for the sole purpose of stealing. After all, you're breaking the law, it's not meant to be easy. -1
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I appreciate your kind words, I hope the devs take notice, I have more ideas in the pipeline but I don't want to saturate the suggestions board just yet.
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The black market prices are shared across locations, we tested it yesterday, prices fluctuate randomly over time. I think there would be too much code involved to actively monitor input to each market spot. Easier to rotate prices randomly after certain periods of time.
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Happened to me before too and a few of my members. Seems to be inconsistent in occurrence but happens regularly enough for it to be annoying.
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I'd just like to let you know i've done a write-up on how to solve this issue here: Your support would be appreciated!
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There seems to be an overwhelming amount of support with regards to the turf issue guys, I'd like to hope this grabs developer attention. Thanks for all the +1's.
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Whilst I agree with you, there has to be repercussions for holding turf as a 'farm' for income as well as abusing the turf inactivity system.
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Great idea!
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TURF Preface Let me preface this with the presented issue before I tackle potential solutions: There's currently a flaw in the turf system which is being exploited by various factions, leading to frustrated players and slowly encouraging decline in players reoccurring visits to the city with a lack of variety. I've discussed with a support member the RULES for taking turf. His exact explanation was as follows: You are not allowed to take turf without a valid roleplay reason. (This is fine, NOT the issue.) A valid roleplay reason HAS to be the following: (This is where the problem lies) The moderator/support guy essentially said; The gang owning the turf must have caused multiple issues with you and your faction, for example; they must have prices you find too competitive and need to fight over, alternatively they must do things to piss you off within the city, robberies etc. There's multiple issues with this. Currently what is happening is people are sat on turf being very passive and just collecting income, not providing other groups reason to even attempt to take turf. This defeats the point of turf even existing. If nobody can take turf without acts of aggression from the turf owners, then nobody can take turf as people remain neutral to everyone. In addition to this, the system of when turf is assessed for inactivity is flawed. People currently abuse the system by regularly logging on for 5 minutes to refresh member activity in inactive groups. The other issue is forum staff + close staff to the owners having turf and being able to justify keeping their turf through any means due to comfortable relationships with people who have the power to change these rules, to elaborate, if you they have an issue with someone taking their turf, naturally, there's going to be subconscious favoritism over returning the turf to their good ol' buddy. I'm not against staff owning turf but it feels like the system is geared against the regular players who would just like to establish themselves within the city. ___________________________________________________________________________________________________________________________________________________________________________________________ THE SOLUTION(S) I have multiple ideas for how this can be resolved and i'm happy to elaborate on the pros and cons of all. Idea 1: Rotating turf basis This isn't rotating the turf between all gangs, this is a system whereby turf is free-for-all for 1 week, then locked for 3 weeks with specific factions, allowing people to process shipments and have enough time with turf. It's quite chaotic but allows intelligent roleplay of turf-sniping and tactical deployment over turf location, this also eliminates idle income generators for people who just play on ALTs until they need a transfer. Idea 2: Relax current turf rules. Allow people to take turf with a VALID RP reason, but not the reason that has to be instigated by the turf owners. Allow people to muscle into other turf with RP evidence of show of strength from new factions, for example, you turn up with 30 guys on a regular basis to someone elses turf, I thinkyou have justification to take that turf if no resistance is shown. It's ludicrous to suggest that turf can't be taken because you didnt interact with the faction if the faction is NEVER in the city or playing on an alt all the time. Idea 3: Add additional turf. There has been an influx in the city of new players and no growth in turf areas to compensate, meaning multiple large gangs are fighting over small areas of turf, want access to gun shipments but are bottlenecked by people who are 'camping' turfs in a neutral stance. Adding additional turf would provide a new area for people to struggle over, perhaps in the north away from the city or alternatively in other areas of the city to build up a more turf-oriented citybase. ___________________________________________________________________________________________________________________________________________________________________________________________ To Summarize Gangs and criminals currently have rough revenue streams within the city to form an income. They perform legal jobs like regular citizens which is fine, but detracts from the reason to bother with a criminal lifestyle, this needs more support and more attention to provide justification for people to bother being criminals. More active or interesting turf systems will provide criminal gangs better reasons to be in a gang. It NEEDS to be more profitable but with the RISK of being in a gang - Otherwise you mind aswell truck around all day. High Risk, high reward. If you feel you have any additional comments for this turf system, please feel free to post them. I'm happy to hear all views on this but I do honestly believe the current turf system is flawed and in need of attention. Thanks for your time.
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I'm struggling with this issue too. There needs to either be additional turfs or a revamp of current turf rules. I'd like to mention Ten soldiers also frequently go inactive and I believe log in just before the end of the month to refresh the inactivity timer to keep the turf. City rules state we have to have escalated conflict with evidence of this to warrant taking turf, however, this isn't possible when the entire organisation is inactive.
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+1 to this. I agree, I've discussed this with people before, it would encorage a larger variety of vehicles on the roads, need to move your illegal shipment of AKs? buy a truck with a back attatched or a 4x4. I shouldn't be ramming a bunch of big stuff into my tiny 2 door sportscars. Possibly in addition to this, allow access to the cars inventory only via the trunk? Or a seperate inventory in the trunk to the inside of the car?
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+1 to this. There's a large selection of criminals who can't roleplay properly, but i'd say the same for some police officers as well. Just record everything, don't hinder interesting roleplay elements for criminals just because of a minority. If you think about it logically, cable ties would never really be used by people who can't roleplay because there's no additional benefit to someone using them to make a quick cash-grab, they're only really going to be used in serious roleplay circumstances for kidnappings and ransomings etc. Maybe allow people to wriggle with a button to break out but has a small chance of success.