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Posts
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Everything posted by Kjaer
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youve never met a harley rider lmao
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I want to pass my blunt off to my group of friend or when I need to do something and ask someone to hold my blunt they can actually hold my blunt. /passblunt and /acceptblunt would be two command introduced, the accept is there to avoid PG.
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Date and time (provide timezone): 5pm - 6pm EST Character name: Swarles Barkley Issue/bug you are reporting: If you are in a trunk of a vehicle that is parked while you are still in the trunk and have not executed /leavetrunk, you will not be able to enter any vehicle as you will still techincally be in the trunk state. Expected behavior: Be free as a bird to fly and do as I wish after I am out of the trunk Evidence, notes worth mentioning, steps to replicate: Park a vehicle with someone in the trunk. we had the vehicle full when we did this but I do not think that will matter Vehicle license plate number*: Cant remember, it was a friends NOVAK.
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I'd like to see this and op suggestion implemented along with the current KEYS suggestion in relation to PD/SD. Keys should be globally required to start vehicles. If combined with hotwiring a command could be created (inventory menu seems a little full now), /keyring (personal command to check keyring, displays keys 0 through number of keys you have, would display differently than /vehiclestats as this will include other peoples vehicles), /checkkeys ID, requires approval or able to do once /friskapprove is given, would inspect the keys on the ID's keyring, #0 through number of keys. /takekey ID X X (/takekey 420 2, would take the third key on their chain as a temporary key).
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Remove "You don't have the keys to this vehicle" from PD vehicles
Kjaer replied to Copperhorse's topic in Archive
IMO the solution to OP's suggestion is not to remove the keys for PD/SD vehicle but rather to introduce keys for the entire server and then implement a hotwiring system that will also combat the rampant car theft issues since there's now a million chop points for players to use at any given location or time in the city and without the risk of carrying equipment for hotwiring that could be taken, found or confiscated by police and used as evidence. Without this risk players are free to buy a few lockpicks and run around city picking whatever car they want risk free because what really will they lose vs the potential gain. The introduction of keys and hotwiring will imo solve a lot of issues on the server #1 It solve the problem of player's inability to park leisurely (or properly) in the city as not anyone with a $140 lockpick can attempt to steal a vehicle practically risk free. Pier parking can be properly filled. Those in clothing stores aren't peeking out from the changerooms to see if their vehicle is still there. Car theft shouldnt be so common. #2 NonRP vehicle theft at parking lot will all but disappear. (cuts down on /reports) #3 Removing keys from ignition is no longer alt rp (cuts down on /reports and /b), players can now confidently listen to music on the pier from their cars or elsewhere in the city without some random hopping in, turning the car on and driving off with zero premeditation. Those with trunks no long have to drive to a discreet alley to simply look in it! they can unlock their vehicle without someone magically starting the vehicle. #4 Allows more player choice and controlled RP scenarios when deciding risk vs reward. do I think something is in the car that I want to quickly take and run? Or do I want to attempt to actually /steal/ the vehicle, not break in for its contents. Currently regardless of intent or actions, if you picked a car you'd be charged with GTA/Attempted GTA even if the vehicle wasnt started. This suggestion has nothing but positive reinforcement for good and thoughtful role play and should be seriously considered. -
I do not believe the solution to this is rule changes as I believe seems to be suggested in OP post, but by 2 things. #1 - CCTV operations in lobby once the development of CCTV is complete (probably already planned) and; #2 - A communal access system for those who would have or need access to the building (Tenants, Government, Realtors?) in the form of a keypad door with a single code OR each apartment has a lobby code assigned to it. PD investigations should be able to see a history of pins or entry times for a past set duration of time. I do not suggest a simple access list solution (like doors in PD or DOC) as this does not allow players a good chance to RP a way to enter the lobby. These two RP introductions will, in my opinion, IC'ly curb the issues OC mentioned by forcing crim's to take steps to figure out a way to enter the building without rousing suspicion, and then once they are in to not be identified.
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The point being made is that in real life no random person off the street can simply walk into an apartment lobby. they all for the most part have key fob/code/ key access, so the fact that a group of people letting themselves in and hanging out in the lobby and/or hallways is unrealistic. And I agree. Lobbies should have some kind of communal entry prevention
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I dont think the passive cooldown time should be at all an alternative to cooling it down with water. It's just that after 4-8 hours a table shouldn't still be realistically overheating in my opinion
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+1 Really think this would allow some cool expanses in crim rp, especially being able to call a payphone. And then there's the realism added to civillian life to homeless people, those new to the city without phones, or dead phones, etc etc. I think DCC should be able to be called as well.
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please remove. I neglected to do a search in the main game suggestions forums for another topic.
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No, theres definitely a bug going on with weapons and inventory. When you are injured you are able to equip and unequip guns, this shouldnt be possible and wasn't possible under the old script where the guns used to definitely go to your inventory. People just re-equip guns to hide them.
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I think this would get abused too easily in my opinion.
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+1 I'd like to see Tequi-la-la reinvented as more of the social hub that it is in Los Santos.
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I think players should be able to increase their personal non-factional influence level within turfs so that they may order BASIC black market supplies (cook ingredients, limited attachments, flashlight? MAYBEE a low quality body armor? + inconspicuous repairman items at bulk with reduced pricing, NO GUNS) at a lower quantity amount (half) and marked up price than what the factions buy at once they've built and maintained high enough influence. These shipments should have a higher % chance of being intercepted with gang intelligence, the gang being the main controller of the turf being notified. This change should be implemented because currently I have no reason to not use gangs to chop my cars, they dont really take a cut because theyre keeping influence and then I also get the protection of a gang for basically nothing. I should have personal leverage to chop/sell/exchange money on their territory and make a name for myself among the merchants and import items from them to expand or continue my business with cheaper resources such as picks, bolt-cutters, etc. even if I am not in a gang. If I am chopping near a hundred thousand dollars worth of profit to these guys, I think they would trust me and talk with me to get me some tools and resources. Same goes for those cooking and selling 10's of kilos to these guys of hard ass drugs or exchanging tens of thousands in stolen packed money. Eventually 'influence' would be earned and we would get some little perks. I am not for taking away from gang-common crim RP. I think this will create interesting interactions and create some choices (riskvsreward) for the player when deciding where to sell and chop. Thanks for reading, I hope you guys can get on board with this. If there is anything you think needs improvement feel free to add and build to the suggestion so we can get it added.
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Remove "You don't have the keys to this vehicle" from PD vehicles
Kjaer replied to Copperhorse's topic in Archive
+1 to this and OP suggestion -
+1 Feel myself at a standstill with my main char who naturally found himself into farming, selling and then cooking drugs to sell, so I made an alt and made almost 100k chopping cars in a day or so, it seems kind of unbalanced. EDIT: Not a part of the main suggestion
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Boosting RP by adding Cooking foods and Restaurants
Kjaer replied to RishabJaiswal's topic in Archive
+1 need more regular life RP- 24 replies
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- furniture
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-1 Should simply be able to /placeobject into storage.
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HUGE +4 (I'd only support the first, if the rest of the post is implemented) Ive been meaning to suggest GSW alerts, but this posts takes things way further. Especially with turfs the potential for the vet doctors is great (that's usually who is in these positions). I think this adds for a lot of realism.
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For sure, I'm not saying that this is going to replace cooling down, but a table that is sitting for 8 hours should not still be hot. It would be cooled down as there are no longer any active ingredients or chemicals to react and create/maintain heat. It's just a little silly that I could come back days later and they'd still be red hot. 4
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Those items have very legitimate uses in real life.
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-1, the new turfs update is finally a push to more authentic and realistic CrimRP. This works towards negating that. Also illegal items shouldnt be in legal shops? I dont know how that isn't more clear.
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+1, would definitely add to roleplay, give people at home methods to cook raw food.
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+1 changing the gps's to a simple street is great as well.