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Everything posted by Bala
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That would be a violation of the license.
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It's fine, we getting private labs bro
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I was just thinking about this the other way ironically
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Would I support getting rid of firearms licensing? If the script implemented the same set of restrictions as the division does, yes. Would I support getting rid of the driving/trucking licensing? Yes, because driving is a core aspect of GTA, there is no skill live. Every procedural department within SASG? I would support getting rid of 90% of SASG because it's flannel. Weazel's Advertising Division? No, I wouldn't support that because it's the most important part of Weazel's operations. Get rid of DCC? The concept of waiting for a ride? No, I'd go with an uber type deal where if people meet certain criteria they can use their own vehicle as a taxi. But, the faction? Yes, it died wih LilyMay. The difference with this @Daxu is that Benny's and Bayview don't need this to survive. We've literally just dropped a bunch of new cars and there is about 80 new ones to come, there will always be a steady stream of customers for both while people still play the server. Ultimately, this is an unnecessary burden on the law enforcement factions and takes away from their role in the server. I'm sure some of the anti-cop weirdos love it, but because it's a kneecapping for the police rather than anything positive. I know the system isn't going away now, to our detriment, but there needs to be changes to it to make it viable for everyone.
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It's a tone deaf addition to the server in general and all it does is unnecessarily inconvenience people. At this stage of the server's lifespan, it should be about making the most of what people enjoy, not adding pointless hoops for them to jump through. That in-depth pathway is overly convoluted and out of place on the server. People that go to get their cars repaired don't want an authentic and realistic mechanic experience, they want to get their shit modded/repaired and dip. As for LEO operations, sometimes it literally takes damage no matter what you do. The people that legitimately wanted this added to the server, i hope you stand on a plug.
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If it ain't broke, don't fix it and if it works, don't change it. Perfectly fine aesthetically putting on the phone but the command is always more practical.
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Agreed. An adjustment will hopefully be provided in a forthcoming update. I'll level with you Dox, this Buzzard is more for just your bog standard flying than using as a gunship so I'm not really too fussed about addressing the issue. Ideally, if you could have the livery AND the firing from it, it would be the best case but there is the regular buzzard for that. I've tried it out myself and its an electric vehicle, so the performance isn't going to really be anything special. Whoever priced it, probably was a little bit overzealous however. I can appreciate that maybe this isn't the car you thought you were getting but I don't really see a need to change it at this time. Agreed. The roof should stay in place and the vehicle's handling will be addressed in a forthcoming update.
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I can't lie, I can't hate on your level of commitment to this, lmao.
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I figured this was probably going to be the best and most organised way to allow the community to share their feedback on the cars, so that might be how the car turns, it's speed, it's price etc.. That isn't to say that there will definitely be a change to a particular vehicle but obviously if there are outliers and changes we can make then we'll look to make them if we can. I would withhold giving feedback from the RH7 currently, as it needs a server restart to resolve the crashing issue.
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I'd take a shadow or outline on the lockpicking minigame so it's visible when it's bright outside at this point, or it being somewhat simpler to do. Stealing a car in GTA shouldn't be as different and latency dependent as it is.
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How to make Law Enforcement Vehicles Fair and Balanced
Bala replied to Demonmit1's topic in Implemented Suggestions
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The videos have to be encoded with a certain quality to play I believe, which is why some dont work.
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I said it to Osvaldon and I’ll say it here. There is absolutely no need for every door in the prison or in fact the server to be unlockable. While having dynamism is a good thing, we have to make things for the server we have and the idea of people smuggling in lockpicks is memey as fuck. It’s just going to be another meta exploit. Cell Doors, Doors to the Kitchen, Shower, Rec Room, Infirmary and Yard should be all unlockable. Allows you to get out of your cell and go and do stuff. Everywhere else should remain locked as before. I don’t want to personally see people reducing the prison/doc’s experience to lockpick/prison break simulator or have to put up with people unlocking the doors at mission row to dump all the food out of the vending machines.
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I must have missed the part where VIP was anything to do with my thread, take that somewhere else.
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I don't associate with this guy or this idea, don't want it in my thread.
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To an extent, forget about fair and respectfully to anyone really that is personally petitioning the devs to be do this and that, we have to be really careful about how the time spent on development is used. The server started going downhill when development lost focus and became less and less but at the same time, we started looking away from what brought the server to the dance in the first place. As I said in my last post, fixing the criminal activities at a base level is exactly the part of the server that we should be focused on because it directly effects the playing experience and activity of. Rooks, Lost, OTF, Eastside, Shadows, Souls, Empire, Waterfelons, Milestone, Bratva, High Rollers, Alliance, Locos, SVR, Dark Army, Mid Night, Rose Quarter. PD and SD Department of Corrections Los Santos Emergency Medical Services Judicial Branch Looking through the panel, that effects 362 criminal characters, 193 police characters, 50 prison guard characters, 15 court characters and 57 medical characters. That is for the playing experience of 677 characters alone. Additionally, new players coming to the server and playing, people like @garybruce will be looking for accessible and easy to use criminal content. Stuff that doesn't require an instruction manual to use. Beyond that, I think it would be fair to say that most of the VIP for the jail time or at the very least those spending the money on the pay-to-win vehicles that support the server are criminals. And for yourself, when it comes to Bayview and Bennys, having more active and motivated criminals will directly lead to more people wanting vehicle mods for their cars to do criminal deeds. I'm not in any way suggesting that other groups of the server are not important, but they are not as relevant to the server's health and growth as the criminal player base. Fix the important aspects of the server first, by implementing the things in this thread. Then you can do things like faction vehicle maintenance and cooking recipes. Cooking Recipes is another one of those ideas that people will like for a couple days and then they'll forget about. We've had too many of those ideas and it's hurt us. To a certain extent I'm happy that roadmap was not completed because the focus was way out of sync with what this community needs. This thread and the original post was bang on the money. Tell me I'm lying, anyone?
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Maybe inquire privately what I have so I haven't wasted my time working on these projects? If you cannot naturally generate enough activity to support something through normal means, then you must fake it until you make it. If no one calls a taxi, then DCC is useless. If no one calls a medic, then MD is useless. If no one comes to a mechanic shop for repairs/mods, Bayview/Bennys is useless. Obviously at peak times that doesn't happen but in the quiet time-zones? If factions haven't been asking for these things, they've not been asking the right questions, especially DCC which is on the fringes. As for civilian content, while civilian content isn't irrelevant, it is unfortunately less relevant than criminal content because criminal content effects not only all the criminal factions and criminal role-players on this server, our two fully sized police departments/Judicial Branch/Department of Corrections factions are all dependent on criminals doing criminal shit and if we deep it, more work for LSEMS. More criminals with a better experience reflects better on the server in general, which means more people for events and other enterprises. When you have people logged in and motivated, you can do more with them. We gotta re-start with the basics first though, like learning to walk again after a bad car accident. We're all acutely aware of what has happened or rather what hasn't happened. That Roadmap has been and gone, it's dust at this point. The only thing is what happens next and that something happens. A community meeting would do the same thing the LFM meeting did last week, all roads end up leading to the right kind of development needing to happen and in the absence of it happening, an empty feeling in the pit of one's stomach like we might be cooked. Even with threads like this, people will look at it, think the things are a good idea but then have the same attitude that @SneakySniper276 has where nothing will happen. It's a really understandable attitude in the circumstances but it's probably not healthy or helpful to think that way. We'll never get it back 1:1 like it was, product of it's time but when there are patterns of behavior that clearly the player base gravitate to or elements of play that the player base enjoyed, lean into those as much as possible. If we have to resort to giving away cars via raffles to get people together, tells you something ain't right about the social aspect. Tequil'la is convenient, casino games are fun for people. This shit doesn't have to be rocket science but we make it harder for ourselves.
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On the day of the Community Meeting, it seems somewhat like the right time to post this. I will try to be as fair but direct in the things that I'm saying as possible because I know a bunch of these get made and sometimes bits and pieces happen but too often they don't. The Road Map is going to unfortunately be one of those things that inevitably gets brought up negatively because it was a self-declaration from the developers that significant and structured change to the community to attempt to alter it's fortunes would be forthcoming and as of the 31st of January 2026, the final day of the three month roadmap, the only official releases from that roadmap were Fishing, Criminal Odd Jobs and the Racing Script. There were mitigating reasons why certain things were delayed but to be completely honest, in the grand scheme of things it hasn't really had a positive impact on our community or it's fortunes really has it? The reason why I bring up the roadmap is not to take an unfair cheap shot at the developers, it's to point out two very important points. One, is that actions speak louder than words. I find it somewhat incredible that even in the circumstances of the last couple of years, we still retain a loyal player base who continue to play week in, week out but also, donate quite significant sums of their money towards the continuation and betterment of something that they enjoy. Where there are players, there is still opportunity. If you say you are going to do something, then you have to do it and if you're not able to do it, you explain why you are not able to do it and when you may be able to do it. Most of you know that I spend hours of my life some weeks creating custom content for this server and I take the responsibility of me saying I'm going to do something extremely seriously and I'd like to think I do what I do somewhat well. I don't have a financial interest in the server but like so many of us, even though there may be times I don't like the server, I still fucking love this shit. I do not want appreciation and enjoyment for Eclipse Roleplay to be because of memories, I want people to play Eclipse for the experiences of now and in the coming weeks/months, however long we've got left. Two, is while the incompletion of the Roadmap is significant for the community, the contents of that Roadmap was in some points misdirected and ineffective in putting development where it would make the most positive impact. We need to stop the occasions we create and put out random updates that address niche areas of the community. The foundation and cornerstones of this community is it's criminal player base and by extension, it's law enforcement. Those two areas are the largest groups of players in the community and while everyone else is important for the roles they play, the stark reality is that you won't get more players in the server by making the civilian aspects better but you will get more players in the server by improving the aspects that effect the areas the majority play. @risk has frankly done an excellent job of turning faction management around in her short time being appointed but she's fighting a losing battle trying to keep the train on the tracks when the fundamental experience of being a crim, I'm talking the basic stuff like the store robberies, the banks, the labs etc.. is the same it was 3-4 years ago. That's reflected in our law enforcement factions with SD having to resort to finding reasons to come into the City because there isn't enough going on up in Blaine County to sustain them and the effect that has on PD, but also, the experience of being law enforcement in general has decreased significantly over the last year and that is directly tied to the criminal experience. So, the way forward, as the title suggest is for the developers to finish up the Mining Update and to finish up the Prison update but then set about taking care of the these fundamentals in a meaningful way, which I will give some basic ideas on now as I'm typing this at 8:30am. I feel quite strongly that if we do most, if not all, we'll be in a much better position at the end of it in a lot of ways. Labs Introduce my new lab locations to the server, for freshness. Expand the amount of active locations available at any one time, to give smaller time criminals more opportunity to cook without getting ganked but also, to avoid the weirdness of cops having to ignore them, if not in use. Knocking down a lab should either instantly or within 5-10 minutes spring one up elsewhere. Add an NPC at an active lab location that will sell you the materials for cash (there will be a replenishable limit to avoid overcooking) you need to cook at that laboratory and fuck off the Humane Labs treasure hunt aspect of resource gathering, to add convenience but also, add a lower barrier of entry to using labs for criminals. This was the 2019 approach, except the materials were free in 2019. Introduce a robbery rule to the lab locations about only being able to take illegal items from someone if you catch them slipping at a lab. Add a mobile drug lab item that can be placed in certain vehicles like the Caracara RV or Journey, that allows for players to make their own mobile drug labs out in the world. They would still cook in the game world, with the vehicle engine switched off and it would generate a significant amount of smoke but players could seek their own enterprise for drug manufacture. Chops / Car Stealing Reduce the amount of repetitions needed for the lockpick minigame and make the lockpicking easier even for the higher tier cars. This is GTA and that minigame is latency dependent. Text a number on your phone and when you do, it will give you a specific civilian vehicle to steal along with it's location for a bonus payout. Random small chance for cops to be informed about the robbery and what sort of vehicle to be on the lookout for/what area its being taken from. Replace the current system of the chopping with the old system of waiting for a timer, where you wait in a certain area for a timer to countdown. This allows for greater flexibility in locations for chops as you are not confined by the equipment necessary allowing you to park. The more time you wait, the more damage your car takes so past a point you wont be able to start it. Increase the amount of civilian vehicle spawns and the amount that spawn. Removing GPS' from Government Vehicles should come with a timer to prevent people just stealing them so easily. Store Robberies Add the ability to steal money from the back room safe to store robberies. Replace the manual aim at the cashier to initiate the robbery with a command and aim animation, this avoids issues with latency and issues outside the player's control. Allow for solo robberies of stores, since the gun would be no longer required to be aimed, to allow the person holding the gun to help collect money, albeit at a 25% reduced rate. Increase the pay-out for stores closer to police stations, to incentivise taking a risk. Increase the pay-out slightly for players not wearing a mask, to incentivise taking a risk. Everyone wears a mask and theres no reason not to. Add a very small random chance for the cashier to hit the silent alarm when the robbery starts, to give the robberies a little RNG danger. Allow for players to switch between stealing packed money and pocket cash BEFORE they start robbing it. Newer criminals want cash, not packed money. Bank Robberies Replace the manual aim at the tellers to initiate the robbery with a command and aim animation, this avoids issues with latency and issues outside the player's control. Allow for just the bank tellers to be robbed, without doing the full scale bank vault robbery and would function like a store robbery Allow for a "bank security guard" NPC to be taken hostage (in the hostage animation) to avoid those fucking awkward situations where people take their friends or another player hostage then we have to worry about the complexities of whether or not a player can be killed or not. Roof Access. Once the vault door has been breached, you could use the world interaction UI to enter the vault from the roof or from the vault to the roof, giving another method of access or exit by teleporting up or down. Tunnel access. From anywhere in a 100m radius of a bank, allow people to dig a "tunnel" from the point of their dig to the interior of the bank (outside the vault), this would help ease one of the problems with Fleeca banks, that there is only one way in and one way out. Small chance for tunnel teleport use to trigger a silent alarm for cops that something is happening at the bank. Controlled Explosive. Allow instead of a drill, for the use of controlled explosives that blow the vault door open a lot quicker, the weight is less than a drill but comes with a very loud bank. Also, add the Pacific Standard (LS Bank) as a robbable interior for some actual variation. Money Truck Robberies Think of these like mini-dynamic banks. Every hour or so, a broken down locked money truck will spawn locked, in secluded locations around Blaine County or LS. Inside the truck has packed money and silver/gold bars. You can use various different methods to gain entry to the truck, each with their own time, like bolt cutters, crowbar, con saw etc.. Once you are inside, it's basically a smash and grab as the alarm goes off, informing the police where the truck is. You gather up as much cash as you can then dip. Staff would be able to add locations for the truck to spawn, so there would be plenty of variation and environments to tackle. House Robberies Add a couple more interiors, including the Diamond Casino and Franklin Apartments. Add a burgling skill, that dictates which interiors you may be assigned, with unlocks along the way making your robberies easier like quicker safe cracking, more room to make noise etc.. Tweak the payout to reflect this. Instead of people just doing the Vinewood mansions every time, variety is good! Make the job accessible at ANY time during the day but limit the player to doing a robbery every 14 in-game hours, which reflects the 10 hour window they have now. Add a very small random chance for the neighbourhood watch to call 911 when the robbery starts, to give the robberies a little RNG danger as right now they only exist for cops at the end. ATM Robberies Reduce the amount of times you twat an ATM with a crowbar from 45-50 in half to 22-25. Add a very small random chance for the bank to call 911 about one of their machines getting smashed. In the case that players use a tow-rope, add a timer option for them to disable the GPS tracker on the machine if they're willing to wait at the scene of the crime. They will still have to pull it somewhere but the GPS won't be a homing beacon for as long. Tequil'la NCZ Casino Tequil'la was an important spot before the Diamond Casino, where players could meet and play poker against one another. Shut down the Diamond Casino interior and refit the Tequil'la interior with the tables and slot machines from that interior, it's easily done. Tequil'la is a lot easier to get into and out of that Diamond Casino and while Diamond Casino still gets used from time to time, players would be more attracted to Tequil'la and use it more as a result. Have Government allow players to rent out the venue for events and such. Horse Racing Think of this like a daily lottery but at 6pm every day, one of 7 horses wins the Los Santos Derby. You could put a bet down and depending on the odds, make yourself some money. Coroners, Fires and MD I know not crim, but MD is a big faction and Coroner is job in a terrible spot. Remove the coroner job and patch the dead body calls through to MD for them to respond to, by answering them, they generate money for their treasury. Add server spawned NPC bodies and server created dead body calls every so often to supplement the amount of calls that MD have to respond to, to encourage their activity. Also, like the incident workers, spawn random fires in locations around the state and have MD be called to put them out. This gives them a reason to have their Fire Department which adds something extra to their faction. The amount of server generated calls that come in would depend on the amount of medics on duty. Mechanic Roadside Recovery For some of the civilian vehicle spawns, spawn them broken and in need of repair, with server generated mechanic calls that mechanics can respond to and by answering them, they generate money for their treasury. When they get there they will inspect the vehicle and depending on what is wrong with the vehicle, they will use different mechanic tools to fix it such as a lug wrench to replace tires, socket wrench for car battery or a fuel can for adding fuel back to a vehicle. The amount of server generated calls that come in would depend on the amount of mechanics on duty. Fixing the vehicle will turn it into a vehicle that a criminal player can steal and use for their own gains. Server Taxi Fares DCC suffers from a lack of activity and requests for calls, so by server generating calls for NPC fares we can substitute the amount of activity they should have. If DCC are encouraged to be on duty then the more chance we have of people ordering a taxi. The amount of server generated calls that come in would depend on the amount of taxi drivers on duty, but you'd respond to the location. The NPC would get in the back of your taxi and you'd take them to the planned destination and they'd pay the faction treasury. It isn't the same as a real player but you have to fake it till you make it sometimes. Speed Cap Reduction to 220. I know some of you really won't like it but the reason why Rockstar made some of these meta cars go as fast as they do, is because GTA Online races were getting dominated by people with high end PCs and they wanted to give those with low end-medium PCs the opportunity to stay competitive. This was a GTA Online game mechanic, not a roleplay one and if we're being honest, a 240 speed cap means you've got sweaty people chasing sweaty people. The faster the vehicles go, the less control they have, which means pursuits/chases end prematurely and if crims feel that cops doing the most to try and stop them is truly an issue then by lowering the sweat levels from the speeds, we could look into other ways of pursuing. 220 is still fast and a vehicle that accelerates extremely fast is still going to accelerate extremely fast. It brings a number of other vehicles into play that are not currently meta vehicles and additionally, for those that bought these vehicles with real life money, you've still got your car that is still fast and you still supported the server, which was the point right? Not to pay to have that kind of advantage over other players. Across the board, no matter what side, tactics and skill should be more important factors that decide outcomes, not exploiting game mechanics. Interior Teleport Protection Allow the player to be invulnerable to damage for 3 seconds when entering/exiting an interior. There would be a cooldown of 10 minutes on this applying again to avoid people playing wack a mole on interiors. If they aim a weapon, the protection will be cancelled.
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Having had some brief conversations with the developers about the prison in general, it would probably be better to discuss this after the update than before it. I don't disagree with some of your points but it may be somewhat pointless discussing it further depending on what happens.
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We listening but can a homie get a full stop or a comma, a fuckin semi-colon or something.
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Buddy, you gotta let it go, we ain't bringing the private labs back in 2026.
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Maybe I should see if I could just add a little cut through road
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10 minutes, an hour, 3 hours etc.. are not significant enough where it would make any sort of sense to appeal a timeout and that restriction is somewhat negligible as you could see it as a sort of 'cooling off' period if conversations go a certain way. That being said, timing someone out for a more significant period of time, not giving them the reason(s) why or the name of the staff member that issues the punishment is just bad service. For me, the withholding of the information makes it worse, not better which defeats the purpose. Also, consider that sometimes DMing people and asking them to cool it is sometimes a viable method. We all know the reality of our present situation, the community isn't in a good place in relation to where it's previously been and people, including myself, feel a type of way about that. Additionally, some of the recent updates including the VIP have gone down like a lead blimp and again, some people feel a type of way about that. There is very little point in coming on these forums to express that because it's a small audience of active users. The forums are essentially for suggestions for the archive and reports now. The discord however, has a platform of hundreds and thousands of users and ECRP General should be a place for people to discuss the community in general. I get that sometimes it gets toxic or escalates but for the most part, people are talking negative because something negative has happened. There is no point trying to gaslight people to pretend things are different to what they are. Better to acknowledge that and try to do something about it. You'd probably cut the amount of toxicity in half, if these things were handled slightly different. So, yes, Discord timeouts of 24 hours or longer need to come with the ability to appeal and also, for transparency when it comes to who is issuing them. Doesn't matter if it's a team discussion or just an individual deciding. I stand by any decision I make as one of the faction leadership of PD and like everyone else, I'm accountable for those decisions, good and bad. Administrators are no different. If it's legit, it's legit. If it's not, better to fix that than continue with it.
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I didn't make this thread so you guys could complain about how you've been treated, only that we could maybe alter the policy around the timeouts so if necessary, they can be handled with transparency and appealed. Please don't derail this.
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As someone that has recently been on the receiving end of several timeouts from the Eclipse Roleplay Discord, for amongst other things, expressing opinions that do not align with the arbitrary enforcement of our Discord rules, I'd like to petition for an amendment to be made regarding how the staff team handles timeouts. Specifically, in this case, the ability to appeal the time outs but also, to be provided information on who issued them and why they have been issued. Following my most recent timeout, the specifics of which have still not be made known to me, I asked for the staff member's name who issued the timeout so I could either discuss the matter with them privately to avoid making a repeat mistake or alternatively, to use our report system to ensure that they were acting in good faith. I was told by a Lead Head Administrator that I could not appeal my timeout and that the individual's name would not be provided. I find this to be an unnecessary and inciting way of handling something. If I were kicked or banned or issued with a Non-RP in-game punishment, I would be able to appeal and I would know the individual that issued that punishment but in this case, where I'm being denied the use of a service in Eclipse, the reason(s) for my denial of service are being withheld from me and the identity of the individual that issued that punishment withheld from me also. That's not something that is going to do anything other than fan unnecessary flames. The timeout is what it is, but to ensure that every staff member, whether they are a support member or a head administrator, is accountable for their own actions as I am, there needs to be transparency on why a decision was made and who is making it. I don't think I'm above following the rules and I don't think with the exception of our founders, any staff member should be either. Before this ends up being locked or mysteriously archived, this thread is not a personal appeal nor is it an admission of any wrongdoing on my part, it's a suggestion and the suggestion is this; In the event that a timeout is issued on a player which is over 6 or say 12 hours, they are able to find out the identification of the staff member that issued the timeout as well as appeal the timeout as well.
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