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Lightninbolt9

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Everything posted by Lightninbolt9

  1. With the recent credit sale there has been a vast selection within the credit store for super vehicles. But this is only for those with the legend status donator rank. This has greatly limited the supers to specific individuals that have donated the most to which I can understand there being some perks/rewards for that. However I find it myself a bit disappointing to find that anyone below Legend and mind you that's about 90-95%+ of the community does not have an opportunity or have any sort of similar perk(s) to having an additional super vehicle purchase pool such as legend. All in all this creates such a diverse separation and unfair advantage across the board to other individuals whether it be civilians or crims. There is already factions that have a member or friend that has the legend rank stacking up on these super vehicles and utilizing them and even more so on the crim on crim scene and it's honestly not fun! What I am suggesting is that there are separate super pools for separate donator ranks in which the different donator ranks would have the ability to purchase from X amount of additional supers than how it currently is with the sale only allowing the 7 supers under the super category to be purchased. To further clarify I am meaning it would pull more from the supers in which the legend rank has access to as well. I get the drawback that these cars aren't wanting to be seen as common and what not but at this point it's creating such a diversity already and the minute they've even hit the credit store for legend donators they have become common. Quite literally have been told that someone has stacked up to 7+ 811s as is which is crazy. With how things are in which I'm sure people are doing it already these legend donators can just take in credits from friends and purchase as many supers as possible for them and in my opinion this just isn't fair for the overall community. I would like to hear other's opinions/thoughts or even suggestions on this. Please keep it respectful and mature and also no out of hand back and forth please!
  2. Hey there! In light of the latest updates including new MLOs for future labs and full removal of private labs I would like to suggest a possible implementation to adjust the current system in which the public drug labs work rotation wise. As it stands there are currently or at least prior to these new labs there are/were 15 total labs in which there can only be a maximum of 4 active at a time. As it stands the only way a lab can possibly rotate is if it is shutdown by PD/SD after being raided. There are times where the active labs can be shutdown in a frequent time span and more so times where labs frequently aren't shutdown for extensive periods of time. I believe there should be a timer implemented that will rotate labs after a lab is open for x amount of time. This system would be very identical to the old chop system in 2021 in which there were a handful of possible chop locations but only one chop would be active at a time and the chop would rotate to a new location every 6 hours I believe. I think this system would implement very nicely into the current pool of labs in which there's a great amount and I think anywhere from 6 to 12 hour rotation would work well. With how the system sits even with the original 15 labs prior to the new labs added it felt like there were certain labs that were constantly active for weeks on end and never would rotate out. In suit of that there would be labs in which would almost never be active. With this change I believe there would be a great flow of lab rotations in which people would be able to utilize the wide variety of labs and have a change of scenery rather than be stuck with the same lab options for days if not weeks at times. For the hours I'm open to hear others suggestions/thoughts and also possibly about suggesting an initial increase of there being 5-6 possible active labs with private labs being fully removed. Curious to see what other members of the community think about this suggestion and would love to hear their opinions.
  3. +1 The "less popular" drugs have been still made over the last 4 years since the change over from the ingredients being available at labs but by far the majority of the drugs that have been made since then have been either Cocaine or LSD. This all comes down to the time/money invested and the return of value when selling. Cocaine and LSD are by far the most efficient to make when calculating those two factors so it's hard not to blame people for wanting to make either of the two. I do think the pricing for some of the drugs has been at a fair point since the last adjustments were made to where you can really no longer mega boost the prices. It would be great to see a tweak be done to the less popular drugs to where their relevance of being made is at least in a close range if not equal or better than that of LSD/Cocaine right now. I think there's a couple of different routes in which these less popular drugs could be tweaked to help make them be more relevant to making. One way would be to tweak the ingredients and the way you obtain one or multiple of these ingredients. This could be a price cut on the specific ingredient(s) at humane or maybe changing where one or multiple of the ingredients are obtained. Another way could be to reduce the time it takes to make these less popular drugs. I'd think the crafting time reduction would be the easiest option to go with in terms of balancing and boosting their relevance/demand to be made by crims. So long as the time, money, ingredient total, potential shipping power, and return value when selling are accounted for and brought into comparison to Cocaine/LSD I think it is possible to boost the production of these lesser made drugs. These are just some of my thoughts though. Hopeful to see some more thoughts/suggestions from the community on this topic.
  4. Still bugged
  5. Believe around 210, does pretty well climbing hills as well.
  6. Price updated, car needs to go!
  7. Comet SR - SOLD Comet Safari - 915k - Listed at High End Text offers to 4183398
  8. +1 with the idea to decrease the timer between lab rotation after the shutdown command is used. A possible alternative tweak that may draw some desire if it were preferred to keep the timer the same is offering players the option to "open a lab" by purchasing a specific lab location to be open via an NPC that could be at each lab for X amount of in hand cash. This could be made only available if less than 4 labs are open and the timer(s) are active during the cool down period. I think this would give criminals a cool incentive to put cash together to invest and hold a lab in which they plan accordingly to what suites their needs as each lab has different combinations of tables and possibly utilize labs that aren't seen open as much.
  9. Texted
  10. Send offers to #4183398
  11. -1 Initially I was concerned with how the change to private labs would effect the drug turfs overall for official criminal factions but after experiencing two weeks of the changes I have noticed it is possible to maintain drug turfs with these changes. Now with that being said you may not be able to maintain said 4-5 drug turfs like before but I feel maintaining 2-3 is definitely doable and the influence given from drugs is well balanced. There is a lot of RP that can be done with networking for drugs and what not if a faction needs drugs to increase/maintain the influence of their pharmacists. If a change is to occur and an increase of influence is developed per drug sold then I think there should be an overall balance to turfs in general in an attempt to make it somewhat more fair across the board to all official factions as some are easily able to achieve 300+ and others can barely achieve 200 if even that with taking as many turfs as they can within their lore oriented area(s).
  12. I'm all for these changes although I do think a command should be added to sell back the tables/vents that crims have invested loads of money into for private lab setups that are now near pointless to use. I also feel that with the nerfing of private labs to the ground it'll bring less production of drugs as whole within the community not to mention individually faction wise. With that being said, I feel there will be/are repercussions when it comes to the drug turfs for official factions, making it even harder for not just official criminal faction members but other crims on the server of getting their hands on guns/chemicals/tool chests. I think a tweak within the turf system of lowering the decay for said pharmacists/drug turfs or increasing the amount of influence drugs give would help balance things out to accommodate these changes. A good example to refer to would be the change made to chopping and how all of the different parts of a car add up to a substantial amount of influence for official factions when selling to the chopshop NPCs to gain influence. Whereas before with the old chopping system, cars hardly gave any influence and it felt near impossible to fully maintain a chopshop turf as an official faction.
  13. Vladimir Siclari - 2 Tickets Steve Kiriakis - 5 Tickets
  14. Hey there, I have reached out with an offer
  15. Vladimir Siclari | 2 tickets
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