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Everything posted by Bala
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When I assisted @Thang with the creation of the Archaelogy script (and by assisted, I mean I helped him test it out, he did all the heavy lifting) the locations were almost all in the county. The Senora National Park. the Winery etc.. We did to give the county something and we did that because thematically, it fit the county more than the city. I dunno how we ended up robbing graves lmao. As for the house robberies, if the Chilliad Town ever gets added, the devs could quite easy add the apartment interiors to those houses and people would go rob on top of the mountain. You're welcome Sheriffs Department btw.
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The MKII weapons were overpowered Rockstar creation for GTA Online that got added that probably shouldn't have been added. Did all of them have to be removed? No, but it's probably easier than manually balancing them.
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Change Polling to allow long standing players to vote
Bala replied to Coolxghf's topic in Game Suggestions
There is also the implication by their inclusion that donating to the server allows you to have more of a say over the direction of the community than someone that does not, lol. That you said the reasoning is that we want to prevent players that have not played in a while from logging on and voting, is to me part of a larger problem in the community. Finding out the reasons why someone no longer plays here and through that, maybe ways that we could entice them back to the server, would be incredibly useful. It's not just about keeping what we have, it's about still trying to grow the server. I mean this in a respectful way Timmy, you are not going anywhere. Now what I mean by that is, regardless of whether or not the server still grabs you like it used to or it doesn't, you're going to continue to put your time and effort in. It's a noble effort, one that is reflected in actually quite a lot of our player base. Eclipse still can claim it's doing reasonably well, because of the loyalty of people like yourself. Now I don't know if my thread sparked the poll off or it was some other reason but when I heard about this course of action, I was pissed off by it. Because, while as players we're equal, our interests are not. Check any suggestion thread, any community meeting or discussion, every one has their own agendas and interests at heart. In a community that has been absent a singular focus for the best part of maybe 3-4 years and just moving from idea to idea, rather than having a proper strategy for community development and improvement. It was a criminal thread, that involved some cop stuff as well. If you're not someone that is or was either a full time criminal or at least a full time cop, I don't know that you should be the intended focus of that sort of a poll. This was why I made the effort to reach out specifically to the leaders of those groups for their top 5-10 ideas. Not only are they active crims but they represent the interests of their factions. You saw the data. Prison, Impound, Knockouts, Marijuana growing, 2019 Labs and the Pacific Bank Robbery were something that at least half of all the criminal factions that declared their votes wanted. In the case of the prison improvements, it was as high as 87.5%. With the landscape what it is (GTA 6, where ECRP is now etc..), I think we've got maybe one or two big swings left in us and I'd really hate for us to end up wasting those opportunities by prioritizing the wrong areas because we've got feedback from people that don't have a horse in that particular race. -
Increase The House limit in the credit store by 2
Bala replied to Tylerwalk's topic in Civilian Suggestions
Why would you need that many houses? If it's for car slots, could be achieved by making garage slots purchaseable for houses then there would be less need for a 2nd.. 3rd.. 4th house -
I was hoping people would resist the urge for once to not turn this into another cop/criminal argument. Because in doing so, it makes it like every other suggestion, and the people doing it have missed the point of the fucking post in the first place. Turning it into a shit show inevitably leads to it being locked. Turning it into a shit show inevitably leads to it being ignored. I don't even want to dig into the community poll thing, because it is what it is. But yes, I do regret wasting my time to give a platform for any more of that. The whole experience has soured me on making further attempts in the future for sure, which I'm sure will please certain people.
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I can't lie, the way this thread has ended up going and what came out of it, I dead ass regret spending the best part of a day of my life on it. Some of you need jesus.
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You also donate to support the continuation of the server, which is what the Niobe purchase achieves. There is a difference between a 10 km/h reduction and putting Niobes in dealerships for example, quite a bit of difference actually. You don't need to refund someone's money, but you could offer them some credits. I'm sure if they care about the server enough to donate their money to it, a reduction of 10 km/h won't be a deal breaker for them. A Niobe going 230 is still incredibly fast. Especially since this is not just a proposal to cap speeds at 230, there are many more proposals for criminal in this thread and arriving all at the same time would do a number of positive things; Police wouldn't have as much time to "harass" criminals individually, as some crims put it. Their "harassment" stems from some cops trying to make a situation happen because nothing else is happening at that time. Less police per pursuit, as again, there is more alternative situations for cops to respond to. If a pursuit or even a traffic stop is the only thing happening for 20 minutes, everyone is going to want in on that. The prison experience would be better, so it would be less of an OOC punishment to go there. When this server was in it's prime, the only cars that stood out were things like the Comet Retro if you kicked the tires in or the Hakuchou Drag. There wasn't a bunch of meta vehicles. Adding the meta vehicles to the credit store was a bad decision for balance, even if it came with monetary rewards. I get people don't want a reduction if they have these sorts of vehicles but it's about fairness and balance.
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I'll just explain this once, because I don't want the thread to be overtaken by this nonsense. Banshee, Itali, Niobe, Issi Sport, Paragon S etc.. the cars that can go 240 with ease, those are not super cars. They are sports vehicles. That is their designation by Rockstar. The Supers are valuable for their looks and their rarity in the server, not their performance for the most part, because their performance isn't anything to shout about. The reason for wanting to lower the speed cap has absolutely nothing to do with super cars, it's to do with the meta vehicles. In fact, by narrowing the gap between the meta vehicles and the super cars by 10 km/h, you are marginally increasing the usability of the supers that actually do go 215-220. As for what @Smoke1 said, it makes no difference to the RP but people aren't driving the meta vehicles that go 240 for RP, they're driving them to give themselves a (significant) competitive edge. It's like you have two guns, one has a much higher fire rate than the other but they both cause the same damage per hit. Which gun are you picking? You're picking the one that has the higher fire rate. I don't really want to see PD driving meta vehicles if I'm honest, but at this point, it's either we get one or the speed cap has to come down some to at least bridge some of the gap.
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I genuinely cannot tell if you're memeing or not. If you are, get outta here with that. This thread is about balancing and re-adjusting crim to work for the server, not making the gap wider.
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While I'm sure there are still reasons to be positive, the absolute worst thing we can do is inhale the copium and try and kid ourselves that what is going on, or rather not going on, is acceptable anymore because that's how we go another six months without any sort of direction or positive movement on the crim side of things. Those factions you mentioned @SteakHappy are somewhat doing well despite the environment they are in, not necessarily because of it. Imagine how well they could be doing if things improved? I don't know if the recent changes have really addressed anything substantially, to me it just seems like the same stale content has now been made into a grind. Maybe I'm being harsh with that and I'm wrong, I don't know and maybe i'll be corrected but I think we're all a bit sick of the same old same, no? While we've still got plenty of players, is the time to do something. Not wait and see how rough things can get, by then it's a bit too late.
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I'll be honest, if people are picking "sides", then they either didn't read the original post or they didn't understand it. It's already a massive task getting the developers to recognize this thread and do some of the things on it, without people turning it into shit show and getting it locked. Crim is not doing well, and as a result, cop isn't doing well either. If improving one area, also improves another then that's a big W for the server. But what we need right now more than anything is positive energy around this.
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We have to obviously be practical and see things for how they are, however. When you think about it, if the devs come out and said we're going to pour our efforts into making the stuff in this thread or even suggestions like it a thing and they were serious about doing it, how much would that honestly reinvigorate people into wanting to play. It makes financial sense as well, the more people enjoy the server, the more likely they are to donate to support it.
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No major rant this time, just being honest as a long-time ECRP player when I say that Crim has been struggling for a few years now but what has made the need for this more urgent is that cop role-play has also rapidly declined over the past 5-6 months as well, to the point where a lot of players feel there is nothing much to do anymore, things are stale and dare I say it, boring. If we don't address this and address this well, seriously focusing on a better cop/crim playing experience, it'll be boredom that finishes the server, not GTA 6. ECRP isn't "dead", but if we're honest, it's not anywhere near where it could be or it should be. So, whats the problem? As far as I can see, boredom and complacency for the most part. Right now, crim is dominated by the labs and PVP. I don't think that's necessarily because it's what everyone wants but because in the ways that matter, it's one of the only rewarding options and that is if you're the one doing the clapping. There is a lack of support for creative or low-conflict groups, with them getting pushed out or criticised for not being aggressive. Prison feels like where OOC enjoyment goes to die and then we wonder why crims hate getting caught so much. Cops have been somewhat reduced to cleaning up scenes and forum paperwork. Robberies are over before we even get an alert and with little activity, PD/SD gravitates to either over-populating on things like traffic stops or what some crims might consider harassment to generate activity. SD also is pushing more and more into the city, but that's not so much an over reach, more a symptom of a lack of activity in the County. Both sides are stuck on the old hamster wheel, running the same races over and over until we've had enough and move onto something else, with little to no incentive or variety to do anything different. Adding leveling to activities is a nice addition but it doesn't change the excitement of those activities. While things like radio jammers and being able to use a cop radio are quirky additions, they're not really getting to the heart of the problem. So, whats a solution? My solution isn't just more content for content's sake, it's a clear, focused direction of travel for the server to go in, I feel like we're right now a mix of all different people's ideas of what the server and crim should be. I can appreciate that my vision might not be your vision, that you might be resistant to my ideas because I'm a cop or because you think I'm an asshole but I see cop/crim as two sides of the same coin. In order for playing a cop to be good, play crim needs to be even better right? I had hoped to be able to reach out to the official criminal factions to get their input into this. LFM were gracious enough to let me speak to PD, SD, LSEMS and DOC about their involvement in these activities but unfortunately, it wasn't quite possible to do with FM so I've just tried to, anticipate criminal player's needs with this thread and I hope I've done you and myself justice. So, whats my plan? Take what worked in Eclipse’s past and adapt that for 2025, no blind reverts. Improve the experience for all criminals, not just long-standing faction players but small time criminals. Rework outdated activities (store robberies etc..) to make them more rewarding. Better balance City vs. County criminal activity to help PD and SD maintain healthy boundaries/jurisdictions. Reintroduce randomness to add risk, reward, and unpredictability. Sensibly increase meaningful police involvement in criminal activities. Make prison more of an unique IC experience and less of an OOC punishment. The Suggestions TLDR I've done bullet points here, because I know some of you guys don't like reading a lot. However, if you could spare some time to read through, you'll hopefully see the hows and whys. I know there are some controversial takes on there but I don't think we should shy away from them if it's going to lead to something better. Incentives Incentives for people not using a mask when committing crime by offering them more money. Incentives for people taking the risk of committing crime closer to police stations by offering them more money. Incentives for factions to bring their leader alone to their robberies. Health Add a Knockout system, to have a non-lethal way of committing violence to someone else. Add Bleeding Levels, when stabbed or shot, to add weight to getting hurt even if you win a fight. Add a script way to kill someone, without actually shooting or stabbing them. Alter medical stabilisation, to be no longer permanent. Change the wellness system, to instead take your last death into account for how long you stay there and then when you are done, you are good to go. Add death icon/radius on the map, so you can avoid going to where you last died for 30 minutes. Weapons Re-balance the Taser, removing the infinite recharges but adding more taser time. Slightly reduce the weapon damage across the board to prolong gunfights. Reevaluate the MK II weapons and remove the most OP weapons from use. Forensics and Investigation Script the K9 sniffing of people and vehicles. Add scripted Gunshot Residue and Barrel Heat to clothes and weapons, upon their use. Add body bag ability for medics / law enforcement to more conveniently handle bodies. Gambling, Names and Reputation Bring Tequil'la back, with some of the stuff from the Diamond Casino. Add daily horse racing, like the lottery script, for an extra way to gamble. Add Criminal Reputation Jewelry, jewelry that collects value and reputation the more times you commit crimes wearing it. Add the ability to buy a fake ID. Add the need to accept to see someones badge or license. Add automatic ALIAS for people that you haven't already aliased, if they show you their badge/license. Robberies Update the Store Robberies, allowing for the till to be ransacked, the store shelves to be shoplifted from and the back room safe cracked. Add the Pacific Standard (Los Santos Bank) as a Bank Robbery but make it larger in scale than the Fleeca Banks. Add random Scripted Money Truck Heists. Add a Vandalism Activity, where you are paid to commit certain acts of vandalism. Update the existing ATM Robberies, both crowbar and rope. Add the ability to steal money from an ATM, using a cloned bank card (with the name of pre-existing ECLIPSE players) Update the House Robberies, to be at any time and also, to unlock new interiors as you progress. Vehicles Add the Vehicle Exporter, where you have to steal a specific civilian car and deliver it. Add the ability to share a GPS marker with another player. Reduce the Speed Cap on Vehicles to 230. Make the Impound Semi-Automated so you can get your car(s) if no one shows up within 10 minutes. Add some health to permastalled impounded vehicles upon repair. Add a Pay N Spray option for people to repair vehicles they do not own for a premium price. Chops, Labs and Drugs Return the server run chop shops and labs to be more similiar to their 2019-2020 counterparts. Add new robbery rules to server run chop shops and labs. Add a drug supply activity, to restock the drug labs with their ingredients. Add a Drug Dealer job where you must prepare specific orders of drugs and sell them to NPCs. Add Mobile Drug Labs to the upcoming Caracara RVs. Add the ability to grow your own Marjiuana anywhere grassy on the map. Prison Add a Grace Period to your Prison Time, to allow you to remain in prison beyond your sentence for 30 minutes to conclude your RP. Alter the impact VIP has on your prison time and instead, go off in-character modifiers to reduce or increase your sentence. Make Stamps Persistent to your character, like a bank account. Add the option for criminals with 15 minutes jail or more to serve their sentence in DOC instead. Re-add the Poker Table to Prison. Add Packs of Cards, to enable more role-play games between players. Update the Prison Laundry Activity. Remove the Prison Mining Activity. Add Prison Gardening and Prison Janitorial activities. Add the ability to make drugs while in prison. Add Hold The Yard, for factions to gain passive amounts of influence. Add the ability to purchase weapons and burner phones for inmates. Add scripted prison breaks, to allow for fugitive role-play, without the need for admin intervention. Knockouts (NEW) Currently, any damage that a player does to another player, regardless of whether it is fists or guns, is fatal. This suggestion aims to change that. If you down someone using your fists or a non-lethal melee weapon then they will fall to the ground, black out but crucially, they will eventually come around or can be helped up by another player. This adds support for fight club role-play but also, adds something different to the melee weapons and also, means that people do not necessarily have to go to guns to resolve a dispute, particularly if the dispute doesn't really warrant a gun fight in the first place. But currently, fist fights are lethal and they shouldn't be really. Applicable Weapons: Fists, Bat, Crowbar, Flashlight, Golf Club, Hammer, Knuckles, Nightstick, Wrench, Poolcues and Candy Canes. How would it work? Player would end up rag-dolled on the ground, like they are currently. Their screen would go black, they would be unable to speak or interact with anyone. They would also be able to be cuffed or searched with no able resistance. A player would be knocked out for around 90 seconds. During this time, a player could be helped up by another player. Medics or Law Enforcement that have BLS training could help the player up with no need for the mini-game. Regular players or Law Enforcement that do not have BLS training would have to do a couple successful repetitions of the lock-picking mini-game to get them on their feet. Taser Rebalancing We currently use the taser that is balanced for the use in GTA Online, with infinite recharges and a taser time of around 10 seconds. Additionally, it is not required by the server rules to have to role-play the effects of a taser once you are back on your feet. This leads to cops having infinite opportunities to tase someone but also usually means that a person might need to be tased 4-5 times before they get the message. I personally feel this isn't really balanced well but also, leads to shit role-play. While I want to take into account realism, it's also a game so this is what I'd want us to do with the taser. The taser would come with two rounds, down from an infinite amount. Need more charges, get them from your car. The taser time would last for 15 seconds, up from ten. If you are tased more than five times, in a five minute period, you will end up incapacitated. This is to try and prevent people fucking about, while still allowing people to reasonably flee. Weapon Damage Rebalance and Removal of OP MKII Weapons I think that we should re-review all of the MKII weapons and come to a consensus on which of those weapons we should remove from circulation, as they are too over powered for both criminals and cops. It's important to remember, these weapons are made for GTA Online, not for an RP server. Appreciate that people may have bought skins with credits, but those can be refunded. What is more important is that, the use of firearms, which is an important aspect in a GTA server is balanced. Remove the Combat MG MK II and refund the amount that a player purchased for them. Re-review the MK II additions and remove the ones that are too OP. I also feel like gunfights are over too quickly due to the amount of damage some of these weapons do. Reduce the amount of bullet damage by 10% across the board. It still keeps the damages consistent but gun fights go on fractionally longer. Scripted K9 Sniffing Features (NEW) It occurs to me that is some debate right now about whether Police K9 is overpowered or not, as there is no supporting game mechanic, my understanding and correct me if i'm wrong but, it's essentially a yes/no question about whether there is actually drugs/weapons in the car and then whatever that answer is, is what the roleplay ends up being. What I want us to do is make a bit of game out of it and at least give the person having their vehicle sniffed, a chance to get away with it. While I accept that dogs, especially trained Police Dogs have incredible senses of smell and would likely get it right almost every time, every time isn't necessary. I think "most times" would be sufficient. One sniff of the vehicle per RP situation would be permitted, to avoid forcing a definitive outcome. Cops would do their normal role-play of the K9 Unit. The K9 Cop will click on the vehicle and choose the K9 option. K9 does their sweep of the vehicle. Drugs - If there are drugs in the vehicle, or drugs on the people inside the vehicle, the K9 is more likely to bark acknowledging there is something inside the vehicle especially if there is a higher quantity. Guns - The outcome would depend on the size of the weapons being carried with heavies more likely to trigger the dog and also, the amount of guns in the vehicle as well as when those guns were last fired. Ultimately, it's weighted towards the K9 finding something still but the more guns and drugs you have in the car, the more likely the dog is to sense something. There is a logic to that, something you as a criminal can do to affect the odds, but there is zero chance of being able to break the rules by lying about whats in there and also, you're not necessarily completely fucked the moment the dog shows up either. Scripted Gun Shot Residue and Scripted Weapon Heat (NEW) Scripted Gun Shot Residue The idea is simple, if you fire a firearm in the server, the residue will collect on your clothing items with gun shot residue and it could be used in investigations to help prove that someone may have fired a gun or been near one. Scripted Weapon Heat Additionally, if you fired a firearm in the previous 30 minutes, the gun would feel warm to the touch upon inspection. While that time frame is a little unrealistic given that most barrels cool after a few minutes, it's a game like. Neither of these things are necessarily evidence on their own but they're supporting evidence for when things go to court. Recovery, Death Icons and Respawning at Hospital (NEW) I'm not a fan of the wellness system. I've seen it exploited by people to allow themselves to die easier, particularly when they're being arrested but also, once you've died on a scene, you'll usually want to go on about your day and not have to limp around. Appreciate the feature attempting some realism for your injuries but on death, the situation is ended for your character. Instead, I'd like to introduce a recovery time to the hospital and it'd depend on when you last died. You respawn laying on a hospital bed, in your own dimension, recovering from your injuries. The amount of time you spend laying on the hospital bed would be conditional on when you last died. If you had gone months without dying, the recovery time would be like 10-20 seconds. If you died the same day, the recovery time would be like 60-90 seconds. Once the recovery time was over, you'd spawn at the location you'd normally spawn at, depending on where you died. If it's in Los Santos, inside Pillbox. Blaine County would be Paleto MD. Prison would be back in the cell block. The important thing though is you'd no longer be feeling the effects and you could continue about your day. Death Icon and Radius There would be a skull icon on the GPS where you died and a radius to remind you where you should not return to. This would last for however long staff want you to stay away from a scene after dying (think it's like 30 minutes) This is a reminder for you so you don't put yourself in compromising situations. Bleeding (NEW) Currently, unless you lose a shootout and become injured, there is no further need to address the injuries you've sustained, except for replenishing your health. This would change that, depending on the amount of times you are hit with a lethal weapon, like a gun or a sharp melee weapon. Adding weight to lethal force, for everyone involved in a situation. Forensics and Blood Trails Upon sustaining damage by being stabbed or shot, it would instantly spawn a blood trail at your feet. If you are moderately or heavy bleeding, then you move, a new blood trail will spawn every 10-20 seconds depending on the bleed. Using an item of clothing or a bandage to stop the bleeding will soak it in the blood of the person it's used on. Items of clothing could be cleaned by putting them in a washing machine. Detectives could however examine a blood soaked clothing item, for DNA. If a player's blood is in the database, they can match it up. Items that have been soaked in blood in the previous 30 minutes will come back as fresh. Items that have been soaked in blood after 30 minutes will come back as dried blood. Player Bleeding Player Bleeding would be in three levels, depending on the damage you sustained. Moderate and Heavy Bleeding would be the levels that would need attention. There would be a treatment window where the effect of blood loss is frozen, but once that window expires, you would begin to feel the effects of the bleed Light Bleeding Trigger You've been shot or stabbed up to 2 times. Effect Purely immersive/cosmetic, blood stained clothes in the inventory. The effect lasts for two minutes then clears. Treatment Not necessary, but bandaging, using an item of clothing or being given BLS by any another player would clear the effect. Visiting a hospital. Automatic Roleplay Indicators Dezzy_Bala would be slightly bleeding from their wound(s). Dezzy_Bala has sustained minor wound(s). Dezzy_Bala is showing signs of a recent minor injury. Moderate Bleeding Trigger You've been shot or stabbed between 3-4 times. Effect You have a treatment window of 2 1/2 minutes before you start to feel the blood loss. Once the blood loss starts, there would be a slow health drain. Additional Blood trail updates every 20 seconds. Treatment Self-Treatment with a store bought bandage. Basic Life Support from another player. Tops or Pants can be used in an emergency, but will become soaked in the blood of the person they are used on and cannot be used or worn again. Visiting a hospital. Automatic Roleplay Indicators Dezzy_Bala would be moderately bleeding from their wounds. Dezzy_Bala has sustained significant wounds. Dezzy_Bala would be visibly be bleeding quite a lot. Heavy Bleeding Trigger You've been shot or stabbed over 5 times. Effect You have a treatment window of 90 seconds before you start to feel the blood loss. Once the blood loss starts, there would be a regular health drain. Blood trail updates every 10 seconds. Treatment Store bought bandages could delay the bleed out by 30 seconds (to a max. wait of 90 seconds) Clothes could delay the bleed out by 30 seconds (to a max. wait of 90 seconds) Visiting a hospital. BLS from Medical Personnel. Automatic Roleplay Indicators Dezzy_Bala would be heavily bleeding from their wounds. Dezzy_Bala has sustained quite a number of wounds. Dezzy_Bala would be quickly losing a lot of blood from their wounds. The Coup de Grâce / Killing Shot (NEW) When someone is down on the ground from sustaining life threatening injuries, you would have the opportunity to make sure they die without necessarily just shooting them. Go to someone on the ground that is dying. Choose the Finish option and do a few successful repetitions of the mini-game. Depending on the weapon of your choice, you will do some sort of role-play move to finish them off. No weapon - Lewis_Langley delivers a final kick to Jason_Castillo's face. Melee - Lewis_Langley slams their melee weapon down with full force on Jason_Castillo's skull. Gun - Lewis_Langley presses the barrel of their firearm against Jason_Castillo's head, firing once. Medic Stabilization This was requested by MD, but essentially, instead of /stabilise being a freeze on you bleeding out indefinitely, it would simply be a postponement of you bleeding out and when you started bleeding out again, there would be some Automatic Roleplay Indicators (/dos) that your condition is worsening again. This goes for MD and anyone with BLS. Body Bags I'll be honest, dealing with bodies is a pain in the arse, so my idea is essentially that MD and Law Enforcement can interact with a body, put it inside a body bag and then put a body bag in their trunk to dispose of it when they de-spawn their car. Interact with a body and use the Bag Body option, as MD or Law Enforcement. The body will de-spawn and a body bag object will spawn in it's place. Pick up the body bag object, which in your inventory would be very light and place it in your vehicle's inventory. As much as we'd like coroners to be active, they never are, they're probably never going to be so no point inconveniencing others. Tequil'la Gambling What occurs to me is that while the addition of the Casino was a positive one, there was something about Tequil'la that brought criminals together, maybe it was the fact they couldn't kill each other because it was a no-crime zone. Bring the poker table back to the basement. Add blackjack from the Casino to the second floor. Add the new slot machines to the dance floor, replacing the old ones. Horse Racing This would be a copy of the lottery but on a daily basis at 6pm. Daily Horse Races, at 6PM UTC. Buy one ticket per day for $1000 from either the Casino or Tequil'la. Choose your horse based on the odds. Midnight Meteor - 2/1 - $2,000 Rapid Rascal - 3/1 - $3,000 Bronze Bullet - 4/1 - $4,000 Dust Devil - 6/1 - $6,000 Cactus Comet - 8/1 - $8,000 Giddy Gamble - 10/1 - $10,000 Neon Nightmare - 20/1 - $20,000 Redeem your winnings before 6pm the next day. Semi Automated Impound (NEW) The Impound has been an issue for criminals for years, debates on whether it should be fully automated have come and gone but the best way forward for it at this point is, semi automation. By that, I mean you would give PD and SD a reasonable window to attend the Impound but at the same time, not the point where players are inconvenienced if they don't arrive. This means that regardless of the player count, you can always retrieve your vehicle. If you have a valid license, you can use the buzzer to get someone to the impound. If you do not have a valid license, you won't be able to call the buzzer but it will tell you you don't have a valid license. However, you being wanted or not wanted will have no bearing on whether you can call or not, only if you can get your car released. You can ring the buzzer once every ten minutes. When you use the buzzer, it creates a call in the MDC that a police unit can respond to. If you are wanted for arrest, it'll display that call in a different colour to normal. From your end however, you will be notified when someone is responding to the impound so you know someone is coming. If you leave the area, similar to a news or mechanic request, the call will automatically close and you'll have to wait the full ten minutes to be able to re-buzz to prevent spam. If after 10 minutes, no one comes to the Impound to attend your request, you will be able to release your own vehicle from the impound. That keeps the person-to-person aspect of impound but also safeguards it for people wanting to get their cars out. Additional Impound Changes Add an optional hourly modifier to /impound, which would allow for timed impoundings of vehicles in specific scenarios where withholding a vehicle is lawful. Add a small amount of health to perma-stalled vehicles upon their release from the Impound ($250) to allow them to be able to drive it out of the Impound to Bennys or Bayview for repair. Add the amount that the release will cost to both the UI for the police releasing the vehicle and also, for the person getting their car out so they know how much they need. Criminal Reputation Jewelry (NEW) The premise is simple, you would designate a jewelry piece like a chain as your "reputation" piece. When you commit certain criminal acts on the server, such as doing a bank robbery or a store robbery or robbing a house or chopping a car or cooking drugs, your jewelry piece would gain 'reputation' on it. The more reputation that you build on a piece of jewelry, the more value it would have to either to the pawn shop if you choose to sell it or alternatively, if you want to turn the item in towards maintaining faction turfs. Additionally, if you were to steal someone's jewelry piece, you could also sell that or trade it in at an NPC to help maintain your turfs. This not only incentives people to buy jewelry and wear it, it also adds a degree of realism especially within gang culture where people's chains is a big deal. Fake IDs, Showing ID and The ALIAS system One of the cornerstones of Eclipse is being able to set custom names to remember people by but what if you could show someone a name that wasn't really yours, or what if when you showed someone that name, it conveniently remembered you as them so they don't have to add it themselves. Fake IDs Because of the limitations of the MDC, Fake IDs wouldn't necessarily work on cops but they'd work on people without MDC access. Buy a fake ID, choose a name (that isn't taken, to avoid inevitable trolling) and instead of /showlicense, you'd also be able to do /fakelicense which would look exactly the same. Now, if a cop ran your name and it didn't come back to anyone, there would be a problem but if you met someone for example, and they have you their fake license, you'd assume that was their name until proven otherwise. Showing ID Showing someone your badge or license needs to be changed so that the other person has to accept your request for you to show them, because obviously there is quite a bit of information and you don't always want to see it, it's a bit powergamey otherwise ALIAS The only thing that I'd like to change about the ALIAS system is that, if you haven't already set someone's name and they're a stranger to you, if they show you their badge or license, it'll automatically update their name for you so you don't have to do the command. You would still be able to give them a custom name and overwrite it, but if you don't then it'll do the work for you. Store Robberies I see store robberies as an entry level criminal activity. Something that people new to the server wanting to be a crim would do, be it solo or in a small group. Hence why I think it'd be absolutely fine for people to be able to do it solo or to make the decision to just go for cash in hand, rather than packed money that benefits official factions. Payout Increase: 10% increase on the current pay out of the store robberies. Risk v. Reward Silent Alarm: 5% chance for the cashier to hit the silent alarm as soon as they begin being robbed. Risk v. Reward Location Modifier: Each store will have a baseline amount that can be taken from it, but stores closer to police stations will net the robbers more money. Risk v. Reward No Mask: Earn an extra 5% on the robbery, by not wearing a mask while robbing the store. Risk v. Reward Leader Presence: Earn an extra 2% on the robbery by having your faction leader present at the robbery. Back Room Safes: Allow the back room safe to be drilled into (like in a house robbery) during an active store robbery for 25% extra cash. Solo Robbery: Holding up the cashier from close enough will allow the person with the gun to start robbing the cashier, similar to GTA: Online. Pocket Money / Packed Money Switch: By interacting with the store's world UI before the robbery starts, you would be able to switch between whether the store gives you actual money or packed money for turfs. Different criminals have different needs. Achievements Stick Up Kid - Collect money from the shopkeeper, with the gun in your hand. The Lock Whisperer - Successfully open a 24/7's safe in the back room. Living Dangerously - Steal money from a store with a high location modifier (close to a police station) Store Till Snatch (NEW) Pretty straight-forward, go into a store interior that has a till and use the world interaction menu, followed by a couple rotations of the lock-picking minigame, to attempt to snatch money from it. A single attempt on a till will come with a 30 minute timer on that till. Risk v. Reward No Mask: Doing this with no mask will increase your chances of success. Successful Rotation Outcomes Successfully steal pocket money from the till, with no alerts. (73% with Mask / 83% without Mask) Successfully steal pocket money from the till with an alert. (20% with a Mask, 10% without a Mask) If you are wearing a mask, the alert will be yelled from the shopkeeper that you are stealing from the till. If you are not wearing a mask, the shopkeeper will call 911 about you stealing from the till. Find no money in the till, with no alert. (5% chance) Find no money in the till, and be knocked out by the shopkeeper. (2% chance) If you are wearing a mask, the alert will be yelled from the store by the shopkeeper that they knocked out a potential robber. If you are not wearing a mask, the shopkeeper will call 911 that they knocked out a potential robber at their store. Unsuccessful Rotation Outcomes Unsuccessfully steal pocket money from the till with an alert. If you are wearing a mask, the alert will be yelled from the shopkeeper that you are stealing from the till. If you are not wearing a mask, the shopkeeper will call 911 about you stealing from the till. Plus, a chance for you to get knocked out by the shopkeeper for trying to rob the store. (10% chance) 24/7 Shoplifting (NEW) This is a pretty simple one but inside each 24/7 on the shelves, there would be world interaction menu to shoplift an item off the shelves, which you could take to the pawn shop and sell. When you start, you'd use the wheel mini-game to attempt to steal the item from the 24/7 list. You'd have two attempts at it. Failing on the first chance, the shopkeeper would yell at you to stop and there would be a 5% chance for them to call the cops. Failing on the second chance, the shopkeeper will 100% report you to the police for shoplifting, if they had not already been called. Risk v. Reward No Mask: Improve your chances of a better drop, by not wearing a mask while shoplifting. The item you receive would still have the security tag on, to distinguish it being stolen and legally owned. The item you receive would be an item that goes for a couple grand. You'd take the item to the pawn shop and sell it for pocket money. Achievements First Time Offender - Successfully, steal your first item. Buy None, Get All Free - Successfully steal 10 items. Self Server - Successfully steal 50 items. The Shoplyfter - Have the shopkeeper yell at you for attempting to rob their store. Pacific Bank Robbery (NEW) This is the big bank in Los Santos. The main reason for adding this is that it offers a lot of extra space and new dynamics to bank robberies than the Fleeca banks can realistically offer. Multiple entry and exit points, plenty of room to move about. The Pacific Standard Bank would have two vaults in it's basement. Money Vault, this would be similar to the Fleeca Banks in that it comes down to picking doors and drilling vault doors open. It would also be accessible by tunneling into the bank as opposed to needing to go in through the front. Gold/Silver Vault, this vault would be more secure than the money vault and contain gold/silver bars. Risk v. Reward Leader Presence: Earn an extra 2% on the robbery by having your faction leader present at the robbery. Risk v. Reward No Mask: Grab 5% extra money from the bank if you are not wearing your mask. Entry Teller Door Aiming a gun at the teller will instantly open the first door to the till area. Someone else will then have to go into the till area and knock out the NPC as if you stop aiming at them, they will sound the alarm. Stair Door At the second door at the top of the stairs, you will have several options to get through the next door. Lockpick. You can pick lock the door but failure to pick the lock correctly will electrocute the player for 10 seconds. Risk v. Reward: Cheapest method, but comes with a 7% chance to trip the silent alarm. Crowbar . This would take 40 seconds to pry through the lock. Risk v. Reward: Sure method, doesn't require any player action but comes with a 4% chance to trip the silent alarm. Thermite. You can purchase Thermite from a Dodgy NPC and set it to work on the lock. This would take 15 seconds to eat through the lock. Risk v. Reward: Sure method, doesn't require any player action but comes with a 2% chance to trip the silent alarm. Key Code You can also purchase a key code from the Dodgy NPC, that is a one time use. This is the most expensive but sure fire way to get through the door and will instantly open the stair door without tripping the alarm. Money Vault At the big metal vault door, you will have two options to get through the next door. Drill You can drill the lock the door but failure to drill the lock correctly will electrocute the player for 20 seconds. Risk v. Reward: Cheapest method, but comes with a 5% chance to trip the silent alarm. Key Code You can also purchase a key code from the Dodgy NPC, that is a one time use. This is the most expensive but sure fire way to get through the door and will instantly open the vault without tripping the alarm. Once inside, you can open the lock boxes on the walls or grab the money off the table. Gold/Silver Vault There would be a security guard at the desk. Aim a gun at him and have someone else knock him out. Interact with him while he's unconscious to get his security pass, to open the gold vault. Inside the vault is six locked cages. To gain access to the cages, you can use a variety of different methods. Lockpick. Risk v. Reward: Cheapest method, but comes with a 10% chance to trip the silent alarm per cage. Crowbar Risk v. Reward: Sure method, doesn't require any player action but comes with a 4% chance to trip the silent alarm per cage. Bolt Cutters Risk v. Reward: Sure method, doesn't require any player action but comes with a 2% chance to trip the silent alarm per cage. Thermite. You can purchase Thermite from a Dodgy NPC and set it to work on the lock. Risk v. Reward: Sure method, doesn't require any player action but comes with a 1% chance to trip the silent alarm per cage. Once inside you can grab the packed cash or the gold/silver bars. The Gold/Silver Bars would be heavier per unit than the packed cash but worth more. The Gold/Silver Bars would need to be melted down at the Foundry. Once the bars have been smelted, they can be sold at the pawn shop or to an NPC for influence/payout. Miscellaneous Bank Changes Bank Tunnels Add world interaction teleports for the tunnels placed under the banks, as an alternative exit/entry route from the front. These exit out somewhere nearby the bank but not directly outside. Bank Roof Add world interaction teleports to get on top of the bank, as an alternative exit/entry route from the front. Gold and Silver Bars Add a random spawn of gold or silver bars to Fleeca banks as well. Risk v. Reward Leader Presence: Earn an extra 2% on the robbery by having your faction leader present at the robbery. Risk v. Reward No Mask: Grab 5% extra money from the bank if you are not wearing your mask. Risk v. Reward Location Modifier: Each bank will have a baseline amount that can be taken from it, but banks closer to police stations will net the robbers more money. Achievements Easy Payday - Grab Packed Cash from your first bank robbery. The Goldmember - Grab a gold bar from a bank robbery. Stuffin The Pockets - Grab Packed Cash from 5 bank robberies. Hands Hands Hands - Grab Packed Cash from 10 bank robberies. Career Blagger - Grab Packed Cash from 25 bank robberies. Money Truck Heist (NEW) Every hour or so, a broken down money truck will spawn locked, in a secluded location in either Los Santos or Blaine County. Inside the truck, is a vault with packed money and silver/gold bars on the table. Find a spawned truck and use one of your own methods of gaining entry to the truck, whether that is a crowbar, bolt cutters, con saw or using a tow rope to pull the doors off. At the point you gain entry, the alarm on the truck will go off and police will be notified of a break-in. You've got to grab as much as you can then dip out. After 20 minutes of being spawned, the truck will disappear. The truck will then re-spawn again in another 45-90 minutes. The random time is to avoid people just constantly going for these at specific times every hour. Risk v. Reward No Mask: Earn an extra 5% on the robbery, by not wearing a mask while robbing the van. Risk v. Reward Leader Presence: Earn an extra 2% on the robbery by having your faction leader present at the robbery. Achievements Ultimate Opportunist - Take money from your first money truck heist. Bricked Up - Take a silver or gold bar from a money truck. Great Ocean's Eleven - Take money from 11 money trucks. Heist Heist Baby - Take money from 50 money trucks. Heist of the Century - Take money from 100 money trucks. Vandal (NEW) For this activity, you send by Skid, an NPC that doesn't believe in law and order, only petty vandalism. They're an angry trust fund kid, with too much time and money on their hands, that just wants to see stuff get wrecked. Arson You are tasked with setting a fire at the entrance of a specific house, custom property or business. You will need to buy a jerry can from the 24/7 and head to the location. Once there, you will set the fire by waiting for a timer and you will get paid by Skid. Risk v. Reward Concerned Citizen: 5% chance for a concerned citizen to call the police about you starting a fire when you start the timer. Risk v. Reward No Mask: Earn an extra 5% on the vandal activities, by not wearing a mask while committing them. Fire will then spawn at the location and 911 will be called for the Fire Department to come and put it out. Parking Meter Destruction You are tasked with damaging a number of parking meters within 60 seconds. You will need some sort of tool to destroy this, whether it's a crowbar, a con saw or a wrench. Risk v. Reward Concerned Citizen: 5% chance for a concerned citizen to call the police about you wrecking parking meters. Risk v. Reward No Mask: Earn an extra 5% on the vandal activities, by not wearing a mask while committing them. You'll receive a little bit of pocket money for this but you'll get paid, the more meters you damage in the time. After the job's done, Skid will wire your money. Phone Boxes You are tasked with smashing up a specific sidewalk phone box. You won’t need any tools for this. Head to the phone box and starting beating the crap out of it. Like the drug lab tables, there would be a health bar on the phone box. Risk v. Reward Concerned Citizen: 5% chance for a concerned citizen to call the police about you smashing the phone box up. Risk v. Reward No Mask: Earn an extra 5% on the vandal activities, by not wearing a mask while committing them. After the job's done, Skid will wire your money. Electrical Boxes You will need a screwdriver for this. Head to an electrical box and interact with it. Using the lockpicking mini-game, you will begin ripping wires out of the electrical box. There is a 1% chance when you pull the wires out, for the entire power to go out for 5 minutes. Risk v. Reward Concerned Citizen: 5% chance for a concerned citizen to call the police about you ripping wires out of a electrical box. Risk v. Reward No Mask: Earn an extra 5% on the vandal activities, by not wearing a mask while committing them. You will receive copper wires in your inventory which you can sell at a pawn shop Damaging an ATM You are tasked with battering an ATM, causing it to malfunction. You'll need a crowbar or a wrench for this. Go to the marked ATM and use the minigame to simulate the damage. You aren't stealing it, just wrecking it. Risk v. Reward Concerned Citizen: 5% chance for a concerned citizen to call the police about you breaking an ATM. Risk v. Reward No Mask: Earn an extra 5% on the vandal activities, by not wearing a mask while committing them. Once broken, it will no longer function for the same period of time as someone stealing it. After the job's done, Skid will wire your money. Tagging You are tasked with tagging a wall, sidewalk, or structure at a specific location with spray paint. You’ll need to buy a spray can from a 24/7 as normal. Once you arrive at the location, put a tag anywhere in the radius of where you are told to. After the job's done, Skid will wire your money. Risk v. Reward Concerned Citizen: 5% chance for a concerned citizen to call the police about you spray painting. Risk v. Reward No Mask: Earn an extra 5% on the vandal activities, by not wearing a mask while committing them. Achievements It's a Banksy - Do your first spray paint for Skid. Firestarter - Set your first fire for Skid. Sparked Out - Remove the wires from your first electrical box for Skid. Cash Is King - Vandalise your first ATM for Skid. Call Disconnected - Push over your first phone box for Skid. Out of Service - Destroy your first parking meter for Skid. ATM Robberies - The Crowbar Risk v. Reward Silent Alarm: 5% chance for the ATM's silent alarm to go off as soon as they begin being robbed. Risk v. Reward Location Modifier: Each ATM will have a baseline amount that can be taken from it, but ATMs closer to police stations will net the robbers more money. Risk v. Reward No Mask: Earn an extra 5% on the robbery, by not wearing a mask while robbing the ATM. The main change for this is to simply reduce the amount of repetitions from around 45-50 to 25-30. Achievements The Thunk Life - Open your first ATM with a crowbar. Jammed Up - Open 25 ATMs. Heist of the Century - Open 50 ATMs. ATM Robberies - The Rope Currently, two drawbacks to the rope pulling theft of ATMs are that if you are not in the area of an ATM when it's spawned then it won't sync and the other thing is that the GPS tracker seems to go on a little too long. So, what I think we can do is give the player a decision the moment they pull that ATM out of the wall. Option #1 - They can instantly leave the scene and try and get away from the scene of the crime as quickly as possible with the ATM. This will mean that the GPS signal lasts as long as it currently does. Option #2 (New) - They can load the ATM into the trunk of the vehicle, but it will take a little bit of initial time to do, with a cancelable timer. Once the ATM is loaded into the vehicle, the GPS signal will be lost faster. Achievements Tug of War - Pull your first ATM from the wall. Trunkin' The Stash - Put an ATM into the trunk for the first time. To The Victor, The Spoils - Open an ATM and get the Pull Me Back In - Pull out 10 ATMs from the wall. This is Brasil! - Pull out 25 ATMs from the wall. End of the Rope - Pull out 50 ATMs from the wall. ATM Robberies - Stolen Card Skimming (NEW) With this, you would purchase a cloned bank card of a character that already exists in the database from a dodgy NPC. On that card would be a random amount of money on the card and also, an amount of times you could try to crack the PIN before police are alerted that you are trying to do it. Purchase a Cloned Bank Card from one of the Dodgy NPCs. When you inspect it, it would come with card details. These would be the owner of the card and 75% of the PIN. For example, "Lewis Langley - 361X" Additionally, there would be an amount of times you could try to skim the card without the cops being alerted but you would not be notified of this. This would be between 2-5 times. Head to any ATM and insert the card into the machine. You will be prompted to enter the PIN of the card, you could attempt this up to 9 times. The machine would begin processing the card, which would take 20 seconds each time. This would be a cancel-able timer, but cancelling would count as an attempt. When the silent alarm is triggered by the ATM, it'll call 911 with the location and the name on the card. For example, "[DISPATCH] ATM on Atlee Street has flagged a cloned card in use, listed to a Lewis Langley. Possible skimming attempt. (/resp 123)" Risk v. Reward No Mask: Earn an extra 5% on the skim, by not wearing a mask while skimming the ATM. Risk v. Reward Location Modifier: Each card will have a baseline amount, but ATMs closer to police stations will net the robbers more money. There are two reasons why including a character's name would be cool. One is that like the plates, it'd just be a fun thing to collect cards belonging to characters that you know but also, when it comes to evidence and proving someone did it. You could match someone's bank card with their name and charge them accordingly. Achievements PIN me, Pay Me - Skim your first cloned bank card. Swipe Artist - Skim 10 bank cards. No Decliner - Skim 25 bank cards. My Flexible Friend - Skim 50 bank cards. House Robberies The current house robbery system offers a fun premise but quickly becomes repetitive and predictable due to a lack of interior variety and exploited mechanics. This proposal aims to improve immersion, reduce meta-gaming and enhance progression/ replayability. So, what should we do? House Robbery Interaction Menu Remove the "House Robbery" interaction menu for a house robbery in progress. Add a "Robbery Options" entry to the regular House World Interaction Menu, for ALL houses. When the robbery options entry is selected, it will bring up the options for the robbery such as entering, picklocking and law clean-up, in the U-style interface. While that doesn't completely eliminate the potential for meta-game, it does make it more difficult as there is no visual prompt. Allow Robberies During The Day Keeping it for the night was a good mechanic as you have the sleeping NPC but if you rob a house during the day, the noise meter would instead alert a Nosy Neighbour. In real life, the most house robberies actually happen in the early morning, rather than the middle of the night. If you choose to rob a house during the day, the noise meter would be a little more sensitive but overall the payout would be slightly better. To avoid constant spam, just add a cooldown on robbery assignments for say every 8 in-game hours. Remove the Paid Robbery Aspect and Make the Assignment Random The current system encourages players to always choose the most expensive targets, usually houses in the Vinewood hillswhich all use the same interior, making the house robbery experience repetitive. Instead, robbery assignments should be randomized, with burglar progression-based unlocks. New burglars would start with low-tier homes, while better interiors (like upscale apartments or hillside houses) become available as they level up This adds variety, encourages progression, and removes the need to spend money just to start a robbery making the job more rewarding and less exploitable. The penalty for failure is your time wasted or getting caught. Additional Unused Interiors There are a number of interiors that have not yet even been added as interiors for player housing but would serve to add variation and challenge to the job. Like for example, being able to rob the Casino Apartment would be like end game. Achievements The B&E - Successfully lockpick your first house. Cat Burglar - Steal your first item from a house. Daylight Robbery - Lockpick a house, during the day. Don't Wake The Baby - Successfully lockpick 10 houses. Creaky Floor Boards - Successfully lockpick 25 houses. The Lockmaster - Successfully lockpick 50 houses. Risk v. Reward Silent Alarm: 5% chance for the "neighborhood watch" to call police as soon as you gain entry into a house. Risk v. Reward No Mask: Pick up 5% more cash by not wearing a mask while robbing a house. Risk v. Reward Daylight: Increase the potential for more cash to spawn but the noise meter would be more sensitive during the day. Vehicle Exporter (NEW) Contact a Vehicle Exporter NPC via phone who will give you a civilian spawned vehicle they need stolen. Drop a Vehicle Exporter NPC a text message. They will assign you a civilian spawned vehicle to steal. You steal the vehicle and take it to the drop-off point (either LS Terminal or Paleto Bay) You wait in the car while the car is exported, for 60 seconds. You get paid. Achievements Gone in Sixty Seconds - Export your first vehicle. The Name of the Game - Successfully hot-wire a vehicle. Shippin' Ain't Easy - Export 10 vehicles. Carn't Be Contained - Export 50 vehicles. Pockets Aint Empty Cuz - Export 100 vehicles. Miscellaneous Car Changes Lockpick Minigame - Make it easier to lock-pick the vehicles by increasing the margin for error. Add a shadow background to the mini-game to make it easier to see in bright weather. Player Vehicle Despawn Time - Increase this by two hours. More cars on the road means more RP opportunities. Civilian Car Spawns - Increase these spawns, to account for an increase of people stealing them. Government Faction Vehicle GPS Removal - Removing the GPS' from government faction vehicles should come with a timer. This would not prevent their theft but also, keep the ability to retrieve the vehicle going for longer to discourage people from stealing them just for the sake of it. Illegal Pay N Spray (NEW) Visiting this place will allow you to get a repair for a vehicle that you do not own, for a price. Bayview and Bennys do not currently offer this, if I'm correct? But, if you visit the Pay N Spray locations, you can get the car fixed for $2500. You won't be able to get a car that you do own fixed however, as I don't want to take away activity from Bayview/Bennys. Shared GPS Marker (NEW) This would be incredibly helpful for street races and street racing factions to be able to plan out official routes, but also to be used in a variety of different ways by other groups, like for trainings or just that you want to meet somewhere and you don't know where that is. In Person Set a marker on your map. Do /sharemarker [id] with someone in reasonable range with you and if they accept, it'll share that marker on the map. By Phone Set a marker on your map. Text someone with just the word "marker" It will send them a text message of "[PHONE NUMBER or if you have them saved] wants to share their GPS coordinates with you. Reply marked to accept." If they text you back with marked, it'll give them your GPS marker. Speed Cap Reduction to 230 Hear me out on this one, because I think the imbalance is a problem and the problem is somewhat two-fold. First, some credit vehicles offer extremely high performance that, while exciting, creates an unbalanced experience in pursuits and while you probably won't give a shit about that if you own one of these vehicles, consider that balance is a two way street. For example, trying to chase a Niobe with a standard police car is comparable to pulling out a Jugular against a 180-190 km/h vehicle. Second, vehicle performance does favors players with high-end PCs. This isn't just a criminal advantage, some cops do benefit too but it creates an uneven playing field that goes beyond skill. While we could introduce law enforcement versions of these vehicles, that likely wouldn't be a popular move. Credit vehicles aren't just about performance—they also offer exclusivity. I don’t think police vehicles should be made faster to match. Instead, lowering the speed cap from 240 to 230 doesn't remove the value of credit vehicles but does narrow the gap—especially for players with average PCs. It reduces the performance delta between standard high-performance cars (~200–205 mph) and meta vehicles/high-end setups (~235–240 mph) by about 25%. This adjustment still preserves an advantage for those with premium setups, but brings everything into a tighter, more balanced window. Importantly, it also aligns better with the police helicopter’s top speed (around 225–230 mph), creating more reasonable and competitive scenarios. Server Chop Shops (NEW) For the server chop shops, revert to the old system for chop shops where you'd go to a specific location on the map with a vehicle that didn't belong to you and you'd sit in the car for a period of time when it is chopped. If you needed to flee, you could turn the engine on and try and make a getaway. There would be two active server chops at any one time, most locations would be in the County but some in the City also. The rotation would reset at 12pm every in-game day. You take a stolen vehicle to the chop location and turn off the engine, you then type /chop and a timer begins. If you start the engine of the vehicle or exit the vehicle, the timer will cancel and you will have to restart. The longer the timer goes on, the amount of dirt and the overall health of the vehicle will decrease. Towards the end of the chop, the engine might not turn on instantly, so getting away in the vehicle may or may not be possible. At the end of the chop, it would offer you the chance to either be paid in pocket money or packed money. You would then be paid and the car would de-spawn. In the case of it being a player vehicle, it'll go to Mors Insurance. In the case of it being a civilian vehicle, it'll trigger the spawning of a new vehicle somewhere. Achievements Chop Chop! - Chop your first vehicle at a server-run chop. Parts Exchanged - Chop 10 vehicles at a server-run chop. Greased Monkey - Chop 25 vehicles at a server-run chop. Scrap Daddy - Chop 50 vehicles at a server-run chop. Chop Suey - Chop 100 vehicles at a server-run chop. Server Drug Lab and Chop Shop Rule Changes I feel like one of the most commonly frustrating aspects of using the server run chop shops and the labs is that ultimately, people come and they absolutely rinse your pockets of anything of value. While I understand why that makes sense, a practical compromise would be that people robbing could only rob pocket money or illegal items from you at these locations. So, for example, if you roll up on someone cooking drugs, you could take their drugs, their pocket money and any of the drug making ingredients but you couldn't steal their GPS or like their crowbar. The reasoning behind this is that you want to ensure people have consequences for getting caught slipping but at the same time, that people aren't getting completely fucked over when they're at a server lab or chop. Obviously if they have their own private chop or they're in a mobile lab of their own, it's a bit different. Server Drug Labs (NEW) Ingredients In 2019-2020, the ingredients for the drug labs spawned on site at the drug labs. Not only did this put a soft cap on the amount of drugs that could be manufactured at that location, it also meant that cooking drugs was incredibly easy and accessible to every sort of criminal. They didn't have to go around the map collecting materials then transporting them to the lab, which logistically isn't convenient especially for a new player. That being said, in this revision of the drug labs, players would have to pay for the ingredients they use at the labs. This is to control the profits of selling them but also, to ensure people do not take more than they need, just to clear out a lab. The ingredients would re-spawn every fifteen minutes or alternatively, players could use the new Drug Supplier activity to keep the ingredients coming. Rotation The amount of active drug labs in use at any one time, needs to be increased by at least, 2-3 locations. The reason why I made so many labs in the first place is because I wanted to normalize people using different locations with different challenges but also, so that people couldn't just run from lab to lab. The rotation also needs to prioritize Blaine County by a ratio of at least 2:1 Shutting Them Down & New Labs Popping Up There shouldn't be any hesitancy or awkwardness about finding a drug lab and then having to avoid closing it because it's not in use. Closing a lab should open another one somewhere else much quicker. Achievements We've Got Chemistry - Cook your first drug at a server-run drug lab. Somebody Cooked Here - Cook 25 drugs at a server-run drug lab. Yeah Science - Cook 75 drugs at a server-run drug lab. Say My Name - Cook 250 drugs at a server-run drug lab. Eureka! - Chop 500 vehicles at a server-run drug lab. Drug Supplier (NEW) You would be spawned a van by the server. Take drug ingredient packages from Cayo Perico to active drug labs and drop off the cargo at those labs, to restock the ingredients of that lab and get your money Going through the tolls at Cayo (the LS side), there would be a small chance for a tip off of your vehicle, with the model and license plate to be forwarded to the Police, with an indication of whether you are heading to a lab in Blaine County or Los Santos. If your delivery is Los Santos, PD will respond. If it's Blaine County, SD will respond. You will get paid on delivery. Drug Dealer (NEW) This one is straight out of Schedule I. Players would text a number with their phone, who would give them a drug order to fulfill and a specific server NPC to sell that order to. You would find the number to text, put on shady posters around some of the illegal places in the server or by asking another criminal for the number to use. You'd text the number with the type of drug you want to sell and the amount up to 10 of that drug, so for example "marijuana 10" You would receive a response with the buying NPCs name, the area of the server they live in and the window of time in-game it should be delivered by, so for example Lin Ling, Vespucci Beach, 13:30 - 19:30 You would have to wait for five minutes after organizing the deal. You'd go to the NPC and interact with them, dropping the correct amount in their inventory and choosing the sell option. Depending on how quick you delivered it and what drug it was, you'd then be paid in cash. Risk v. Reward There would be a small chance for Detectives to receive a tip-off with the name of the NPC and the area you will be dropping off in, this would be around 1%-5% depending on the drug you are delivering. Schedule I Drugs would be the most high profile, Schedule III Drugs would be the easiest. Achievements Deal or No Deal - Successfully arrange your first drug deal. El Burro - Successfully deliver your first drug deal to an NPC. Smoke Signals - Successfully complete a weed deal. Yeah, Mr. White! - Successfully complete a meth deal. El Pablito - Successfully complete a coke deal. RV Mobile Labs (NEW) Use the Caracara RV vehicle for more than just erotic roleplay. Take your RV out into the middle of nowhere and use it to begin processing drugs! Gather your drug making materials and purchase a Mobile Cooking Kit, to turn your RV into a private lab. Gather your materials for making your drugs. Purchase a Mobile Cooking Kit (MCK) from a dodgy NPC and place it in the glovebox of the vehicle. Choose the build option on the MCK, this will take 30 seconds to activate. The vehicle must be switched off to start activating the cook. Choose the Cooking Option on the RV's WI to begin cooking. The vehicle cannot be switched on when the MCK is active, it will need deactivating to move the vehicle again. Cooking drugs in the vehicle will slowly drain the fuel of the vehicle. Achievements Hot Box - Successfully cook your first drug in a Mobile Lab. The Roach Coach - Successfully cook your 50 drugs in a Mobile Lab. Kept It One Hundred - Successfully cook your 100 drugs in a Mobile Lab. Outdoor Marijuana Growing (NEW) Really simple premise. If you have the necessary ingredients, you can plant Marijuana ANYWHERE on the map where there is grass under your feet. I prefer this over growing inside because ultimately, it keeps people in world and keeps the crops in jeopardy of being stolen or found by the police. Requirements Plastic Pot, Marijuana Seed, Water, Fertilizer (Optional) Steps Find yourself an appropriate place on the map, where there is grass beneath your feet. Use the Plastic Pot in your Inventory. You will kneel for a few seconds, while the pot is filled with dirt. There would then be a World Interaction Menu spawn where you dropped the pot. Inspect, Water Pot, Fertilize Pot, Harvest Growth Time The growth time will depend on whether it's daylight or night time when it's growing. Plants will have their grow rate halved between 21:00 and 07:00. Seeds will need to have been previously watered, to begin growing. Growing during the daylight will take 30 minutes and 60 minutes during the night. Choosing the option to fertilize a pot will reduce it's remaining growth time by ten minutes. Achievements Earth Child - Plant your first Marijuana Seed. The Mud Life - Harvest your first plant. Green Fingers - Harvest 10 plants. Fruits of Your Labor - Harvest 25 plants. Weedforestation - Harvest 50 plants. The Prison Prison Release Grace Period (NEW) Currently, when your prison time is up, you are automatically teleported out of DOC to the front desk, whether you are in the middle of your roleplay or not. In order for you to continue that roleplay, it requires intervention by other people. This idea introduces a grace period, where you can stay for up to 30 minutes beyond your allocated time to conclude your role-play. It could be used for other uses, like finishing your work or waiting for your friend to get out etc.. No more auto teleport when your prison sentence ends. When your time does end, you will recieve a chatbox notification but it will also appear on screen that your prison time has ended. To leave the prison in the grace period, you can do /leaveprison and it would work similiar to the old /logout where you'd have a 20 second timer to do so. At the end of the grace period however, you will be forcefully kicked from the prison. Ultimately, it just puts more scope in prison roleplay in your hands, as opposed to the script. VIP Jailtime Discount and In-Character Modifiers I'll be honest, I don't like the amount of impact that being an OOC VIP has on jail time, which is an in-character consequence. That is not to say that I'd want to get rid of the VIP discount altogether, but I'd actually rather reduce it and rely more on in-character modifiers as to how much time a person has. These modifiers are somewhat influenced by some realism for sentencing. VIP Modifier This should be a smaller reduction than it currently is. Last Visit Modifier This modifier would depend on when you were last put in prison. For example, if you are in prison for the first time, you'd be have the most discount from this modifier but if you've been to prison in the previous day or two, the modifier would add some time on. Guilty Plea Modifier When you are placed into prison, you will be asked if you wish to plead guilty or not guilty towards your charges. If you plead guilty, there will be a reduction on your time but you will be unable to contest the charges in court later. Good Behavior Modifier DOC Guards would be able to apply a one use per sentence good behavior modifier to an inmate to reduce their remaining time, if they chose to behave themselves, they worked hard in prison, didn't get into fights etc.. Bad Behavior Modifier DOC Guards would be also be able to apply a one use per sentence bad behavior modifier to an inmate to increase their remaining time, if they got into fights or were unruly. Persistent Stamps Instead of just being paid out for your stamps on release, change it so they function like a one-way bank account. You could gain stamps while in Prison, but also cash them out at any time but ultimately this would stand those in prison in good stead for using the prison shop. Criminals entering prison wouldn't be given any free stamps for getting arrested, they'd have to work for them. They would however be given food and water, upon their entry. 15+ Minute Jail Term Prison Option Sitting in Mission Row or Paleto cells is somewhat of a miserable experience, where you don't have the opportunity to interact with anyone in a positive way or do anything. So this idea is simply, if a person has a jail term between 15-45 minutes, it offers them the chance when they are put in jail to transfer to Bolingbroke to see out their sentence. If they choose to, they will be roleplay transferred there automatically. Prison Poker (NEW) Add the casino poker tables to prison in the cell block, for recreation. Also, ensure that the bets are low enough so people don't run out too quickly. While I can appreciate that this isn't the most serious of suggestions, it has been a long standing request of DOC and prisoners alike to pass the time. Pack of Cards (NEW) 🂡 Add a purchasable pack of cards from the Commissary. This would also be useful on the outside in 24/7s as well. When you use the pack of cards in your inventory, it will randomly generate a card from the pack of cards (i.e. 8 of Clubs) and print it in the chat. This would allow players to play simple card games like Blackjack or Ride The Bus (Higher/Lower Card) with one another, gambling amongst themselves. Prison Barber (NEW) Add a Prison Barber Chair to the cell block. You would be able to use the hair menu, while in prison. You would pay with your stamps, instead of with your money. Prison Laundry Reduce the amount of time it takes to process laundry, it's too long. Add the option for a prisoner to lock a machine, if laundry is currently being washed inside. This would allow the prisoner to go and do more work while it's washing. When the washing machine stops, the machine could still be interacted with however and the clothes stolen. Prison Mining Remove the mining job from the prison. Not only is the payout pretty terrible, the idea of swinging a big pickaxe in the middle of a yard in a penitentiary probably doesn't make much sense. Prison Janitor (NEW) Prison is home to all manner of filth, so why not grab a mop and clean it up. Various different spills, whether blood or urine or water will spawn around the floors of the prison. Go to the spill and use the world interaction menu on it, to begin using the mopping animation to clean it up. You must complete a couple repetitions of the lockpick minigame to clean it up and 'despawn' the spill. However, should you fail the minigame, you will slip and fall on the spill and embarrass yourself in front of everyone. Prison Gardener (NEW) Inside the yard, conduct various gardening tasks (lockpick minigame) to earn yourself some stamps. Dry Grass will periodically spawn in the yard, dig it out. Mounds of Dirt will also periodically spawn, rake them over. Water the Apple Trees when they need it. All in the name of earning stamps Hold The Yard! (NEW) There would be interaction points in the yard and cell-block that allows official illegal factions to claim control of that area, in return for passive influence, while in prison. How it works: Be a member of an official illegal faction. Go to the interaction point in the yard or cell-block. Interact with the point to start claiming the area for your faction. You must stand there uninterrupted for 2 minutes while a timer counts down. If you leave the area or you are tased/tackled, you will have to start again. Once the claim is successful, your faction controls that area for the next 30 in-game minutes. When the 30 in-game minutes is up, it's back to neutral again. Prison Drug Making (NEW) Use those dark, quiet corners of the prison to make some substances (decriminalised and illegal) in prison. There would be certain areas of the prison, that you could use to make drugs like the laundry, greenhouse, janitor room, kitchen and showers or even in a cell in areas where there is world interaction. Toothpaste Speedballs Toothpaste Speedballs would be a low-level, but legal stimulant. You would need to buy the ingredients from the Commissary NPC. Caffeine Pills (Commissary) Toothpaste (Commissary) Note (Commissary) Use a drug making area inside the prison (similar to the current drug making script) to combine the items). You can either use the drug or you can sell it to an NPC inside prison. Usage Effects + Health Regen + You can move quicker and work slightly faster. - Light dehydration (reduces thirst meter slightly) Pruno aka Prison Hooch (Illegal) With Pruno, it's basically alcoholic drinks for the prison. Ingredients Apples (Yard) Sandwich (Commissary) Sugar (Commissary) Plastic Bottle (Commissary) Usage Effects + Health Regen + Increase in Hydration - Drunk Effect - Involuntary 'Hic!' every 1 minute in a Low Radius. Spice Papers (Illegal) There would be random drops of Spice that spawn in the prison yard, periodically among the dropped litter, taking those drops and combining them with other ingredients in a drug making area. The difference with Spice Papers over Toothpaste is that it would be illegal to possess Spice Packs, to smoke Spice and to make Spice Papers. Pack of Spice (Yard) Toothpaste (Commissary) Note (Commissary) Use a drug making area inside the prison (similar to the current drug making script) to combine the items). You can either use the drug or you can sell it to an NPC inside prison. Because Spice is illegal, it would net you more money than Toothpaste Speedballs. Usage Effects + Health Regen + 10% Armor - Drunk Walking Effect - Screen Visual Effects Hot Piff (Illegal) With Hot Piff, it would involve combining and sniffing prison chemicals on paper. Ingredients Bleach (Commissary) Ammonia (Commissary) Battery (Commissary) Note (Commissary) Use a drug making area inside the prison (similar to the current drug making script) to combine the items). There would be a 10% chance while making Piff, for the area around where the drugs are being made to catch fire. You can either use the drug or you can sell it to an NPC inside prison. + Health Regen + 20% Armor - Screen Visual Effects Because Hot Piff is both illegal and comes with the potential for a fire to start, this would earn you the most money. Prison Illegal Items (NEW) Save up your stamps and get yourself something extra special from the Dodgy Prisoner NPC. Weapons You could buy certain prison appropriate weapons from the dodgy prisoner if you have the stamps. These would be Broken Bottles, Knife, Switchblade, Nightstick, Poolcue and Knuckles. If you are caught with these weapons, it's more time on your sentence. Burner Phone If you have possession of a burner phone in your inventory, you would be able to use your current phone to call people while inside the prison. Whether that is people on the outside or the inside. But, If you are caught with a phone, it's more time on your sentence. Scripted Prison Breaks (NEW) Controversial topic but once upon a time, prison breaks were a regular thing on Eclipse. The reason they stopped being a thing was in part because everyone wanted to do it (they had big sentences) and to do it, you needed an admin to spectate and usually someone to be a hostage. The suggestion here is different. On the premise that you can save up enough your stamps, you could make the decision that you're going to try and get out of prison before you time is up. You can do that in one of three ways. Either you can climb the fences, go through an escape tunnel or alternatively be smuggled out of the prison. You could choose to do this solo or with someone you are in prison with. You could also use the burner phone to get someone to come and pick you up when you get out. Fence Climbing Cheapest of the three options, with four fences to climb over. Players must successfully complete repetitions of the lock picking minigame. Failure to do the repetitions will possibly lead to the guard yelling that a prisoner is trying to escape. The chance of this happening will increase the more fences you go over. 1st Fence will be 5%, 2nd fence 10%, 3rd fence 20% and 4th fence 50%. Successfully doing the repetitions will also possibly lead to the guard yelling that a prisoner is trying to escape. The chance of this happening will increase the more fences you go over. 1st Fence will be 2%, 2nd fence 4%, 3rd fence 8% and 4th fence 16%. In the event there are no prison guards on duty, the prison will also automatically call 911 to explain someone is trying to escape if the alert is triggered Once you are over the fourth fence, you will still be in your prison uniform but your clothing options will then be unlocked so you can drop them and you've got to make a run for it. Tunnel Escape Mid Level cost, requires a pickaxe from the Commissary. You can tunnel from anywhere inside the prison, if you have a pickaxe. The first phase of digging from where the escape tunnel is will last around 15 seconds. Successfully digging into the escape tunnel will spawn a World Interaction area. DOC guards can enter the tunnel if they find the place you tunneled from. The second phase will see you be teleported into the tunnel, which has a number of rocks blocking it. You must clear the rocks with the pick-axe. Each time you do, you run the risk of tipping off the DOC guards by tripping the sound detectors that you are tunneling. This however would decrease in chance the more rocks you clear from 12% to 3%. The third phase will see you choose your tunnel exit in the surrounding area of DOC. Smuggled Out The most expensive option. No player interaction needed, once you choose to be smuggled out, you will appear at the front desk like you've been released with your civilian clothes. MDC Changes To reflect the ability for people to be able to break out, a person's jail time would now appear on the MDC. So, if for example, you run Anakin Bringer through the database and he's busted himself out and has an hour left on his sentence, he's broken out and needs taking back to prison where he will be charged again and given more time on top of his remaining sentence. Inmates Command Add a command for Corrections to view all current online inmates in DOC and their remaining time. This allows for roll calls and alerts for missing inmates, enabling prison break/fugitive RP without the need for staff involvement or constantly to be going to the fuckin hostage situations. It also opens the door for a DOC fugitive recovery division outside the prison. Faction Management I've left this one until last and I was debating on whether or not to add it, because I don't want it to come across as a personal attack, so I'll do my best to be constructive and fair in what I say. I think that being in FM must be one of the most difficult and thankless tasks on the server. Ultimately, you are the people that the server looks to when things go sideways and you have to be the bearers of bad news when tough decisions need to be made. I don't envy those in that position and I certainly wouldn't like to be the one doing it. I think it's easy to lose sight of how stressful it must be and as part of a faction that is regularly made to be the bad guy, I can sort of understand the difficulty a little bit. You sometimes cannot win, no matter what you do. However. In the process of doing the clothes for the criminal factions, I have noticed some recurring and negative themes that crop up in these conversations and I think as important, if not more important than the script suggestions, these themes need to be properly addressed as well. Decisive Action Getting definitive and quick responses to situations is really, really important. Especially when there is a certain amount of negativity around those actions, it's important that the criminal factions feel that if they raise concerns, they'll be dealt with in a timely fashion. That means the decision makers need to be readily available, to make those decisions. Support for Alternative Factions A wonderful thing about FM 2.0 was the amount of factions that didn't really fit the conventional stereotypes of a criminal faction. Whether that is an organisation like the Girlies that is really unlike any other faction, whether that was like what Mid Night or ENVY were to the server or even just something like the Bus Pass Bandits. Not every faction wants to be going to labs and clapping. Forget a faction's lore for a minute, that's sometimes just not people's playing preferences and they shouldn't feel like they're being pushed into doing those things to advance as a faction, especially when the server is crying out for those kinds of variations. But, some of these factions DO feel pressured into that. Direction Ultimately, the direction of criminal role-play and really, the server in general should be dictated by the players that play on it it. FM and honestly LFM too, should be focusing on support for these factions to be able to achieve their goals. It shouldn't really be about those factions bending to an individual might want them to be, it should about how can FM get the most from a criminal faction in a way that promotes healthy activity in the server. It is unfortunately about what the player base wants, not just the elected members of staff and while I imagine we get more right than wrong, there does seem to be times where that gets lost. Communication Something that I honestly think weighs the factions of the server down sometimes, is how difficult communication is. Ideally, if say Shadows and PD have a problem, the leaders of those factions should be able to communicate and attempt to resolve that between themselves, it's only when that is unable to happen that FM or LFM should step in. Some of us (myself included) may act a little erratic and childish at times but we're mostly all adults and this idea that we have to talk to a team, to talk to a team seems really overly convoluted and silly. I'm not saying any of these things to be a dick or to be unnecessarily critical but because ultimately, we need our criminal player base to be wanting to play the server more, wanting to make more factions and honestly, a lot of what has been covered in this thread are major roadblocks that could actually be solved with a shift in our approach. Love you x.
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Reduce All criminal charges sentence length by at least HALF.
Bala replied to Demonmit1's topic in Criminal Suggestions
I was the one that hit you with the water cannon. That was one of the funniest things I've done in weeks on the server. Suppose it depends what end of the cannon you're on, but people can't protest properly without getting goofy with it. It got goofy so the cannons came out. -
Remove combat MG mk2's and carbine mk2's / nerf them
Bala replied to Gustavo Prez's topic in Discussions
It does feel like the server shit the bed with the weapons in circulation a little bit. Gunfights are over way too quick and both criminals/cops are rolling around with the weapons of mass destruction these days. It's just how it's gone though, bigger guns get added so we have to use bigger guns in retaliation and so on. @Osborn What I thought about maybe is setting a fixed date on when they'll be removed (for example, like August 1st), to give people the time to use what they have and at the point where they're removed, people could get a refund for the weapon if they still have one. Obviously at that point, they'd be removed from F4 as well, never to return. -
Events are great, especially when they are well planned out and executed, but I can't lie, i'm more concerned what happens (or doesn't happen) in the dead space between events right now. So, like as far as my involvement, I ain't really got the time. But, I wish Aldarine and the rest of the event people the best with it, they do some really sick mapping.
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-1. It may seem like a real dickhead thing to show no support for, but I'll be honest, after reading through that quality of life thread, it just reinforced to me that the community has been pulled all over the place and I'm not sure that as a collective, we know what we want. Everyone wants their own little corner of the server supported, without much thought to the greater objective. Giving people the opportunity to speak is sometimes a great thing, because it gives people the opportunity to be heard and feel like they matter. But then, if you've got the best idea, it's well received and then it goes nowhere, you feel like shit about it and may as well have not said anything. For me, we don't get where we want to be by trying to please every single player but the best way forward is a course of action that pleases most of them. We get there by thinking about the big picture and having a second minded focus on how to get there. We have too many discussions and debates and fucking teams of people in this server when what is actually required is someone to grab this server by the testicles, figure out a direction and then full send that bitch for as long as it takes to get us to GTA 6. I got a thread that i'm working on that tries to encompass what I feel would reinvigorate the main section of the player base again but i'm just a player like anyone else, so we'll see. It's more a plan than a discussion though, if I'm honest because we talk too much and don't walk enough.
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The unfortunate reality though, is that while for some of you this might not be a sticking point or you don't don't feel it is invasive, others will and won't want to play as a result. There is a cheating problem but I also think it's been a minute since we've looked into our own anticheat, I'd rather rely on the devil we know and rely on what we have in-house than potentially trust a third party with their definition of what might be cheating. I think this would be a controversial decision, at a time where I'm not sure we can afford to make them.
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I don't support this either, I'm all for doing what we can to make it as difficult for cheaters as possible but I agree with Thang, this feels incredibly intrusive.
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It's sort of irrelevant if they do because we're not running a popularity contest. As long as they're not going 230+, Neil_Niobe and Barry_Banshee don't really get a say.
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Any PVP-related game modifications should be against the rules
Bala replied to alexalex303's topic in Rules Suggestions
There's nothing wrong with the PVP itself, it's just that it's the main source of entertainment right now and where does that happen? Labs. Why does it happen there? Because robbing and killing people in non-isolated spots is frowned upon. The biggest problem with PVP that I can see at the moment, is everyone (cop/crim) is using the nuclear weapons. It's like Rust and everyone has the AK blueprint on fresh wipe day. People doing anything to win, because they can't take a loss isn't anything new. Too many people see their characters as an extension of themselves, because they aren't playing a character, they're playing themselves. They don't want to lose here too. Address the entertainment factor for criminal stuff and it'll take care of itself. You'll still get clapping, but it won't be the only film playing at the cinema. I can't lie, in the rare times I'm in one, I'd rather be involved in a shootout even if i'm target practice than sit through another criminal faction going all Iranian Embassy on city hall on a weekly basis kidnapping a Government official then getting misty eyed because they didn't get away with doing it. -
Any PVP-related game modifications should be against the rules
Bala replied to alexalex303's topic in Rules Suggestions
Sorry but I don't think the people that stretch the fuck out of their resolution and purposely make their games look like shit because they feel the need to give themselves a competitive edge on a roleplay server should be subjected to server punishments. I think that is a bit of a grey area and ultimately, it's somewhat of an inconsistent enforcement because unless you're going to stream your game looking more GTA San Andreas than GTA V like that criminal streamer does or share a POV self incriminating, it would be pretty easy to avoid detection. I'm being dead serious when I say this next bit, don't think it's sarcasm but I think people that do this for a competitive edge should honestly have the piss taken out of them and be ridiculed in the community. Making your game look like hot microwaved garbage on purpose in a roleplay server for a few extra frames per second so you can maybe clap better, is crazy work. Shameful shit. Don't punish these people, laugh at them. -
Reduce All criminal charges sentence length by at least HALF.
Bala replied to Demonmit1's topic in Criminal Suggestions
It's not an answer to the problem, it's just creating another issue. This would reduce the consequences a player faces for being caught even more than VIP and the last round of reductions did. Not only would that undermine that part of the server, it would severely impact the amount of activity that the DOC faction has and the inside of the prison is literally the only thing they have. Prison is shit. Crims know it, Cops know and DOC knows it. When I say shit, I don't mean your character will hate to go there, I mean it's a negative playing experience. I wouldn't want to lock someone away there for more than a couple hours, for any crime really. But at the same time, if they are in there for a flying visit then out again before the ink is dry on their paperwork, then whats the point? I don't believe that most cops enjoy having to do the mugshot RP, fuck about with the evidence and your legal possessions then spend five minutes writing up an arrest report about it, that is most likely never going to be spoken about again, but we have to do that to prop up the legal system we've shoehorned into the server. They need to tone the VIP discount on prison time down. If you are going to reduce anything to do with prison, reduce the fines. Then stop fucking about with the prison times and actually put a little bit of effort into making the prison a more bearable experience. Not digging tin out of a prison yard or playing AFK simulator. -
Something I felt important to point out, is that there is nothing wrong with PVP or enjoying PVP. In fact, you need a certain amount of it in an GTA RP server, otherwise this ends up like some sort of Second Life scenario. I've seen comments about PVP at labs. Yeah, that's going to happen when it's basically the main avenue of encounter that a criminal player will have with an enemy. There isn't much else besides it, so what do people expect people to do? Not play? AFK simulator? The problem isn't the action, it's the fucking boredom. Boredom leads to so many negative behaviors including people breaking rules. Why would I give a toss about following the rules when I'm not really invested in playing here period type shit? You fix the boredom, you fix the pvp problem, because you give people viable alternatives to just clapping for fun.
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Ultimately, we all know development time is limited so the focus should be on quality of life changes that are going to effect the most people possible. Appreciate everyone has a story as to why their ideas or their corner of the server should be supported like, but it’s about numbers at this point. Improving the criminal activities, how law enforcement factors into them, the prison and the impound. That is your base, your core focus, right there.