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Bala

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Everything posted by Bala

  1. I have nothing to lose because nothing I'm going into a shootout with is mine. The vehicle I'm driving to get there ain't mine. The gun I'm firing isn't mine. The uniform I'm wearing, isn't mine. But, I have to value my life by the rules, same as you. On the one hand you're talking about a sense of realism but then on the other, are we supposed to order shipments now? Maybe stand in line at Ammunition? If you wanna go the realism route, you can have my service weapon when I die but if I injure you instead and you survive, you get life in prison and you have to serve at least 15 years (hours) in prison. Additionally, if you want to use California's "10-20-life" law, you can get an extra 20 hours for firing a gun during an attempt at murder. If you do it a second time, your sentence for attempted murder doubles. If you do it a third time you get life, minimum.
  2. I don't support this, for a few of reasons. We have an entire faction on the server dedicated to managing a player's prison time on this server. While we've made concessions in terms of prison time to benefit the criminals of the server, it's important that DOC aren't marginalised and I think further reductions of prison time begin to encroach on that. A one-size fits all approach to the arrest procedure just doesn't run, because as you will know from your own experiences, every person you arrest is different. You will get some that as you explained, will say "just take me to jail", like this is single-player and they're trying to skip a cutscene and you will get some that drag out the process so much, just to irritate those arresting them. I personally don't think that we should be creating an environment where hitting fast forward on RP or at the other end of the spectrum, dragging things out unnecessarily is rewarded. If people have to go suddenly, it is what it is and we can skip but if you are skipping because you can't be bothered to interact, fuck you, go play GTA Online. If you're dragging the RP out to go to prison, then you are just shafting yourself and the argument of "sooner you are in, sooner you are out" applies. Take that away and people will abuse it to annoy cops arresting them because they know their time is ticking down. I'm not disliking this for cop bias, I like the OOC prison time changes for example but this just doesn't work because of the player mentalities we have unfortunately.
  3. Attachments isn't equipment that you can really use to make a lot of money though. The lab equipment is an investment in a setup which will make you more than it costs to set it up, unless you happen to mess it up. Be glad you've got an avenue to get back some of your money.
  4. HAHA. Tell you what, we'll flip that in the North American timezones.
  5. @Ajc33 I think perhaps when changes like this happen, it's probably best to approach it with a clean slate and take things as they are. People like things a certain way and on the one hand, people want change but then on the other hand, we're not quite open enough to accept it when it happens either. These things aren't an exact science, they will take tweaking and fiddling until things settle, of course. But, for me, what the labs brought to the server was a hierachy. Big does fuck small, usually. But, if you can find a way to do business with big, even as a solo or small group then that's good. If you always getting robbed, just call police when you get free and we'll go shut that shit down.
  6. I think the frozen lakes is pretty cool.
  7. I know this is a wild thought but considering the big picture here, our player base needs a certain amount of restrictions because there are too many individuals incapable of controlling themselves and putting logical decision making ahead of getting their own entertainment. This is a server that has enforced unnecessary upon it's law enforcement, taking away some of the enjoyment of the game. Having to fanny about with storing evidence and writing out arrest reports to justify a legal system that always seem to have something flawed with it. But, now in addition to you only getting a capped amount of time which impacts the Department of Corrections faction as well as investigative roleplay, you want to get out and go straight back to doing what you did before you went in like it ain't no thing, so then we end up chasing the same person in the same vehicle doing the same thing ad nauseum which then impacts our factions. Someone drives like a moron, gets three demerits on their license and it gets suspended but then they get it back three or six hours later? What you think they are going to do when it ain't really no thing to get caught? To quote Steely Dan, they'll go back, jack, and do it again. We reduced it from 48 hours to 24 hours to be kind, didn't have to, wasn't forced on us but we did. The prison time has been capped. You good now, don't be getting greedy.
  8. Doesn't make no sense to have your car released when you can't drive it. You know exactly what that'll lead to. You can't say it don't make sense when license suspensions and bans from driving exist IRL for vehicle offences a lot more lenient than the ones people commit in Eclipse.
  9. Your average player only plays maybe 2-3 hours a day and would usually play at the same time. Considering it's just a day, it's not really an issue. Maybe you don't see why it's an issue but if we swing the other way with the consequences, people do stupid shit and even getting caught comes with little consequence. The most that would make sense in my view is 12 hours and even that's a stretch. You ain't supposed to go prison every day, if you do either you don't care about getting caught or you bad.
  10. Adding the support for CTRL+X to the scene management would be *chefs kiss* as well.
  11. Same thing goes with a trunk as well. Getting a body out the back at Pillbox has me more stressed than chopping on Chiliad.
  12. In one of the upcoming map updates, there will be some bus routes that service the prison. Whether that's a route to Paleto or a route to Los Santos. That said, it's kind of dependent on people doing the bus job and also, knowing people are doing the bus route. Additionally, i've added an ATM outside the building for that stamp money, it just needs script support by the devs.
  13. I guess the reason why it's not a thing already is that the gov factions have a bit more of a handle on not abusing the feature to heal people, absent roleplay. I could still all kinds of fuckery coming from making this a thing and I feel like it might have an adverse effect on medical roleplay as well. The only difference between this and trunking an injured person is convenience though and in some of the vehicles cases, availability of a trunk so maybe? I think asking for approval is important but you could probably offset it with a timer or something to help prevent abuse by non-gov entities. Like it takes x amount of time to start dragging them after approval if you are a non-gov. Is it the aspect of medical that needs the most work though? For me, I'd much rather see medics be able to heal people there and then in certain situations, than have people racing across the map. For example, if you crash your car or get beaten with fists and get injured as a result, you could be fixed on scene. If you were stabbed or shot, you would have to be transported to hospital.
  14. We did reduce it already to 24 hours, it was originally more. Considering that if you did some of the stuff you did in real life, you'd lose your license permanently, you can wait 24 hours to pick up a fresh one, it's no big deal.
  15. I'd put this kind of role-play in the same basket as hostage situations or prison breaks. If it's something that is well thought out, is driven by a decent amount of roleplay and is not going to be something that someone is going to pull willy nilly then I'm all for it. This is where a special scenarios team would be handy in the admin team for these kinds of situations. They could sift through these proposals and set conditions so that they can be properly executed. I think at that point also, you could introduce character kills as a consequence of these actions. Someone tries to escape freedom but wants to put it their character on the line and they get killed doing it? They die, and roleplay comes from that death. Someone wants to take a header off the Construction Crane after days and weeks of depressive roleplay but kill their character doing it? Fair enough. What isn't helpful is every bank robbery to turn into a hostage situation, prison breaks every night and repeated suicide attempts from the same person because they are bored. All of which has happened in the past, as @Ash alluded to.
  16. The gun being visible was a script decision, not a rage limitation, made quite a while back, we're not forced into it. I suppose they didn't like people ass pulling pistols with no pre-warning. Not exactly realistic but perhaps logical for the server. I'm sure they could look at revising the list of guns that are hidden and the list are visible to make more sense with the addition of the other weapons now but I think for certain pistols it should still remain visible. Perhaps those guns being hideable, you could toggle hiding and unhiding it. Uniformed Cops aren't going to hide their firearms away for example.
  17. Unless it's really in the way, which at least for Chilliad it's not, I don't see a point in removing it.
  18. It makes sense if you are trying to chop two vehicles, no?
  19. That's wild, but maybe next time don't put all your eggs in one basket, play a little smarter and maybe you don't end up being the filling in two groups' raid sandwich. I'll be honest, if I had grounds to raid your house and found the motherlode inside, I'd probably have a cheeky giggle as well. Take it on the chin, learn from it and don't make the same mistake next time. The opps are everywhere!
  20. If it don't make dollars, it don't make sense, my slime. -1
  21. Dear Eclipse Community, This is the first development blog that is from the modification team here at Eclipse and it is intended to brief you on some of what has changed, how it's changed and an insight into why it has changed. The main goal of the modification team is to supplement the development updates with a more-personal roleplay experience that is unique to our server and community. Previously, you will have seen that with the last map update in March, as well as vehicle updates and previously our clothes. It is what that in mind, this update focuses on the first of our planned map updates. Restructuring We have undertaken a restructure of our how are modifications are installed on the server and that will unfortunately dictate that you will likely have to redownload the server files when you next play. The main reason for this is that it will allow us moving forward to modify projects individually. Currently, updating some of our maps might come with a 300mb download, all for the sake of updating an individual map. While 300mb is not a large file, when you factor in the size of our player base, it's begins to add up. This is a more progressive way of working and will stand us in good stead for the future. Phased Updates This first release contains what we consider to be required map changes. We determined these to either be updates to maps that are essential updates to our current roleplay environment or global map updates which don't affect anyone specifically, with the exception of a few key faction locations. These global map updates include the Map Fixes (https://www.gta5-mods.com/maps/map-fixes) and Fixes and Improvements (https://www.gta5-mods.com/misc/fixes-improvements) from creator Alex106 as well as updates to the Forests of San Andreas (https://www.gta5-mods.com/maps/forests-of-san-andreas-revised) and GTA:V Remastered (https://www.gta5-mods.com/maps/gta-v-remastered-enhanced) from Larcius. Additionally, we have worked on cleaning up player properties to allowing for better access by removing frozen doors or gates as well as other objects that obstructured access, allowing for deployment of outdoor gates and doors of the players choosing and within their control. Basegame Clothing As a precursor to our future clothing update, we have also added a number of additional textures to some of the base-game clothing where there were simply black and white checkered textures. We understand you will be looking forward to the clothing update and we'll have more details about that in another release soon. Updated Locations Bolingbroke Prison We have made our largest update to the Prison Interior since it was implemented several years ago. This includes a re-work of the prison yard, adding a helipad for medical and prisoner transport as well as segmenting the yard into lockable sections. We have altered the lighting in the cell block to make it easier to see during all times of the day, we have added benches to allow for prisoners to sit, removed bunk beds to allow prisoners to roleplay sleeping as well as fixed the broken cell area. We have also committed to a certain level of personalisation for the DOC faction and the prison as a whole will feel more like Eclipse's prison than just an MLO we bought. Pillbox Hospital We have also made some changes to how Pillbox loads, to hopefully improve performance in and around that MLO. Previously, the interior map was loading however we have taken steps to correctly hide certain rooms of the hospital from being loaded until needed. Paleto Sheriff Station and Police Parking Garages The Paleto Bay Sheriffs Station has been updated with a new, personalised MLO. This not only mores more use of the ground floor but additionally, also adds a second floor for the Sheriffs' Department to use. Sticking with LSSD, we have also added another location at Sandy Shores which replaced the existing station and hospital with a brand new station. For the LSPD, we have added an interior at Vinewood Police Station which covers all the levels of the exterior building. The same creator made both the Paleto Bay Sheriffs Station and Vinewood. Both Sandy and Vinewood have been added as secondary locations, to give those factions more scope to role-play in. We've updated some visuals and also installed parking at Mission Row and made changes to how certain rooms within Mission Row load, to hopefully improve performance around such a busy area. Plus, that pesky invisible wall at Mission Row has now been removed. Mechanic Garages for Los Santos Customs and Bayview We have made updates to the Los Santos Customs MLO, recolouring the inside as well as personalising it to the faction's specification with a front desk and bay numbers amongst other details. We are aware that it is an area where people experience some performance loss and we'll monitor that to see if we need to change things up further, beyond this. Bayview has had a update to it's current map, adding a (currently unscripted) car wash as well as additional branding for Bayview. However, there is something else quite special planned regarding this, in a future, upcoming update. Weazel News Weazel News has had it's interior updated with personalisation for the faction, as well as the implementation of garages for the faction to use as well. Downtown Cab Company We have updated the DCC Headquarters in Vinewood, now with exterior walls instead of fences, new text, a faster gate, a side gate, plenty of flowers and also fixed the broken mirror in the bathroom. City Hall We have removed a significant number of the Bollards around the City Hall, added in some additional water fountains, and updated the helipad.
  22. I'm so glad that you're in my Recruitment Division, what a guy!
  23. I'll stick the Off-Road vehicle flag on it if you want, then it's an off-road car.
  24. Unrealistic for criminals to be running around with a recording device on their chest for a multitude of roleplay-supported reasons but that doesn't quite feed the report mentality. Happily attack cops when they have the numbers advantage but heaven forbid a cop says a mean word to them, then it's a big deal. In fairness to the OP, half the time we're watching a video in game, it don't work properly anyway. Something, something, people lie or have selective memories when it comes to recounting /ldo so relying on actual footage as backup is always the best way forward. You know, because if we place the wrong charge, that gets blown out of proportion.
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