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McLovin1257

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Everything posted by McLovin1257

  1. messed up if true, very disappointing and bad.
  2. The volume for scratched furniture is beyond insane, it should be equal to its furniture counterpart. A pair of headphones for example should not be 20 volume, it makes no sense whatsoever. Ideally when you take the furniture it should transfer to you that furniture item so you could either use it in your own home, or sell it in the pawn shop. At the moment you can only sell it in the pawn shop. Adding drugs and slightly increasing the gun spawn rate (handguns spawning more commonly and higher tier being extremely rarer) would be preferable as well. They should also remove the forced cutscene of the sleeping patron of the house, at times although rare the cutscene will initiate during the quick time event minigame causing an automatic failure. While it adds a level of intensity to the experience, overall it's not needed and causes more issues that it's worth. Allowing daytime robberies would be interesting for example the following scenarios could be randomized for daytime robberies (The owner of the house has gone shopping and is set to be gone from 12-19) and (The owner has gone out of town for the weekend). There could be a price increase for daytime robberies, with nighttime usually being the safer and cheaper option.
  3. Could you perhaps clarify a problem that the community has been wondering for some time. There are players including myself who successfully complete the minigame quick time events without fail, and the alarm automatically goes off on entry into the house. Could you explain the mechanisms behind how the alarm goes off? Many players are wondering, and it seems some admins and LEO's don't understand how it works exactly. Thank you
  4. I just wanted to say i've experienced this as well. Cabinents and Loot merged ontop of each-other in multiple instances. Also the alarms being raised despite not failing any of the minigames. If there's some automatic random trigger that causes an alarm to go off than it needs to be clarified or fixed. I really hope that it's not just admin LEO's having fun and breaking the skill based system designed because that would be extremely problematic. Either way these glaring issues need fixed or clarified immediately.
  5. This happened to me today as well. I picklocked the door without failing, and as i'm entering the house and about to pickup an item it says "The alarm has been raised". If there's an automatic failscript programmed in randomly it needs to be fixed or clarified. The alarm should not be sounding randomly if you don't fail picklocking the door.
  6. There's no reason to, what do people realistically have to roleplay here? There are barely any social situations where a normal person starting this server would feel the need to even type a /me. The three activities where most RP occurs is in ambulance pickups, robberies, and arrests. RP has to come from an organic source, and because of the nature of this server; people only go for those few options. If you RP in any crime deal situation, it's too risky because of PD spying or outside observers coming to rob you. There are no real player businesses where RP could take place either due to the minimum of 2,000,000$ required to open one, and the bureaucratic fashion to have a dynamic door with interior to be set up. There are odd token clubs being open here and there which doesn't attract new people to RP inside. Can you honestly say a player has anything to organically RP about besides a few token interactions with people they meet? This servers structured to be a weird life simulator and that's where the "RP" comes from, except it's a life simulator that's nerfed and structured to only benefit the PD and keep everyone else in their place. If you do anything criminal, you risk losing nearly everything and spending the equivalent of real life work shifts in an in-game prison. If you play as a civ and do ZERO crime you're going to be grinding until Christmas to get a house, if the prices don't inflate again to ridiculous levels.
  7. One thing I've mentioned over and over, unless you've been caught red handed doing a crime, there's drug smoke coming out of your house or you've been arrested then I don't get the point of offline house raids besides it being something a bored detective does. There were less than 150 players online when my raid took place, more than likely under 100. They had nothing better to do than raid a solo criminals house over a "warrant" signed by a judge? It's just overkill. I can see that pissing a lot of new players who grinded their asses off, and them saying "I'm good on this, this is too much". I've got the money to replace a good amount of the stuff I lost, but even I'm having issues justifying playing this again for longer than a couple hours. Why would I waste my time trying to avoid every conflict possible and trying to stay relatively lowkey if i'm just going to have undercovers or people tapping my phone to raid my house? I have no idea the process behind my homes getting a warrant, all I know is that I avoided every single fun criminal thing to do because I thought it would keep me off the radar because the prison times are insane. This was all moot, and I lost my stuff. Why would I keep playing this? This might sound like sour grapes like I've said repeatedly, but it's an honest question that does need answered. "Why bother?" is a question that goes through a lot of players minds, and makes them choose more lenient and debauchery based servers that I won't mention that have 10x the player count. There's a perfect medium that can be achieved here for RP, realism, and crime and punishment; we're way too far in a punishment direction, and the only way criminals can make any decent money is by having to perform anti-social tasks that you have to have a 300,000$ home + 200,000$+ in equipment to even make worth it.
  8. I'm actually of the opinion that cops do a very good job with RP on this server. My interactions with cops for the most part has been positive, and even when I was arrested many times first starting out and even now they've been very chill about it and professional. My issue with LEO factions are that the punishments for crime in this server make it so that no one reasonably wants to commit crimes, the server and faction rules have legitimately created a deterrence against most crime. You can say "Good" to that, well don't be surprised when LEO's get bored just doing ticket monitoring all day, occasionally finding a shootout, or having to perform NSA tier activities to find something to do. I understand the line that's being drawn, but it's too far in the unfun direction towards crime activities/factions The minimum prison times for crimes needs overhauled, and not just towards being lenient to new players but overhauled in general. And houses unless they have direct cause should be a safe zone where players don't have to worry everything they've collected is going away. This might read like sour grapes, but LEO factions are under zero threat for the most part of ever having their homes raided. For players, a house is finally a safe zone. Are players literally just supposed to put all their illegal items inside of a crate and logout with them every time they're done; on the off chance some bored cops going to raid them? Seriously, there's already enough risk with home robberies as it is. The cops signing warrants to raid houses is just a death blow; and it's going to piss the players off that spend their time and even their actual money on this server to have homes. It's been like this for awhile, but if you want people to keep giving cops fun activities to do so they can play Starsky and Hutch; there's got to be some leniency and understanding. If there were more criminal activities to get into; or the ones we have now paid better than you might see more player interaction among each other instead of the solipsism of hiding in their apartments cooking all day. This servers player count has been dwindling for awhile; it fluctuates at times but a lot of people are starting to make the same calculation I'm making "What's the point? This isn't fun". Adding weapon updates is not going to change that, nor is it going to make players like me who lost everything they collected want to continue playing. It's already a risk going back and forth carrying drugs or weapons in your vehicle; or going to farms in general. We have to worry about some NSA agent who's been observing you going back and forth because you're the only target they can pick on for fun? Who would reasonably want to keep playing after shit like that? It's not like a gang HQ where everyones cooking inside with 100 tables. TL:DR Houses should be unraidable by LEO's unless of certain circumstances such as smoke coming out of a house or a wanted player running away and hiding inside of one. Crime activities should pay more and be less faction restricted. And prison time needs overhauled to be sane for humans to want to continue playing, otherwise everyones just going to not play and stay offline until their prison time expires and they continue alienated activities that remove interaction between players.
  9. When I first came back to this server about 3-4months back I tried ATM heisting which only nets you 1.5-3k at best per robbery, and you risk almost an hour of your life sitting in a prison if it goes wrong. I quickly stopped doing that after a few because the risk to reward ratio wasn't there. I did a couple store heists with friends, but that did not even net any actual money either; the split with 3 people is barely enough to buy anything unless you get extremely lucky. So I decided the best way to go was to do safecracking, which I spent over 48 hours of IRL time by myself cracking into one houses safe. It was a very lucrative house raid, and I got a lot out of it; but that was the most rewarding thing I've done as a criminal and it's the most anti social and boring thing you can ever imagine. Completely unfun, but that was the safest mechanism I could think of that had a high reward to risk ratio. That's how I got a good chunk of my money when I came back. I then worked roadwork to grind up enough, and sold the guns I had acquired from the house raid to buy a 1G. I had saved 6 drug tables for over a year and finally was able to use them, I did a few cooks which as I describe in my post above are the most anti social and pointlessly spent time ever done; it's completely anti social but it is the only possible way to make any actual money. I then sold that 1G, helped a buddy get a house of his own, and bought a nicer 1G and met a connect through a chance of luck that was able to get me more tables. Then I spent more hours of my life, doing this to finally have money. Did weedruns, met some weed connects, did chem runs, and did multiple 5+ hour cooks at a time, sometimes even 10+hours to net money that is barely 1/10th of the amount to buy certain cars. And then when I finally think it's paid off; bam offline raid and everything that I had saved up and accumulated almost was taken overnight and I login to find my houses unlocked with an /fdo warrant inside of them and an admin marker in my donator house complaining about a door. I only type this out to explain my backstory, and the fact the only way I was able to make any actual money on this server as a solo criminal was through the most anti social, tedious, and boring ways possible for months. Admins can check my playerlogs on that, they'd be astonished to see how much time I have wasted here. I purposefully turned down opportunities to have fun like robbing stores or banks with buddies because I thought that would keep me off the radar; but the radar is NSA/CIA level observation and all of the work that you put in can be taken from you in an instant when you're not even online. You can say "That's the way it is man! This is an RP server", well I remember the player count from a year ago; and after that offline raid and navigating through different criminal activities on this server since i've came back, I can perfectly understand how people honestly do not want to waste their time doing criminal RP or want to continue playing on this server. It's honestly just disappointing, and makes playing here feel like a complete waste of time. It legitimately feels like I wasted months of my life, which I enjoyed this server and interacting with others and even playing poker when there were enough players who wanted to do that. You can say I had it coming for doing deals with people and interacting with players; I'm not sure how the warrant was organized or the process behind it. All I can say is that the fact I had ventilators and never had smoke coming out of my house that I cooked in; and that I lost everything I had been saving and accumulating for months item wise; it doesn't make me want to play anymore, let alone donate another dime.
  10. spent the past couple months grinding my money and not doing anything publicly illegal for the most part, somehow I got a warrant for both my 1G and donator house because I guess either I talked to a snitch; or an admin who was a LEO decided I was a hot target. Eitherway, I grinded up enough cash to be able to afford 1G's, finally got 12 tables set up, spent hours making connections and harvesting all the necessary materials to cook drugs and did a few no life cooks, literally spending over 15 hours of my life a night doing this shit just cooking one batch which barely pays anything at all. I did this a few times, was in the process of a massive cook thinking I finally made it, all the hardwork pays off. I come back a day later, all of my houses have been raided by LEO's and I have an admin marker in my donator house complaining about a door I have because it was "Rusty"? Anyway almost all of the work I've done is gone, which I guess is realistic but the point is the police on this are too OP, and it's just overkill and unfun. I understand the "IC" arguments that can be presented, but the punishments are ridiculous and the LEO's are beyond OP especially considering many are server admins that have way too much power and it makes being a criminal on a game not worth it in any capacity unless you don't care about always being broke. The punishments are beyond overkill, your phone can be surveillance, your houses can be raided at any time for any reason. It's not fun and a weapon update isn't going to make this anymore fun unless you're in a gang and don't care about having everything you own possibly being taken and being given 5 hour prison sentences. I literally wasted more hours of my life as a solo criminal to have everything I had on here taken in an offline raid. If you ask me, personal houses unless online and actively spotted inside of them with a warrant or with smoke clouds coming out of them should not be able to have "warrants" given to leo's to just steal a players networth. You can post and justify this with extremely hardcore RP rationality; but it does not make this fun or worth playing in the long run. I honestly can see why a lot of people just say fuck it i'm good and move on; which is sad because this server is great in many aspects and has a fun community with a lot of unique aspects. The punishments though are just beyond overkill in every capacity. I know this post reeks of sour grapes, but I'm pretty sure i'm just echoing how a lot of players feel. The only way to make actual money in any reasonable capacity is drug cooking, which in the long run is a complete waste of time because everything you have can just be taken from you when you're not even online. You have to spend 11 minutes cooking a piece of cocaine to sell for 600$ and at best 900$ if you're using some exploitative method of selling tons of other drugs beforehand to a dealer. You can't even cook pot in your house either, which is absurd and without any gang connects you're left literally just picking weed plants and buying chems, and then having to spend extremely long and frankly pointless hours cooking drugs to even have money. Car chopping is basically gang restricted now, there are too many mechanisms to trigger an auto failure robbing a store, banks robberies unless you're in a gang are impossible almost, the only realistic way to make a bunch of money is drug cooking and as I've said it's long tedious and boring; and then when you finally suffer through all of the boring painstaking hours waiting to make 100k; you risk literally losing everything and having even more hours of your life wasted. There needs to be a change of some kind, otherwise I don't know what the appeal to being a criminal is, unless that's the point and you expect people to play for hours on end as a social simulator doing roadwork or faction jobs.
  11. I usually just head to the settings section and switch it back to full screen.
  12. Press " i " for the inventory, then scroll with your mouse to the icons of the food/water and right click and click "USE". To bring the mouse up, click F2 and it'll let you scroll around. For more info type /help, it can be a lifesaver when you're new.
  13. I understand a good amount of the nerfing they did to apartments bought with credits is to discourage a pay to win type of scenario. However, the fact you can't cook drugs in your own apartment is kind of cruel if you ask me. If you've grinded and spent almost a million dollars, you're somehow arbitrarily allowed to cook drugs in your apartment; but cannot otherwise? The same risk of being raided, lab blowing up would be the same. It's not like buying an apartment automatically gives you access to drug tables; you have to find those and buy them yourself which can be hard to most players. I just find the "It's meant for civilian RP" to be a very poor excuse; it's not the real reason at all. It's just that they don't want the chance of a newbie who's found drug tables to be able to buy a nice apartment and grind himself into a millionaire. At the end of the day, people buy houses with credits because they do not have the IG money to buy houses; civilians and criminals alike. So long as you can't sell your house for IG $$, I really fail to see an issue with allowing people who spent their legitimate hard earned money to be able to utilize their homes however they see fit.
  14. I had this idea in my head awhile and thought I'd just shoot it out. I've heard that there's ideas/scripting possibly happening with the Diamond Casino, so this would perfectly tie in with it. Basically there'd be a type of VIP room that you'd need to either have a minimum amount of cash on you (Say 10,000$+), or perhaps you'd have to pay a fee to have a 24 hour pass to enter the room where the game is held. It'd be a fancy room like the hotel suites, but inside would be one to three poker tables. Inside there that'd be where people of all types, criminals and cops could play an easy fun game of poker for higher stakes than is typical of the usual Tequila la players. The fee for the most part would keep broker players from being able to enter high stakes games (Sort of unrealistic that a guy with 1,500 can hop in a 100k+ game; even though I usually did that xD). This way, whales can play with other whales without having to worry about bingo scammers or some random guy hopping in and winning half the pot with a low bet. There could be game options set for each table to have an adjustable mandatory minimum before each /startgame, with the first person who enters that table getting table authority to change the mandatory minimum. There could also on top of this be a voting system for the people at the table that'd display as a dialogue box similar to how pokers is; but it'd be people voting on the mandatory minimum or who to give table power to. This would be initiated via a /tablevote command, and then a prompt would pop up allowing members of the table to vote on either a mandatory minimum or who is controlling the table option. Another small suggestion with this would be adding the poker table to the furniture, and allowing poker games to be held at private locations (Peoples homes, gang HQ's, ect) to have more back-alley gambling events. I know this suggestion probably is moot considering my current predicament; but still I thought it was a nice suggestion that maybe the community would like.
  15. The server has a sort of version of that, the anim to withdraw most handguns goes on for a decent bit. I think in lieu of a command(/hidegun), it would be better to have an on person carry slot. Basically like what we have now, but you'd attach a holster and then you'd drag the handgun into the holster then it would attach the handgun object to the position of the holster so that it'd look semi realistic. There could be a drag option also added for this similiar to furniture, but it'd be you moving the holster to better fit the skin you're using. That might add some trouble though, but it'd be interesting. You'd right click on the holster, and just click "Move" or something similar and it'd bring up the X Y Z positioner. Another addition to this suggestion I thought of would be having different area's to attach a holster slot to, and different types of weapons that'd be able to be held in holsters. There could a melee weapon holster that works for small melee weapons that could be attached to a boot, your hips, or either side of your chest. Basically holsters would be S(small melee weapons/SNS pistol), M(Most handguns) L(Slightly larger handguns[but not a .50], L(Long arm 2 handed guns) hoster, and maybe for fun a large decorated holster that could hold a .50/any pistol; but it wouldn't be concealed just openly carried on the chest for people with gun licenses and more eccentric gangster RPers.
  16. Actually had a similar thought. It could be put in an equipment spot on your person, and then it would clip the gun just enough through the player that most normal clothing would cover it, depending on what type of holster you use. Another thought would be without a long arm holster, you can't holster any two handed weapons and would need to openly carry them or put them into a bag/car trunk.
  17. McLovin1257

    /flipcoin

    A very simple suggestion, it can be used in a very diverse amount of ways. The scripting would probably be pretty simple because /dice already exists exists. There could be an object that would be used in the inventory, but if that's the case then the dice should also be upgraded to this as well.
  18. +1, it would be interesting if the place could sell guns to non-gangs though and you have to smuggle them in (Past a border security, boat patrol). I thought about making a post for a transformation on how this server deals with cocaine in all honesty by using this new map update. The way we randomly mix chems (and weed lol?) to make cocaine is unrealistic, so is how crack is created on here. There could be a coca plant farm on the island where only coca plants can be grown, then you pick the plant and refine it into coca paste using chems at a factory nearby.. Once you have the coca paste, then you start adding a finishing chem and doing a drying process to create cocaine. From there youd have to successfully smuggle the cocaine back to San Andreas to sell to one of the dealers. The crack recipe could be updated to be more realistic, so that you need cocaine to create it but each cocaine+chems gives you 3 crack for each cook. Most people cook cocaine in their residential apartments, insanely unrealistic the only thing that makes sense to cook in an apartment is meth, crack, and LSD. The idea some street goon no matter how powerful or rich he is; is somehow creating cocaine out of weed in his apartment is unrealistic. The recipe for crack in reality calls for cocaine, not just weed and random household product; and they use cocaine for crack to get more money out of their coke. They create multiple crack rocks out of their cocaine. The meth and LSD recipes are sufficient, but the crack and cocaine system on here really defies any sort of logic. The Island presents a perfect opportunity to fix this, create more RP/crime situations, and more fun overall. I could see an update like this attracting more people to come try the server.
  19. I can't be the only one who hates the current system, I just spent my last 20k bolting this RV for it to break on almost all of them then the server restart before I tried the last bolt on the door. I'm sorry, but the bolts breaking so goddamn erratically is frustrating and non RP. How in the goddamn does a fucking bolt break from opening a WOODEN door?
  20. So the scripting here particularly for the crime activities is pretty top notch; that being said it could do with some major and minor improvements. As someone who uses these features quiet extensively for the most part; I have experience in what these need and what would create a better balance towards break-ins ect. Skill branches for certain tools, particularly the bolt cutter. This would basically give more experienced players who have sunken large portions of money and time into these activities to actually be REWARDED for their activities. Right now the way to determine if you successfully open a vehicle or cut a bolt is pure arbitrary luck calculated on a script level. This is insane, especially for someone who's sunk 50,000$ into bolt cutters. One would assume someone constantly doing something repeatedly would get better at said task right? It's insanely unrealistic that I break 3 bolt cutters in a row, despite having used 1 previously to open 3 doors in a row. The next suggestion is a durability indicator to replace the automatic system that destroys bolt cutters. It's insanely unrealistic, but can be given a small update that keeps it from becoming overpowered and keeps a nice balance. Durability indication would be upon inspecting a bolt cutter. For every failure opening a bolt depending on your skill level would be the amount of durability taken from the bolt cutter. (ex.) Level 1 bolt cutter fails his cutting of a door, this takes the durability of his bolt cutter down 30%, a level 1 bolt cutter successfully opens said door it takes away 20% durability. The better you get at cracking doors open with the bolt cutter, the less durability it takes to open a door and eventually the less durability is taken for a failure. Better description below Here's a better representation of what i'm getting at. (Bolt cutting skill) - Parenthesis numbers indicate number of doors/gates required to level up. Master rank = total competition of skill bar and mastery of it. Level 1 (10) -Failure to open a door results in 30% durability taken out of the bolt cutter. Bolt requires 20% durability to open a door, 10% durability taken once opened Level 2 (20 ). -Failure to open a door results in 25% durability taken from the bolt cutter. Bolt requires 15% durability to open a door. 10% durability taken once opened. Level 3 (30) - Failure top open a door results in 20% durability taken from the bolt cutter. Bolt requires 10% durability to open a door. 10% durability taken once opened. Level 4 (50)- Failure to open a door results in 10% durability taken from bolt cutter. Bolt requires 5% durability to open a door. 5% durability is taken once opened. Level 5 (Master) Failure to open a door results in 5% durability taken from bolt cutter. Bolt requires 5% durability to open a door. 0% durability is taken once successfully opened. The system that automatically breaks bolt cutters would still be in effect; but the effect would wear down on the durability. This would result in more break-ins yes, but otherwise this doesn't add any exploitative features that I can think of. It also serves to make break-ins a bit more profitable. Right now, if you sink 50,000$ into a breaking into an R.V you had better be sure that solid gold is sitting behind the door because right now it's a complete waste of money and kills the immersion of breaking into something just to have 2-5 bolt cutters break in rapid succession. That doesn't even make sense honestly, it's pretty fucking stupid. I understand it was designed to make sure there was balance in the system, but there are better ways of balancing like I've described above that makes it more fun, more profitable, and also helps to make people interested in going beyond stealing random cars they find on the streets. Right now the crime path for solo/duos/trios is picklock random cars they find on the streets, DM/fight people with guns in various places (Drug spots, chop shops), or to rob shops. This makes R.V/house heists more worthwhile to attempt, and also serves to make people remember their valuables and keep them in safer/more secluded spots.
  21. Glad you like the toothbrush idea! When it comes to the lockpicking you are right, most doors are electronic and there are very few doors that'd match my description. A lockpicking and breakout system for prisoners would be interesting, but would take a lot of work to overhaul the prison. It'd be a fun idea if it could ever be implemented because most people who want a breakout usually have to get in contact with a player from the outside; and usually plan it in advance. Forgive me on my statement regarding DoC activity, the times i've been inside are usually during low player hours, so that's more than likely why I haven't seen as many guards. A money to stamp exchange would be awesome though, I like the ratio 1500$ for every 1000 stamps. This really wouldn't require a lot of scripting, nor would lowering the gambling limit for stamps. If the minimum was 100 to 200 stamps to play poker; I have a feeling a lot more people would be down to play poker inside. 500 is way better than the 1500 currently required though. I really like the guards awarding good behavior with stamps though, it could certainly make for some fun RP situations. Regarding a cap on how much time you can remove, I can dig it. However just as in real America, San Andreas is a semi plutocracy. It's understandable that players with more money would have the advantage to take more time off than a poorer one who'd have to work for it; but there should be a cap or a work related system that ties into it. (If the interior was changed, there could be a lot more jobs and work offered to prisoners. I like the idea of them cooking, washing clothes, and other general prison work besides the usual break rocks in the yard)
  22. I've got a few suggestions to make DoC interesting and not a place to just afk at when you're caught (which everyone almost does unless they're assaulting you for your stamps) (Prison items) There should be items added to the exchange shop that makes work worth doing. 1) Toothbrushes These would be objects able to be crafted in multiple ways or used RPly. One function would obviously be turning it into a prison shank, but would have the same load time as opening cash from a 24/7. The player would be scratching it against the floors concrete surface and have a progression bar until it's an operable shank that would break down after so many uses. Prisoners could warn guards of the shank in progress in they were afraid, and the shank would only have enough durability to kill 1 person. Another use of the toothbrush could be to use two of them to make a jerry-rigged lockpick. From there, doors with non electronic locks could be picked. This would ensure guards aren't just there on their down time and that the prison would always be populated(Guard wise), that players have non external methods of escaping (but risk having their sentence lengthened tremendously) 2) An MP3 player Simply put this would allow those who've done hard labor to afford some music to listen to, usually workers in prisons do earn privilege's like these sometimes. (regarding prison items in general, your inventory should automatically go in the evidence locker or a protocol should be set up to give players a duffle bag if they don't have one to put all their items in for storage until their sentences are up) (Work/exchanging stamps) The work to stamp ratio is not worth it, 100 stamps is worth 10 seconds. 100 stamps should be 20-40 seconds at the least. The initial stamp ration could give players the option to cut less than 5 minutes off their sentence automatically, or to exchange it for work tools to earn more stamps. There needs to be more ores to mine as to not cause a survival of the fittest on working to earn stamps, this occurs when there are more than three people who want to mine ores. Most people usually do time for evasion and theft, and wanting to actually do the grind work might rehabilitate them into being honest laborer's.
  23. It is insane that it takes three minutes to make a piece of marijuana from two pot plants. Realistically, wouldn't ripping the nugs off a pot plant take under that especially in the miniscule amount of pot you receive from mixing two plants?
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