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NotKempi last won the day on March 14
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Arguably borderline metagaming to /collectprints when you don't have the name of the person you're adding the prints to. Works for PD as you've been given permission to, but not SD or DOC AFAIA This shouldn't even be an argument. We should not need to create hours of headaches and staff discussions for something that is a 2 minute fix
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LEO's aren't going to uncuff you and let you touch your phone freely just to airdrop an ID when they have the option of forcefully going through it themselves. Aidrdrop works fine for traffic stops, not for arrests. Additionally as noted, phone can also run out of battery or opt to not have a phone which would leave players in a situation where they cannot be identified. If said player doesn't have prints in the system would be left in a state where they are just indefinitely detained until GOV issues a "temporary ID", something which has happened before and took several hours
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With the new E-ID there's a current issue where the only way for a cop / deputy to see your license is to go through your phone, this gives them full access to your phone and is likely to be abused by cops to go through your phone past just checking for an ID. This means that now, every time a criminal is arrested they have to be content with giving LEOs full access to their phone without a warrant which defeats 95% of the purpose of a criminal using their phone. Having players have a basic ID that just shows their name usable with /showlicense would help combat this, where after a name is gotten PD / SD can use the MDC to check license status on the suspect.
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Increase Despawn rate of ORE in the DOC Dropoff
NotKempi replied to NotMattch's topic in Game Suggestions
Yes, please, it's a pain fighting 3 inmates for the 1 spot that appears every so often, which effectively kills the activity of mining. -
Player(s) being reported: ID 3 Date of interaction reported: 02/MAR/2026 Unix time stamp from HUD: 1772461347 Your character name: Lilliana_Hirano Other player(s) involved: Name(s) Here Specific rule(s) broken: Using inappropriate vehicles to ram and cause damage to another car. Appropriate vehicles are those with ram bars and heavy vehicles. Head-on rams are not allowed (ramming a vehicle head-on that is traveling toward you). Heavy vehicles are considered, but not limited to: Kamacho, Guardian, Pounder, Insurgent, TARV, other trucks, and vehicles of similar category. How did the player break the rule(s)? (300 words maximum) While evading, I tried taking turns to evade the Terminus behind me, which led me into the same road as a PD Scout being driven by ID 3, with them heading towards me. Given how I'd seen this officer lose control and nearly head-on me before I slowed down to ensure I could safely pass, but as I approached the unit, they turned straight into the front of my Monstrociti, causing me to stall out with a head-on ram at over 100km/h I PM'd the player to ask them to save POV to which they stated it was an accident, but upon reviewing the footage, I fail to see how they accidentally turn into me when in full control of their vehicle. Evidence of rule breach https://www.youtube.com/watch?v=NGfuLb4EwhA
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House Alarm triggering without filling noise meter
NotKempi replied to NotKempi's topic in Confirmed Bugs
I haven't touched houses until today, where I started a QTE, which was immediately cancelled, maxing out the noise meter. Given the cost of the robberies, it's not something I'd be able to try to replicate consistently. Please note that while it may appear I press "E" twice, you can only hear me pressing the key once in the video. While it's possible my keyboard somehow sent the input twice this is not something I've ever experienced as an issue before. -
Who is the suggestion for? Criminals & LEOs Why is the suggestion being made? This suggestion is being made in light of the recent update allowing criminals to more freely access police stations with the use of the new door lockpicking system, however this has been an issue for years, with inconsistent rules and the rules themselves changing without any information to the general playerbase. Throughout the last few years, there have been many interpretations on how or why a police station or gang HQ is protected by being "RPly populated". One year cops weren't allowed to enter gang HQ's, the next they can, one year MRPD was an NCZ, now it isn't. Currently, police stations are no longer No Crime Zones, meaning players aren't scriptly limited from criminal activities in the area but are still expected to behave appropriately to the area being "RPly populated," meaning I'm not allowed to, for example, kidnap a cop at the police station. This to me makes sense. But on the same hand, it's somehow been ruled okay for players to lockpick and break into cars, surely if there's police officers, RPly populating the station, they would stop you from committing GTA as much as kidnapping? Now, I can admit that kidnapping is a bit more extreme than simply stealing a car, but for some reason, dropping jerry cans and blowing up the station itself. Which is full-on terrorism is fine? But if I try to spray-tag the same parking lot, I'm in breach of the rules. But if I vandalize the police station by smearing shit on the walls and spelling out my name in a /fdo that's fine, as long as I don't use the spray can item Why does a rule that does not properly exist say you can do "A, B or C" inside a police station, but "D, E & F" aren't allowed? How are players supposed to know or keep up with what they can and cannot do? If the actions you are or aren't allowed to commit are being ruled so specifically, a proper rule should be established stating what actions are or aren't allowed within "RPly populated" stations or HQ's. What are the pros and/or cons of the suggestion? It'd make it easier for players to keep up with whatever staff decides is or isn't a rulebreak inside a police station or gang HQ in the current year. How should the suggestion be implemented? An actual rule be implemented, detailing what actions are or aren't considered NON-RP within the limits of a "RPly populated" station or HQ.
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Simple suggestion, Snipers and marksmen's rifles create an unfair gameplay environment, being the only weapons able to shoot above ranges of 120m ( All other GTA weapons will not register hits beyond this range ). This also means that snipers can be used at ranges where objects don't load in, meaning players with a sniper can shoot through said objects that don't load in. ( LEO Factions have rules on their side to combat this, but should still be considered.) While Rifles and Pistols have a maximum range of 120 meters, snipers can shoot as far as 1,500 meters, effectively creating a 1,380-meter range where they can shoot you, but you cannot shoot back. An example of this would be during the Jewely Heist event yesterday, where several criminals were fighting PD inside a hangar at LSIA. During the shootout, a sniper rifle was deployed from the LEO side, with the sniper parking their car in the middle of the runway and standing in complete open and firing with a gun that can one-shot us while we can't shoot him back in return without pushing out through 20 cops to get within range. The stats on the Heavy Sniper Mk 2 are already insane on their own, being able to kill a person in one or two hits, while having a firing rate of 1 shot/3 seconds. Making the TTK above anything else accessible to the general playerbase. On top of this, the Heavy Sniper Mk2 gets access to a Thermal Scope, which is capable of reading thermal signatures through walls and while there are OOC regulations against using this to the player's advantage, during a heat of the moment gunfight, it's hard to "forget" you saw a person at X or Y location or how you can see them moving ready to peek. This creates an unfair game environment where there is barely any counterplay, with the only option available being to run into the sniper who can take you down in one or two shots. Supply of these weapons is next to none to the general playerbase, while an unlimited number are spawned in for SWAT & SED, who also have the weapons stored away in the trunk of their cruisers at all times for when they're needed, meaning they can be deployed at any time from anywhere. While having sniper rifles is realistic, a sniper rifle in real life carries a lot of downsides that simply aren't represented in GTA, They are heavy and burdensome to carry and hold, and even harder to steady and shoot from the shoulder. They require the user to be kilometers away to truly be "safe" from small arms or rifle shots. None of these downsides are accurately represented in GTA, and as such, make the implementation of the weapon itself unrealistic While I also understand there are faction-bound regulations and OOC rules to the usage of the snipers, I believe that the weapon is simply too powerful in it's current state, even with those limitations in place. The usage of the weapon creates an unfair environment which makes fights feel unfair and unfun for anyone except the person using it to their advantage. As such, I believe that the weapon should either be removed or have the range of usage ( if possible ) limited to 120m to match that of other guns in GTA.
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Date and time (provide timezone): 16/SEP/2025 16:33 ( 1758036883 ) Character name: Lilliana Howell Does this issue appear again after a full game restart?: Can't tell How many times did this issue appear for you?: Once Issue/bug you are reporting: House Alarm triggering without noise meter being filled Expected behavior: For the alarm to only be triggered when the noise meter is filled Evidence (MUST provide either UNEDITED photo or video) , notes worth mentioning, steps to replicate: Fail a QTE, which wouldn't fill the noise meter, have the alarm triggered regardless https://www.youtube.com/watch?v=y4ErAL1vOIQ Vehicle license plate number*: N/A
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What jobs are you referring to? House Robberies? AFAIA Scratched Furniture always has sold for 75% of its value to the pawn shop and still does, even at level 0 Burglary.
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I'm confused, or perhaps missing something The Pawn Shop by default pays out 75% of an item's value. Any burglary perks increasing that up to 100% is a buff; you also get buffs for the noise you make and speed of looting, making house robberies much more worth it as your level goes up. I do however, find it weird how selling items is the way to get XP here; surely the act of committing the burglary should be what gives you experience. Robbery perks are also just a straight buff, giving you more and faster rewards. The criminal tree also offers straight buffs with no drawbacks, lowering your jail sentence, lowering the chance of fingerprints being left, and giving you increased war points. Overall besides the nerf to drugs, this seems like a buff to me, offering criminals a way to get better payouts for what they specialize in. Even then, drugs having different qualities open up new avenues of roleplay. If you don't want to spend the time learning how to make top-tier drugs, you need to find a supplier of them, or if you learn how to make top-tier drugs, you can use that as leverage in deals.
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Hello, I'd like to suggest adding a bus route focused on transporting around the City. Currently, both existing routes take you to Paleto with some stops in between, but they do not help players who may need to go to or from places in the city, such as High-end / Low-End / DMV, etc. I believe this will help newer players get themselves to areas such as DMV or car dealerships without needing to go on lengthy runs before they have a car while also helping people with suspended licenses not making them /as/ crippled as it normally would. I drew up a potential route which can be seen below
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Who is the suggestion for? Anyone doing the new trucking job Why is the suggestion being made? Spending over 100 hours doing the trucking job, I've noticed that not only do jobs become more complicated when you level up, the trucks also become slower meaning that the money you make per hour is much lower when doing higher-level missions. Currently, the pay for any given trucking job is $134 per estimated minute, regardless of the type of job or rank requirement (Not including increased earning perks). This brings the average pay of doing level 0-10 missions to give or take $8000 an hour for quite relaxed work, having to drive 2-3km every so often. Now you'd expect the estimated pay per minute to go up doing higher level missions that include much more complicated routes and require much more interaction from the player but even at level 80 the pay per estimated minute is the same with the estimated pay per minute of work still being at $134 per estimated minute, but the estimated time does not accurately account for having to use a much slower truck ( The Benson truck unlocked at level 10 being the best one and it becoming increasingly worse until you reach the Phantom ) and having to drive massively increased distances going all the way from Paleto to Cayo Perico So that brings up the question, what's the point in doing any mission past the ones you unlock at level 10? Currently, the best way of making money through trucking is to repeat a level 10 Clothing delivery followed by a level 10 construction delivery, as these are the most consistent, fastest to complete, requiring the least amount of player effort, and having minimum downtime between. Currently, there's no tangible benefit to doing any of the jobs above level 10, except for getting to explore new areas, and you get paid less per hour. requiring more input to drive back and forth and gain massive downtime between jobs ( Sometimes having to drive from the end of one job in Paleto to the city to start the next ) From my estimates, doing a job at level 70 will take you roughly 10-30% longer than expected, even if you're locked in not making a single mistake and have 0 downtime just based on the extra drive and slower truck. Additionally, it should be noted that with how close some level 0-10 missions can be, it's easily possible to complete them around 5-10% faster than the expected time. making the discrepancy between the jobs even larger. What are the pros and/or cons of the suggestion? It will benefit people who grind the levels in trucking to make the levels more meaningful. How should the suggestion be implemented? Having thought about possible implementations, I believe the best solution would be for any job to increase pay based on the number of steps required, following the suggested formula. Current Pay*(1+((Stops-3)*0.03)) This would equate to a bonus pay of 5% per extra step above the baseline 3 required for any job. Giving more complicated jobs with extra steps, longer drives, and slower trucks more pay to compensate for the extra time between loading/unloading. This especially becomes relevant when jobs require you to go from Paleto to Cayo Perico 4 times round trip in a Hauler that barely caps out at 120km/h on the freeway The bonus % can easily be adjusted or discussed but 3% seemed like a reasonable step to me as this equates to about a 30% bonus at level 80 mission, which accounting for them taking about 10-25% longer than estimated, makes them give or take 5-15% better than level 0-10 missions. Which I believe to be reasonable as a reward for reaching such a high level. This also counts along the way, giving a 3-9% bonus to level 20-25 missions, 9-18% for level 30-40 missions, etc. This would, at level 80, give you an estimated $12480 per hour of concentrated trucking for doing level 80 missions compared to the estimated $10452 they currently would receive for spamming level 10 missions, which I believe would be quite fair for the extra effort put into it. TLDR: Give a 3% pay bonus for trucking jobs per extra step having to be taken to make higher-level missions more on par with spamming level 10 jobs, so there's an actual benefit to doing them.
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Both locations have been fixed, this can be archived