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Everything posted by padpilot
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Food Supplies In the chaotic world of Los Santos, The Rebels have transformed abandoned warehouses and open lots into the heart of a growing Rebel Camp. They’ve set up campfires for cooking, using supplies sourced from nearby farms and bartered goods from sympathetic vendors. Makeshift structures and tents provide shelter, while communal areas are crafted for sharing meals and strategizing. Every member pitches in to build and sustain the camp, with some gathering food, others preparing meals, and skilled hands constructing basic amenities. The Rebel Camp is more than just a haven—it's a testament to their resourcefulness and unity in an otherwise hostile city.
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Dude, in real life you can go and knock on their house and wake then up. YOu can wait outside their house knowing they willo one day come out.... in the server ytou can sit outside ALta street apt forevere, the player might never log in again ahha This is a RP server, real life is always a bad comparison bro - this is a game and is not meant to represent real life
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Well, different folks for different strokes I guess. I juust look at it like a game, and knowing if you friends are in or out of the game, is highly beneficial.... if you feel like this is mixing or meta then that probably down to the way the info is being used Also, Discord sayd the character name the player is playing on, this is server info.. nothing to do with rageMP... the dev cold change this to "player 0" for everyone if needed, yet they dont..
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Yes and no... its more than fine to directly act upon ooc information in game, think of rp-ops in any faction discord or "Events" in the ECRP discord players for example. Players often arrange RP logistics on am OOC basis, I'm currently in the process of doing this with multiple factions, including the gov. Yes, you can't use info your characters wouldn't have but OP suggestion is related to OOC'ly knowing if someone is online.. Devs have already determined this not to be an issue as they have allowed "Discord Rich Pressence" to display the character name.. if this level of concern, regarding knowing if a player was in the server or not actually existed, then this feature would have been disabled long ago. The OP is simply suggesting to have this same level of information available within the server, nothing more.
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So, what is the use of /fmembers then please. As a new Faction leader i would like to know its usage if not to determine if a player is online, and playing as a specific character? The comparison you made with PD/MD using MDC or /usints to see who is on-duty is also not comparable here. /fmebers - relates to a PLAYERS character play state /usints - relates to an in-character state of a character, on or off duty I dotn see them as the same thing Also, just for clarity, iIam not saying i use /fmembers to determine if a player is online.
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its a fair point.. point social platforms get around this however with a simple "show/hide" option for the user, discord being an example. Yeah I remember those days, was annoying for people metagame'ing it sure, but was also really useful to know if someone was online to generate some genuine roleplay... There is a difference with using the information to metagame maliciously, vs knowing if someone is or isnt online to roleplay with. I do admit any opportunity to metagame would be abused sure, but the issue of having to remove friends daily is mute, same as it is in general on discord, Overwatch or pretty much any sort of social platform or game.
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any sort of github roadmap/projects page to check out? please
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I think people missed the point in your suggestion.... Currently factions have /fmembers , this gives a list of all the available faction members online Roleplay wise, this is a city and its safe to assume anyone at any point can be reached right, but ofc this is a game and it would be highly benefifical to see when players are online or not.. hence the /fmembers for official panels. Adding a /addfriend to serve as the exact same purpose as /fmembers would be beneficial and would remain open to the same accusations of metagaming as using the current /fmembers command. HOWEVER, all people in a faction accept the social agreement to not meta this data and they agree to it when joining the faction... with OP's suggestions there would need to be a failsafe in place to stop malicious use however this is an easy fix /addFriend [ID] - used to send friend request /friendInviteAccept [ID] - used to accept friend request (prevents malicious use) /removeFriendFavorites - removes yourself from other favourite lists Think of something like /transferVehicle - the devs added extra steps to stop this being abused,, juust do the same here to prevent the issues mentioned here
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The entire New Player experience is broke., From the locations, assets given and the Admin Message at the start, whole thing is just horrible imo. Recently guided a bunch of people (around 12) through this new player process and each and everyone of them said it sucked. You touched on so many wrong choices made by devs here when introducing a player to the server, however I wanted to add one more. Shortly after a player joins the server they get a message saying something like "Hi, I am [insert staff name] if you would like any help please use /rm to reply". This needs removing, its off putting, annoying and you are just overwhelming the players. As I said, i juust guided a bunch of people Also, just to touch on Hectors point Not this. TRhe airport limits roleplaya nd suggests your char is not from Los Santos, howevere many characters are from Los Santos. There are only 2 roleplay bases for all characters, are they from Los Santos or not. Ideally wwhen the player creates their character they would be asked, local or not, the spawn point should be based on this imo
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Was this suggestion ever looked at, did the devs respond at all? Been a while since the original post, what changes were made from this, if any? cheers
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We were asking for this is 2019.. I can honestly say I don't think we are going t get these anytime soon.
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So that you don't have to go through the trouble of hunting/fishing and cooking yourself, saving time and energy. There is an argument to be made that its an intention "gold sink" though for sure. However this would be exzchanged for the extra fuel, bags, campfires etc needed to get the process done.
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-1 Yeah same as others have said, it's a nice QoL but leaves less room for content/rp.
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+1 THIS Ive had the same suggestion.... we roleplay as Hunters, Farmers and Fishermen and the amount from fish is terrible see my previous suggestion also. [Here]( )
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The Rebels, tired of the chaos in their finances, decided it was finally time to get some professional help. Amidst their secret meetings, chop shop operations and their growing combat readiness, they reached out to an unlikely ally, an accountant. The idea of hiring one seemed absurd at first, but as funds from operations, gun-deals and theft piled up, managing their resources became a problem they couldn't ignore. When Frank, the new accountant arrived with his colleague Corey, they quickly set to work, organizing The Rebels' messy accounts and finding ways to stretch their limited funds. It wasn't the typical rebellion role, but it was just as crucial to their cause because even in a rebellion, order had its place.
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Exactly this, it really is that simple +1
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Locking no longer cancelling getting in vehicles
padpilot replied to Xylum's topic in Game Suggestions
-1 Too many people just none-rp jump in cars and the player has no ability to drag them back out. All the player can do if someone jumps in car is pull a gun which itself is poor rp but everyone is limited by scrips.... the lock and kick is the last defence against bs gameplay -
This was suggested wayyyy back in 2019 as well
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+1 Good quality of life suggestion. No downside.
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-1 The playing times of LSEMS are not active enough as it is. Even during peak times its hard to get a response and often players just bleed out. Any attraction away from the main roles within the service will only add to the issue. Rather Keep as freelance jib and just remove the player interactions all together. Instead, once a player dies, start a timer, after 10 minutes, a coroner is notified, they go collect the body and get paid. - removes issue of player not knowing how to report - removes issues of having to stay around after reporting - gives plenty of automatic work during peak times I see other suggestions about decaying bodies and payout tweaks. Honestly its best to just go back to basic on this one. No need to spawn bodies and complicate things. Player dies, on duty coroner gets pinged, they collect the body and boom, ez.
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House Buying Priority for first time buyers
padpilot replied to padpilot's topic in Civilian Suggestions
Yeah could also do that for sure however still feel like to help alleviate the "flipping" aspect by experienced/longer players (those that own multiple houses), my original suggestion would be more on point... but yeah, can do both tbf./ -
As I say the 5 minute timer window would allow for some wiggle room... However another easy counter to this would be /investigate [ID] we can also just create a simple command which starts the timer. Overall this would not be a large or even remotely significant task for the devs tbf, if code base is up to par. Just a few simple little checks, maybe a triggerBox or colShape or whatever for the jail and a little command to start the investigation timer..
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House Buying Priority for first time buyers
padpilot replied to padpilot's topic in Civilian Suggestions
ahh ok, yeah as I thought then. So yeah, for these auto-selling inactivity houses I would stand by the original suggestion that players that have never bought a property before, should get a small 48-72 hour window where they have priority purchase. cheers. -
House Buying Priority for first time buyers
padpilot replied to padpilot's topic in Civilian Suggestions
Oh ok, maybe i am not clued up enough with the current system then tbf I just bought a property for 200,000 and I figured it was an auto auction one as it had lockers and items still inside it... I had just assumed this was due to the player being inactive and after a set amount of time the property is automatically listed again to buy. Ill research the current system more, cheers mate -
Due to experienced players juust buying and flipping houses, staff included, I think it is reasonable to put a system in place which helps first time buyers (newer players) get a foot on the property ladder. This should be an easy implementation with a slight UI change, a timestamp in the DB to remove the UI and a check on the database to see if a player has ever owned a property. Essentially, when a property is placed onto the market by staff, from inactive players, players who already own a home should not be able to purchase the newly available property for a certain amount of time (ideally 3-5 days). This gives first time property buyers a chance to possible save a bit more, then to purchase the property. This is aimed at helping player retention, giving access to properties to players who don't already have one and I cannot see how this could impact the server in a negative way. UI Changes - Add a "First home" line to the property UI during the 3-5 day period i mentioned - Remove the UI once the period has ended. Cheers