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Everything posted by Requiem
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Please update your bug report to the proper format below and provide evidence with it: Date and time (provide timezone): Game Edition (Legacy/Enhanced/both): Character name: Does this issue appear again after a full game restart?: How many times did this issue appear for you?: Issue/bug you are reporting: Expected behavior: Evidence (MUST provide either UNEDITED photo or video) , notes worth mentioning, steps to replicate: Vehicle license plate number*:
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Added max stamina for GTA 5 Enhanced to the list.
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I don't feel private tables are good for the server. If more access to drug cooking is desired, I would rather see ways to be able to activate a currently down lab for a limited amount of time (such as paying x amount of cash or other means). This would allow for smaller groups to be able to use a lab that isn't currently known by other groups to be open and make use of some of the labs that are either never open, or not open often.
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I've updated my bag suggestion to include an /ame above the player's head to give other players an indication that someone is adding or removing something from the bag.
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EDIT: Several of these items have now been implemented. A few have not been. I will try and manage the list and cross out the items that are done. Looking at the development roadmap for December, quality of life improvements was one of the items on the list to cover for the month. I wanted to put a post together to cover all of the top requested Quality of Life Updates that in my opinion have been the most requested by the community over the past several years based on past discussions and posts here on the forums. This is in hopes it will make one easy place for the developers to look at for any QoL updates they may look to implement this month. I am trying to reserve this list for only the most important items that impact large numbers of players to keep it realistic to the number of things that can be addressed. If there are other topics you would like to see added to this list, please comment below and I will look to add it to the main post in an update. Please keep replies relevant to quality of life updates only so we can keep this thread clean for staff and dev's review in hopes some of these items can be addressed this month. Disclaimer: There is of course no guarantee that all or any of these items will be addressed this month, but I only put this together with the hopes that we can have a better chance of some of the more frustrating game features see improvement in the near future. In no specific order of priority or organization, below is the list of the top requested QoL updates for the server from my point of view: Capability to repair any vehicle you have keys for - IMPLEMENTED This is a feature that's been requested for over 5+ years now. Allow any player that has a copy of the keys to a vehicle to repair the vehicle with mechanics. Faction Loadout Customization & search bar Currently all legal factions have faction uniform lists that are hundreds of items long and many faction members can see dozens of those uniform options in their out loadout menus. Allow for faction loadout customization, which was meant to be a feature in the menu from the start, where faction leadership can enable clothing options to each F4 menu rank and branch and then faction members would then be allowed to create their own uniforms from those options enabled for their specific rank/branch. Then when faction members open up the menu, they only see their own uniforms and any uniforms that the faction leadership has created for them as a common uniform for the whole faction. In addition to the above, a search bar in the faction loadout section would make it significantly easier to find the uniform or equipment you are looking for within a long list of possible options to help prevent endless scrolling. Any Mask Will fit any size face/head and hair Masks only fit people with thin or small faces and small heads and they also clip through many of the larger or newer hairstyles, making them look terrible or unusable. Many hats have the same problem where they cannot be used with newer hairstyles. Adjust masks and hats to change your face shape to a default size that allows the mask to fit no matter what. When you remove the mask, your hair and face would go back to normal. Custom Purchase Quantity from General Stores and Humane Labs - IMPLEMENTED Currently in order to purchase large amounts of lock picks, drug ingredients, food or water or many other items from any type of store, you have to manually click the buy button dozens of times. Add a space in the interface menu for both general stores and humane labs to type a custom number you want to purchase in. Non-Emergency Law Enforcement Phone Number and/or Front Desk Buzzer Both LSPD and LSSD currently have no way of being informed if someone is at the front desk needing assistance with something at a police station. There are also instances where someone wishes to speak with police, but for non-emergency purposes. Create a non-emergency number for police to respond to and place a buzzer identical to the one DOC has to inform law enforcement when someone is waiting at the front desk. Jail/Prison Temporary Inventory Removal Similar to the frustration players faced with impound wait times, there are many times where there are either no law enforcement available for legal item release, or no DOC online to help with item release at the prison that creates very long wait times just to get basic items such as a GPS or clothing items back after serving a jail sentence. Change the system so when the /jail or /prison command is run on a player, it will temporarily remove their inventory and replace it with the DOC inventory with stamps. Then when the player is released from DOC, wipe their DOC inventory, removing stamps, litter, or dirty clothing they may have picked up in DOC and automatically put their items they had before processing back into their inventory. Alternatively to solve this issue if the above option won't work, create a legal locker that's shared with PD, SD and DOC that is accessible by civilians so that only on duty police can place items inside, and civilians can only remove items from their own locker. This will allow police to place legal items taken from criminals inside from any police station or at the prison, and allow civilians to retreive their items from prison or any police station right in the lobby without the need for law enforcement assistance. Group Texting on Phones - IMPLEMENTED This one is simple. Allow players to text multiple people in one large group text on phones. Also adjust the notification on phone texts to make it easier for people to recognize when they have received a new text or they have a new text waiting on their phone. Remove the Scoreboard (or the XP rates) Players have no reason to need to see the main scoreboard in game. Commonly, players will maliciously use the scoreboard to metagame other players identities by matching up the player's ID with who they think that player might be by looking at their amount of experience. This leads to metagaming problems with using OOC information IC. Simply eliminate the scoreboard or remove the experience amounts to prevent this abuse from occurring. Make Bags Accessible from the Normal Inventory Currently bags have to be set down onto the ground in order to access the contents. This leads to unrealistic and frustrating interactions where a player may set a bag down and another player might pick it up from the ground and run with it or simply steal contents from it even though the bag owner is already searching it. Allow a bag to be "used" from inside the main inventory screen to pull up the bags inventory and move items back and forth between the bag and the normal inventory, or even another inventory such as a safe or vehicle. When searching the bag, provide a /ame above the player's head to indicate they are searching the bag, similar to what you would see when a player searches their car's inventory. Add a "Store" option for house safes Players are able to pick up crates, bags or other carriable objects and store them in the trunk of a vehicle with a single button press on the WI for the car. Make the same "store" option available for house safes to make it easier to put large/heavy objects into the safe easily. Also, any object in the game should be carriable. I see no downside to allowing any object to be carried in someone's hands and treated like a bag or piece of furniture. This would allow for something heavy such as a drill to be carried in hand so you did not have to clear out the entire inventory to pick it up. Set Player Stamina to max for GTA Enhanced - IMPLEMENTED Many players enjoy playing on GTA 5 Enhanced rather than legacy given it runs smoother, has better graphics and is an overall improvement over the legacy version, however, it makes the game difficult to play currently due to the game not referencing local save files so player stamina is essentially 0, so you are unable to sprint or swim for long before you begin moving slowly. Set the server player stamina to max value so players can enjoy playing GTA enhanced without any hinderances.
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Using house robbery UI's to find and rob someone was added to the metagaming rules in the most recent rule changes, so this should no longer be an issue.
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Osvaldon has posted an update regarding this in the #development channel in the ECRP discord.
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The history of gun decay is not important at this point as we need to deal with the system we have in place now. Yes, there were some bugs with the system that the developer's addressed and have made fixes to. Does that mean its perfect at this point? Likely not. But nothing will be addressed with bugs in the system unless people collect evidence and submit a bug report. Some changes made to the server are not necessarily going to be something everyone wants or likes, but is necessary for server health and longevity, which in the end is what matters most. If there is a time to suggest quality of life updates and post important bug fixes, now is the time to do so, as the developer roadmap indicated they would be working on QoL and bugfixes in December as one of their main priorities. Just be sure that any suggestions or bug reports are as detailed as possible.
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What is "broken even more" with the gun decay script? Is there a bug report in for it to have it looked at if so? Seems the script is working as intended if it is nerfing large stashes. You can have all the guns you want if you are willing to spend the time and money to maintain them.
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As Ash mentioned, this suggestion has been implemented. Good luck with your gambling and/or DnD sessions.
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Fishing has been reworked today! The new scaling difficulty of different types of fish, as well as the different fishing rods and bait will allow for better profit margin.
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While the concept on paper sounds great and I am in support of, in practice/execution, I don't believe this would work well. Too many edge cases where this would be abused, forgotten about, make people upset or ruin immersion with people immediately going into /b asking for the command to be run ASAP. As others already brought up, what happens if the /detain command is run and then the criminal escapes, whether from an ambush, running away, or what ever other means. We would have no proper way of tracking the commands use ICly as well.
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Changes were implemented today to alter the weapon repair kits functionality. Hopefully with the new changes in place, this improves the clarity and function of the process now for everyone's benefit. [Weapons] Changed weapon cleaning kit price from 3000$ to 1000$ [Weapons] Changed max durability loss from 50% to 10% [Weapons] Updated notification to better explain the loss of durability
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I certainly agree with this suggestion. The uniform list for LSPD right now is hundreds of loadouts long, and each member of the faction sees dozens of these uniforms in their own loadout lists currently. It's also difficult to navigate and find the uniforms you wish to modify. What I think would be great to see would be the capability for faction leadership to set the clothing items they wish to allow each faction rank and branch to have access to, then each member of the faction could just create their own custom loadouts from that pre-chosen list of items they get access to and then they would only see their own loadout list when they pull up the faction loadout menu. This would allow for freedom and flexibility for both the faction leadership and the faction members and solve the insanely long lists we have now. So for example in LSPD/LSSD - Detectives/investigators would get access to any DB appropriate clothing, the relevant armor options for DB units, and the rank insignias that a detective would have access to. The faction leader would create that list of allowed clothing for anyone in DB, then each individual rank (Detective I, Detective II, Detective III, etc) would have access to a subset of that specific to their rank permissions. This capability could be expanded and be flexible for other types of factions as well.
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Building on the group idea, extend the house robbery script to a mansion or a large business that you have to steal from but would take too much time solo, so it requires a larger group of players to do it together to get all the loot in time.
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The negativity is not needed. Keep the comments on topic to the suggestion. As a response to your accusation that "staff as a whole have turned lazy", if you believe this to be the case, perhaps apply to support staff and be the change you want to see if you truly believe that. You can set an example for everyone else on how to do better.
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200 AP was the limited armor given over one weekend to crims that was reverted, not the 150 AP. 150 is still available by special import. Police do not have access to 175 AP. 150 is max for police and only to specialized divisions, not the whole faction. As for weapons, I have seen several criminals with sniper rifles. SWAT is the only division within PD that has access to sniper rifles and only a select few within SWAT are certified to use them. Special carbines are actually equal to, if not slightly weaker than other automatic rifles. There are several automatic rifles that are stronger than the special carbine. Nonetheless, I added my clarifying comment that there are some weapons and armor that are difficult for crims to get ahold of, but not impossible. As I also mentioned above, this is counter balanced with the fact that the higher tier weapons and armor for police are limited to a fraction of the department and even those that do have access to them are limited by IC policies and procedures that dictate when and how they are allowed to use those weapons. Criminals have free access to use them however and whenever they wish.
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Criminals have access to the same level of AP that police do, as well as the same weapons. It can of course be more difficult for criminals to get access to some weapons and armor, but police also have their restrictions, such as only specialized divisions having access to higher tiers of armor and weapons. Police also have restrictions on when they can and cannot use these weapons and how they use them.
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All players are allowed to provide opinions on suggestions for the server. Keep the comments relevant to support and discussion of the suggestion topic. There is no need for personal attacks or trying to shut others down from commenting. Further derailing comments irrelevant to the topic will be removed and potential forum warnings issued if you are going to make disrespectful or toxic remarks.
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new FearRP changes is confusing people.
Requiem replied to Demonmit1's topic in Implemented Suggestions
There is far too much emphasis being put on a single line in the rule rather than looking at the overall intent of the rule. Players must still show fear and must prioritize their characters health and safety first and foremost. The new FearRP rule simply allows players to react and choose the option that gives them the best odds at preserving their life, where as the old version of the rule forced the player to always choose "comply" if they were given demands under gunpoint. This means that if you have an option available to you that could put your character in a SAFER state, you are allowed to take it. For example, if someone pulls a gun on you and aims at you and based on your past interaction with this person, you know they are likely to kill you in the end, you may have better odds and pulling your gun and fighting back to try and save yourself. Under the new rules, this is allowed. This does not mean you should be choosing to not surrender because it will save your items/assests. This does not mean you should choose to not surrender to try and win a situation. It is simply about preserving your characters life and choosing the option that gives them the best odds at surviving. Take the same example above, but now make it three people pull up and pull guns on you and you are alone, it would no longer make sense to pull your gun and fight back because you are heavily out numbered and you would not be putting your character in a potentially safer place by making that decision. Taking the same logic above, if you are put under gun point while UNARMED, would it put your character in a safer state to turn around and run and risk getting shot in the back? Absolutely not, so this should not be the choice made. To specifically address the OP's questions/concerns: This goes with what I stated above. Players are encouraged to comply with demands because this will likely be the safest option for them most often, but not always. When there is an option available to choose not to surrender that would reasonably put your character in a safer position to preserve their life, they are allowed to take that option, but they must be willing to accept the consequences of that. You choose to pull your gun instead of surrender, then prepare to potentially get shot and lose that situation. As Eliza mentioned above, a player with a gun in hand should be treated equally, no matter who it is. Doesn't matter if its a cop or criminal. You don't know if a cop has corruption permissions or will make that IC choice to shoot regardless of circumstance. If a criminal is unarmed and a gun is being pointed at them by law enforcement, they must choose the option that keeps their character safest and alive, which in this case since they are unarmed, is compliance. If the criminal is armed, it is the same interaction as mentioned above. If its a one on one situation with only one officer and one criminal, the criminal may choose to not surrender. If they are heavily outnumbered though, then they must comply as trying to fight back would be certain death. Interpretation must be a factor in many rules when it comes to RP and IC interactions. If rules are made too rigid where its either yes or no, then it heavily restricts roleplay capability. A great example of this can be seen in the old FearRP rules. Under the old ruleset, it was simply "are you under gunpoint? Yes? Comply." This created unfun and stale situations where whoever pulled and pointed their gun first simply wins and there is no counterplayer or fluidity to the situation. The rule was opened up to allow for more freedom of roleplay options, but as a result, is now open to slightly more interpretation. If specific examples are provided for every single rule, players will mistakenly use those as end all be all and expect that if something falls within those examples, its a rulebreak. If not, then its good to go. But its not that simple as there are too many different types of situations to capture in a list of examples. Players simply need to understand the intent of the rule and act with common sense, and the rest will come naturally with their IC actions. If someone already has a gun out, they have always been free to react and fight back, even under the old FearRP rules. This has not changed. If in your above scenario, you mean they did not have their weapon pulled and they were put under gunpoint to the back of their head, they would choose to comply in this instance as their option to pull the gun and choose not to surrender would not necessarily put them in a safer state since they could easily be shot from behind by the time they try anything. The report conclusion should be referenced to understand why the report was accepted as it was. Ultimately, this goes back to what I said above about choosing the option that puts your character in the safest spot. In this situation with the bank robbery, the criminals may have had more numbers, but most of them were unarmed. The front doors of the bank were surrounded by armed officers. Ask yourself, is your character's life in a safer position staying inside the bank and surrendering to the demands, or to run out and run past heavily armed officers? This is why the report resulted how it did. -
To everyone making complaints that there are Law Enforcement players that are creating negative/toxic environments, not willing to RP, or showing themselves as bad actors, have any of you brought this to the law enforcement faction leadership? Or perhaps submitted a roleplay feedback form? If the kinds of things you say are happening really are, and if they are actually an issue, then it should be addressed for the betterment of Law Enforcement faction(s) and the community. But just blindly complaining or saying there are issues won't solve anything. Collect evidence and submit it with your issues in the roleplay feedback areas if you want something to actually happen. I cannot speak for SD since I am not in that faction, but for LSPD, I can assure you that every roleplay feedback form that is submitted gets reviewed by the entire supervisory team and is discussed in detail and length and taken seriously. I can assure you it WILL get reviewed and you WILL get a response for it. I am sure SD will take them just as seriously as well. SD Roleplay Feedback Link: https://gov.eclipse-rp.net/viewforum.php?f=2108 PD Roleplay Feedback Link: https://gov.eclipse-rp.net/viewforum.php?f=4018
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Pagers are used as a tool ensure police can be around at times where there are few online to maintain server balance as law enforcement factions are in place to provide risk to criminals and maintain order for civilians. The fact that in your statement above you talk about fighting police and sometimes wiping them is telling enough that criminals quite easily have the capability to overpower police. No criminal organization should be able to easily wipe police and go around the state committing whatever crime they wish risk free. Its not healthy for the server or the gameplay of criminals. Your mistake is thinking of law enforcement as just another gang or standard faction to fight when in reality, their reason for existence is not to act as competition to your criminal activities and should not be on a level playing field with you, but rather as mentioned above, a group used to maintain order and balance and provide risk to criminals to keep them from getting out of hand.
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Limit how much you can take from your on duty vehicle using /fl (except for tazer) This is already a policy. It is not supported by the server script of course, but police should only be taking things from their vehicle that was RP'd as placed there or would realistically already be in there. If someone did not do the RP of placing a gun in their vehicle, they should not be grabbing one from there and I would argue it would be NRP to do so. Make /fl like a dynamic secondary inventory with x stock that you can replenish at the station. I would be fine with this and honestly I agree with it. It would require dev work of course. Remove the helicopter that can go 270. (sparrow) The helicopter was added due to the massive influx of HSW vehicles and super cars that go 240 everywhere. It is limited to a very small pool of pilots within PD so not everyone can just go a grab it. The speed of a the helicopter changes nothing regarding the strategy to lose a helicopter (using tunnels, bridges, highway overpasses, etc) so this helicopter existing only levels the playing field for the overpowered vehicles that criminals have access to, not provide any extra advantage over what any other helicopter does. Thermal scopes can often see through walls and objects (fix or remove them) Thermal scopes were nerfed many months back and cannot see through walls and objects. People are spotted in bushes with them due to the leaves of the bush not covering every part of a player, so hot spots are still seen. If you go inside a building though, the thermal scope cannot pick you up through the walls. Add increased recoil (compared to on foot) on gunship passengers, doesn't make sense a heli 100 meters above you shoots a high recoil LMG, with 0 recoil, when the same weapon has high recoil when you're on foot. I agree with this change. If anything, automatic weapon recoil should be more difficult to control from a helicopter, not easier. To clear the record, at least for the faction I am apart of, LSPD does not allow automatic weapons to be fired from a heli, only semi-auto rifles at most. I cannot speak for other factions. Same way there's an Evidence Locker, create personal lockers where LEOs have their personal locker, with their gear, duty gun, etc that they replenish, maintain, repair (I don't believe gun jamming and health update was intended for crims only but rather the whole server for "RP quality"). I would have no problem with this addition, although I don't believe it would add much to be honest. If a gun starts getting worn and would be a field risk to officer safety, the department would simply toss it out and procure a new gun, essentially making this pointless. I can say though that LSPD SWAT already RP's their guns as being individually "owned" (registered to specific SWAT officers) and maintained by their owner. Make police items / gear, Actual items rather than basically having a menu that spawns things. Not sure what you mean by this. The /fl menu spawns in actual items as it stand, just the items are locked to the player. Are you suggesting that the items are unlocked to allow for them to be taken by others, or is this just an extension of your suggestion above regarding /fl being a secondary inventory to be restocked from the police armory? Just to provide clarify here, PD does not have Niobes. It was trialed for a bit, but very shortly after removed as an option.
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In an ideal world, a LEO or DOC officer would take the necessarily/illegal items that shouldn't be returned to the player prior to using the /prison command to process them, and then the /prison command would automatically wipe the players inventory for the time they are in prison, and automatically return those items to them when they finish their sentence, so when the player returns to the DOC lobby, their items are back in their inventory again.
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In my opinion, the solution is not to reduce jail/prison time, but to fix the issues of DOC. Create more activities in general so its not just everyone sitting AFK. Specifically, add more creative ways to allow inmates to earn stamps, and make those stamps worthwhile to trade in for time reductions. This gives the best of both worlds where it creates RP and activity in DOC so it doesn't feel bad to be sent there, it gives more for the DOC faction to do, and it allows criminals a way to either reduce their jail time, or make a bit of money to pay for the fines if they prefer that instead. Quite some time ago, Chunder created a DOC improvements suggestions mega thread that had lots of great ideas. I am sure Bala had quite a few DOC topics in several of his larger suggestion topics as well. Some of these ideas just need to be put in place, and perhaps that can start with community support by going back to those suggestions and supporting them. https://forum.eclipse-rp.net/topic/107252-sadoc-improvements-thread/