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Sarahh last won the day on April 28 2025
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Sarahh started following COPS / CRIM , Changes to LEO Discussion , [Auction] Paleto Bay Gun Store and 1 other
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Police Search & Pull Over RP Fairness I would like to give feedback regarding the current interaction between police players and criminal players on the server. Recently there have been situations where officers pull over random players with very weak or unclear IC reasons only to ask them to step out and search the vehicle or person. The issue is that, OOCly, everyone knows many criminal players carry illegal weapons or items in their cars. Because of this, some officers use extremely broad suspicions to justify searches even when there is no strong RP evidence this creates unfair gameplay because * Criminal players can lose their entire RP situation from random stops with little roleplay scenario * Officers can always create an after the fact IC reason when questioned by admins. *It encourages on guess that criminal have iilegal stuff on them instead of meaningful investigations. *Players feel targeted simply for driving around. In real life, police do not stop every person and force searches only because they might be suspicious. Especially on a roleplay server with a limited player count, repeated random pull-overs become frustrating and damage the criminal RP experience. Stronger Reasonable Suspicion Requirement Police should need clear and visible IC indicators before forcing a player out of the vehicle or conducting a search. *Matching suspect description from an active situation or same car license plate that evaded or seen in active shootout *Visible weapon/drugs/blood. What is not acceptable for example saying We suspect you from another situation” without any ongoing RP evidence not going to pull over everyone in game because you suspect them or using OOC knowledge of player reputation to justify searches Police should not be allowed to stop players mainly to see if they have illegal items. RP should be based on evidence and interaction, not guessing. Undercover Detective RP & Drug Lab Currently, detectives are able to heavily abuse undercover Roles by dressing exactly like criminals, using normal civilian vehicles, wearing masks, carrying heavy weapons, scouting labs, and waiting for criminal players to expose weapons or activity before instantly calling large police backup units the problem is that this creates unfair gameplay and removes meaningful criminal RP Criminal players often cannot realistically identify whether someone is another criminal,a random civilian,or an undercover officer this means detectives can intentionally bait reactions from criminals without giving players a fair chance to roleplay the situation properly and honestly there is big different High Risk for Criminals and No Risk for Police, jail time, losing weapons ,losing armor, losing money materials, losing cooking progress , losing access to labs, and losing hours of RP progress. Meanwhile, police players usually lose almost nothing if they die or fail the operation. This creates an unbalanced risk reward system because even criminals win a quick fight before more backup comes they can't even loot cops guns as rewards for losing Armors that cost 20k import price without gang tax with 30% chance to win the fight. Most players already know the limited drug lab locations OOCly because the server population and available locations are limited and additionally many police players have criminal alts or previous criminal experience meaning they already know What criminals how to defend themselfs and where to hide or bike setups in evading they send units to bike setups before even bike was setup there, Because of this undercover investigations sometimes feel less like organic RP and more like using OOC awareness inside IC situations. Some undercover detectives intentionally behave like criminals near labs to provoke reactions and create easy arrests or raids Detectives should not be allowed to: *fully imitate active criminals with masks and heavy weapons *intentionally bait armed reactions *camp labs waiting for technical violations. Undercover RP should focus on investigation and evidence gathering, not trap gameplay Detectives should need stronger RP evidence before shutting down labs or conducting raids long term investigations controlled buys,witness statements,active surveillance with documented RP,confirmed criminal activity. If criminal organizations can lose large amounts of progress from raids, police operations should also carry meaningful consequences for failure,This would encourage more serious and tactical RP from both sides instead of disposable raid attempts. POVS: Police Helicopter & Criminal RP Balance At the moment, police helicopters are being used to scout criminal activity from extremely high altitudes where criminal players cannot realistically hear or notice them. Officers then follow players leaving labs or illegal areas for long distances until they eventually reach stash houses or other important locations before conducting raids or arrests.This creates unfair gameplay because criminal players have almost no realistic counterplay against helicopter. Main Issues to criminals helicopters Can Scout Without Risk Police helicopters can stay extremely high in the sky where criminals cannot hear them,cannot see them clearly,and cannot react to them.This gives police nearly perfect tracking ability with very little risk of losing the suspect vehicle,Meanwhile, criminals on this server do not have access to helicopters themselves, making the situation heavily one sided, Instead of stopping suspects earlier using ground units, helicopters often silently follow players from labs directly to stash houses or important criminal locations, If police suspect a vehicle leaving a lab, they should coordinate with cruiser units to make a stop earlier rather than silently tracking the player until larger raids become possible,Drug labs already have limited locations that many players know OOCly When helicopters are allowed to scout these areas from extreme altitude, it becomes too easy for police to monitor criminal activity with almost no effort or risk this hurts criminal RP. Helicopter should not be using for driveby from heli because its not fair for other players that cannot react to it and 100% losing fight This feedback is not against helicopter RP itself. Helicopters are important for: pursuits,major police operations,search missions,and active situations. Police Teamspeak Usage & Radio Fairness regarding the current communication balance between police factions and criminal factions during RP situations On the server, most players communicate ICly using in-game radios,phone calls,or proximity communication. Criminal groups especially rely on radio frequencies for coordination. These frequencies can sometimes be discovered by police through RP, informants, or confiscated radios, which is completely fine and can create good RP, However, the issue comes from police officers being able to simultaneously use in game radio frequencies AND external Teamspeak communication at the same time during active situations. This creates an unfair advantage compared to criminal players. Main Issues When police discover a gang frequency, officers can listen to criminal communications in game while still communicating instantly through Teamspeak.Meanwhile, criminal players must manually change radio frequencies relay information through nearby players or temporarily stop listening to one frequency to speak in another. Criminal players are generally not allowed to use Discord external voice apps,or OOC communication during IC situations because it counts as metagaming.But police effectively gain similar advantages through Teamspeak communication while treating it as IC coordination This feels inconsistent from a rule fairness perspective. when police got criminal freq they should leave teamspeak or mute atleast to play fair way not listen to his teammates in teamspeak and listen in sametime to gang freq. Taser Usage & RP Fairness regarding police officers using tasers from moving vehicles during active situations.Currently, some officers use drive by tasers from police vehicles to instantly stop fleeing suspects. This often gives criminal players almost no chance to react, continue RP, or create meaningful evasion situations,While tasers are an important police tool, using them directly from vehicles creates unfair and low-quality RP interactions. No Realistic Chance to React When officers taze someone directly from a moving vehicle the suspect usually cannot react cannot continue evasion and cannot create further RP This removes tension and interaction from pursuits Drive by tasers often feel less like roleplay and more like using mechanics only to secure quick wins Instead of coordinatedchases,vehicle blocks,spike strips,foot pursuits,negotiation, Police Already Have Major Advantages helicopters multiple cruiser units,spike strips,radio coordination,air support,and backup units.The issue is specifically the use of drive-by tasers from vehicles, which often removes meaningful interaction and creates one sided situations. officers want to deploy a taser they should exit the vehicle first establish proper line of sight and engage on foot. Undercover Identification and Combat Balance and using modification on weapons Another concern is the increasing use of heavily disguised undercover police characters who visually and behaviorally resemble criminal players to the point where it becomes almost impossible to distinguish whether someone is law enforcement or an actual criminal. Recently, some undercover officers have also started using weapon modifications commonly associated with criminal factions, including suppressors on rifles and sniper weapons. Combined with criminal style clothing, unmarked behavior, and hidden positioning, this creates situations where players cannot realistically identify who they are interacting with until the scene has already escalated into a fight, The issue is not undercover roleplay itself, but the level of advantage and imbalance it creates during combat-focused situations. Currently, the punishment and risk levels between both sides are heavily uneven. Criminal factions face permanent losses and jail time after failed situations, while law enforcement lose nothing and this need to stop to be honest because its unfair. NOTE: This feedback is not against police RP. Good police RP is important for the server. The goal is simply to prevent low quality searches and create more balanced enjoyable RP for both criminals and officers.
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Lotte Schloss 3,750,000
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Suggestion to Scale Drug Manufacturing Level(s)
Sarahh replied to skeletee's topic in Criminal Suggestions
I agree with what you said. I feel like starting from zero again gives me no motivation especially when I need to cook 250x drugs a day to reach max level in 4 months. I can't cook that much anymore because of the number of factions using the labs. Only 5 are active, and they have 2–3 tables that barely get used. We need more tables and a new marijuana plantation in other labs. I agree with this idea because I feel that holding a lab should give you Criminal EXP based on the time you spend there. For example, if someone is cooking 10x of a drug like LSD on each table, it takes at least 23 minutes of holding inside the lab. You should gain some experience for helping your gang member cook it would make players enjoy staying in the lab more. To prevent AFK abuse, you could make it so Criminal EXP is only given when there are drugs actively being cooked on the lab tables. -
Max AP crim is 100 not 150 I guess last time you have played Crim 2019-2020 I reported it myself, but nothing happened because they said they had IC information and a way to find out about the lab that they couldn’t share with others. To be honest, if there’s a script or something like that involved, we’d like to know.
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Hallo, thank you for working hard on the server and the script, but... We've never seen this idea suggested before, and we don't know whose idea it was to add a script that disables players from peeking with weapons. In my opinion, this script would mostly affect players on the Criminal side. Imagine having to face 20 cops without any way to cover your body, while they’re equipped with MGs, MK2s with 150 AP , and snipers all while you're unable to take cover. I would just say this isn’t even fair play for the criminal side anymore, especially for players who want to enjoy it.
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I would like to suggestion that Points of interest ( Blips ) be able to share them to your faction not only to ID player. I think we need it so we can share locations between faction members if needed.
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Active Radio for atleast 2min after you get injured because there is ppl can get normal injured and they can still speak in radio's and that can help the player to give their location if no Medic or Police around, If you say we can text them in phone most of the criminal side have phone off the only way to contact your friends is radio so i think 2min is enough fair time to give to player to speak in radio. I would like to add example could be like - PD/SD having there panic buttons to show their locations within gps, so we would like extra time to use radio at least to give location
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+1