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Cyrus Raven

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Everything posted by Cyrus Raven

  1. Sure, I don't disagree, but why implement a script change when you can tackle the issue ICly? The impound lot has been a point of contention for a long time especially in early EU hours where players are sometimes waiting hours for their car to be released, yet no changes have happened to that system because of the RP ops it may present. I see the freelance change in the same way, I'm sure some people hate to see tons of players wearing masks, but sounds IC and it can and is handled ICly
  2. I don't think there needs to necessarily be a positive contribution and I don't really know what you mean by that as it sounds subjective. One positive contribution has been the prior court case I linked in the original post. Removing one of the key aspects as to why everyone wears mask is a bit silly to me, that's a very big reason. Apart from that very big reason, it's also a pretty harmless player choice, people can choose to wear a mask as a way to RP protection from a hazard depending on the freelance job or a variety of other reasons. Keep in mind, I'm in the corner of those who hate the constant use of masks on the server, but frankly it's fully justified given the way the alias mechanic works, should focus on fixing that instead of removing ability to wear masks in freelance jobs.
  3. To answer your question directly, I don't think they need to be anonymous or keep their identity hidden, but I think they should have the ability if they want and I think there's IC reasons to support masks such as road worker incident and players RPing masks as protective gear (like the case I linked). Then there's the general point I'm making, people use masks 24/7, even in these jobs, because it is so easy to spot someone you've previously aliased. Whether it's driving at high-speeds and being able to perfectly and accurately tell who someone is or being able to walk into a crowd of 50 players and have a perfect view of everyone's names, both of these are highly unrealistic. Maybe this should be a suggestion to overhaul how /alias works, but there's been enough of those threads made, I specifically wanted this change overturned because there's been prior RP surrounding it, there's IC ways to deal with it and (in my view), it borders power gaming.
  4. I get what you're saying but this is the opposite of a good direction for the server because it doesn't fix the root issue. The majority of players don't wear masks 24/7 all willy nilly because they can and/or want to, they wear masks 24/7 because every player on the server has an eye of sauron beam that can magically spot a player's alias through car doors and windows making it impossible for someone to exist without being spotted instantly. They do it because it's otherwise impossible to remain even remotely anonymous/undetected. Would you consider that immersive? If you want a fix for the mask issue it starts with severely reducing the /alias range on foot and making it completely invisible when inside vehicles (unless /window is used). As for reporting, players would always have IDs which display at the same range it is set right now. I don't think the solution to excessive use of mask is removing a function which is already accounted for IC'ly and has had extensive RP surrounding it, you're only applying a bit of flex tape to a dam that has already ruptured.
  5. Recently developers removed masks from freelance jobs: - Disable mask on freelance job uniforms I believe this should be reversed partially or in full and the ability to remove or put on a mask should be allowed. Previously, I believe you had to start the job with a mask and it would remain on. However, the ability to remove it wouldn't be available until after a player does /quitjob. I would assume this is what encouraged the removal of masks in freelance jobs all together. It's also a shame that this was removed OOC'ly when we already have IC decisions surrounding this issue (See: #23-CM-0036, State of San Andreas v. Frank Haswell) Imo, best solution is to fix the issue that existed in the first place, allowing players to put on/remove masks regardless of job and then allow things to progress IC'ly if needed in terms of Police enforcing Face Concealment laws, etc... Edit: A day later the following entry in the dev changelog was added - Fix masks in job uniforms But I'm not sure if this means it was reversed or if another aspect was fixed
  6. Gonna necro this thread, especially this comment, can this be looked into and added if it's a simple thing? Would add some cool RP ops all around
  7. SELLING Price: 1,900,000$ 1,500,000$ SEND OFFERS TO 535-6160 Location: 3 Calais Ave
  8. +1 There are ways to do this as others have mentioned, but the penalties on an OOC basis are huge and would essentially mean waiting multiple months to recover your vehicle. I would also suggest a similar system but for houses/properties where someone can place a house up for rent where the owner pays X amount per week (set by property owner)
  9. Pretty basic suggestion, to my knowledge scrapyard vehicles are barely used because they appear as unregistered. Would be good to see some basic cars for rent for a fee. No sports cars, supers, etc... just basic sedans, muscle cars, low riders, SUVs, pickups, vans, etc... This could also be seen as a criminal suggestion since these vehicles could be used to essentially hide one's identity. The MDC print out for these vehicles should just state the owner as Los Santos Rentals or something of the sorts.
  10. Is this really a widespread issue? Is there a ton of player reports surrounding actions in areas previously considered as NCZs? I feel like your complaints can be solved with a report for non-RP if it's something you feel is very silly. Maybe creating a new civilian type position of parking security for Mission Row could help alleviate some of the issues through IC measures.
  11. Keep city hall free of NCZ pls
  12. When the seeds of injustice are sown, the harvest is bitter, and the fruits, often, are the actions of the desperate and disillusioned.
  13. I don't think getting rid of player IDs is that needed. If anyone is afraid of some MG and you have the opportunity, simply reconnecting to the server will cycle your ID. However... for the love of god get rid of aliases or make them only show up when you're 1 meter away from that person. I shouldn't be able to see someone's name when their driving on the opposite lane past me. I don't know about anyone else, but this is why I wear a mask 99% of times.
  14. From the combined suggestions I've seen, it would be a good start to have a system in place where a gang gets informed about the raid. A gang HQ/Property is a place which realistically would have gang members present and defending it and is suppose to be a bigger challenge to Law Enforcement then raids to individual players. The specifics are hard to figure out as it will probably need to be tested or further discussed to fine tune it. It could be through a mass gang message for RP ops on a certain day between a period of two hours at peak times. They wouldn't be informed what the RP Ops are, it could be some Cartel related RP, raid or any other type of RP Ops like a server event such as the plane crash event. For individual raids, I understand where people are coming from, but I don't see it being viable to have to search for and communicate OOC'ly with a player to alert them of the raid. Limiting raids to peak hours could be an improvement, but I wouldn't personally go as far as to suggest individual players be contacted OOC'ly for this. These are solutions directly related to raids, but in my view, the biggest changes which will trickle down to how players view raids is the criminal economy and how they earn and spend money. It shouldn't take multiple hours for a criminal player to grind for a gun and some body-armor. You can't make it to easy either, but I think encouraging more conflict RP (increased shoot outs and less ''gear fear'') would be a good step in changing the prevalent mentality at the moment. Just give it a try, there is so much opportunity to try stuff out with relative ease, I just don't understand why we never try new stuff without it taking months or years to get done. Change the import prices for guns. Change the sell prices for drugs. Change the payout from banks. Hell, even change some rules like the DM one to allow for more flexible scenarios. Change something. Do it next week for a total of one week, see how this affects the server, keep the positive, revert the negative. More importantly, communicate with players who've been dedicated towards criminal RP about these things.
  15. Realty is, this is a game, of course some people will want to have well stocked warehouses, houses, stash vehicles etc... but that's usually with a goal in mind, further RP through shoot-outs, conflict RP, etc... and not just to mindlessly horde as seems to be implied by some. In essence, the grinding for assets is a necessity, a means to achieve other types of RP that will only have slight chances of success given the current state of the server. A quick example, there is little incentive to RP as a gangbanger crew deep in the Southside of the city if that area of the map isn't realistically treated as a dangerous no-go zone. How do you achieve this feeling and environment as the criminal side? Well you populate that area with lots of gang members, those of which are armed and will actively seek to defend their turf. How do they achieve this? With guns. How do they get these? With money. How do they get money? By manufacturing drugs, working normal static jobs, etc... Or in other words grinding. The point I'm making is, I don't doubt there are players here just to get a gun and shoot people or grab a car and evade police, but there's a good amount who want that higher level gang RP with a decent to high amount of conflict, including shoot outs and that's ok to want to have. It's not my style of RP, but ignoring this side of the server is ignoring a substantial part of the player base. Even I miss the days where I would drive down Senora and see 3-4 stacked Zeta contenders dismount and shoot at a rival gang, they did it because they had strength in numbers, the assets to do it and the ability by the server rules. With this, I turn to the criminal players, I'm curious to know if the recent weapon changes made it easier for you to obtain weapons (both in terms of money spent on imports and ease of access to them) and if this has led to an increase in shoot outs and a decrease in the grind to obtain these key assets (weapons, armour, etc...). If the answer is yes, it has made it easier, then the loss from a raid shouldn't be the factor that leads to someone leaving the server. Rebuild, learn from the mistakes that got you caught and try again. However, if it hasn't improved the situation then I can understand the frustration a lot of you are expressing. We can justify it with IC reasons and realism all we want, matter of fact is that there's a significant disparity (or at least perceived disparity) between time spent grinding versus time players actually spend engaging in the RP they want. I suspect this is why everything feels so empty when there's 200+ people around (either that or I'm horrible at finding groups of people RPing ) To try and keep this suggestion somewhat on track, raids are justified ICly and there are multiple layers of checks before a warrant for a raid gets signed off. Not to say that they are 100% always correct, but those decisions are IC'ly made and if a player catches charges from a faulty warrant they can appeal it (although that's an entirely different headache with how long cases take to get heard). What needs to change is other aspects of the server imo and not raids in specific.
  16. +1 I don't see an IC reason for having the MDC only display wanted players that are online. It gives those with charges a chance to go about their day potentially undetected. Although, I do agree that players who are inactive for more than X days should be filtered to avoid having LEOs sift through 1000s of inactive names.
  17. Based and true, the counter-argument (i think) would be: - Players don't feel like they can properly RP a retaliation without first having to check a dozen boxes regarding OOC DM/KOS rules, which they feel retracts from the IC experience. (e.g A gang gets raided by two known gang detectives, that gang can't just pull up and do a drive-by on these Detectives without a word) - The very nature of players being able to respawn, even with NLR, effectively means that someone can't just be dealt with via an IC death, which makes criminal players feel like the best recourse is to try and get that person fired via an IA report
  18. This is not true and sounds IC. But I can only give you vague answers to vague comments, feel free to elaborate.
  19. Absent further context from other involved parties, +1 All my characters have perma conditions, in my view if one of these conditions is met as someone is trying to provide medical RP, the general rule of ''you can not force your death during Medical RP'' should be thrown out the window. To my knowledge, this rule was put in place because some players abused it as a way to avoid spending time in prison and receiving criminal charges. This motivation generally does not exist during perma situations since your character will cease to exist IC'ly.
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