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QOL - The Next Update / Near- Future of ECRP

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Posted

We need QoL changes for house robberies. Eliminate the whole house robbery UI and do the following:

  • Rather than the UI and the big skull icon marking the robbery, the contract dealer only provides an address, and the player needs to do /setgps [robbery address] to find it, or just find it manually themselves. 
  • Add a new command /checkdoor to initiate the robbery or for others to check for signs of forced entry, or just checking if the door is unlocked (this will help in situations aside from just house robberies). To prevent other crims from going around Vinewood hills and spamming this command at every door, there could be a random chance of law enforcement getting an automated call if the command is used on a house that is not currently marked for robbery saying something such as, "The homeowner believes someone is trespassing on their property, trying to break into their front door!"
  • Ctrl+x can be used to lockpick the front door, just like with vehicles and added to the new interaction menu that was changed for the license plate removal update. 
  • Change the Law Cleanup UI to a command such as /cleanuphouse for police to use to get rid of the robbery contract. This command would of course be restricted to on-duty law enforcement officers. Could also add this to the Ctrl+x menu as an alternative option.

Other QoL changes for house robberies:

  • Either change the animations for smoking a blunt and tossing it or don't allow lockpicking to start until the current animation is finished. Seen several instances of people losing their robbery contract due to starting the lockpicking too soon after /toss and it caused them to fail the lockpick and have the cops called.
  • Lower the weight of some of the scratched furniture. Some of the heavy things (like a TV or sound system) are OK to be 10-20 vol, but a small object such as a wrist watch should only weigh maybe 2-5 vol.
  • Change loot spawns so they don't spawn on top of the cabinets. The UI stacking on one another makes it impossible sometimes to loot both. 
  • Like 3
Posted

I think the chance or probability of finding a weapon in a house robbery should also be increased.  I have done 100s of house robberies and only found a gun once ever. I think with the update to FM and how difficult it is to get gun shipments now, increasing the chance for a gun spawn would be nice. I know it possible to get guns from house robberies but the probability is so low it NEVER happens. 

Posted
On 8/6/2024 at 4:11 PM, Requiem said:

We need QoL changes for house robberies. Eliminate the whole house robbery UI and do the following:

  • Rather than the UI and the big skull icon marking the robbery, the contract dealer only provides an address, and the player needs to do /setgps [robbery address] to find it, or just find it manually themselves. 
  • Add a new command /checkdoor to initiate the robbery or for others to check for signs of forced entry, or just checking if the door is unlocked (this will help in situations aside from just house robberies). To prevent other crims from going around Vinewood hills and spamming this command at every door, there could be a random chance of law enforcement getting an automated call if the command is used on a house that is not currently marked for robbery saying something such as, "The homeowner believes someone is trespassing on their property, trying to break into their front door!"
  • Ctrl+x can be used to lockpick the front door, just like with vehicles and added to the new interaction menu that was changed for the license plate removal update. 
  • Change the Law Cleanup UI to a command such as /cleanuphouse for police to use to get rid of the robbery contract. This command would of course be restricted to on-duty law enforcement officers. Could also add this to the Ctrl+x menu as an alternative option.

Other QoL changes for house robberies:

  • Either change the animations for smoking a blunt and tossing it or don't allow lockpicking to start until the current animation is finished. Seen several instances of people losing their robbery contract due to starting the lockpicking too soon after /toss and it caused them to fail the lockpick and have the cops called.
  • Lower the weight of some of the scratched furniture. Some of the heavy things (like a TV or sound system) are OK to be 10-20 vol, but a small object such as a wrist watch should only weigh maybe 2-5 vol.
  • Change loot spawns so they don't spawn on top of the cabinets. The UI stacking on one another makes it impossible sometimes to loot both. 

+1

Posted
On 8/6/2024 at 4:11 PM, Requiem said:

We need QoL changes for house robberies. Eliminate the whole house robbery UI and do the following:

  • Rather than the UI and the big skull icon marking the robbery, the contract dealer only provides an address, and the player needs to do /setgps [robbery address] to find it, or just find it manually themselves. 
  • Add a new command /checkdoor to initiate the robbery or for others to check for signs of forced entry, or just checking if the door is unlocked (this will help in situations aside from just house robberies). To prevent other crims from going around Vinewood hills and spamming this command at every door, there could be a random chance of law enforcement getting an automated call if the command is used on a house that is not currently marked for robbery saying something such as, "The homeowner believes someone is trespassing on their property, trying to break into their front door!"
  • Ctrl+x can be used to lockpick the front door, just like with vehicles and added to the new interaction menu that was changed for the license plate removal update. 
  • Change the Law Cleanup UI to a command such as /cleanuphouse for police to use to get rid of the robbery contract. This command would of course be restricted to on-duty law enforcement officers. Could also add this to the Ctrl+x menu as an alternative option.

Other QoL changes for house robberies:

  • Either change the animations for smoking a blunt and tossing it or don't allow lockpicking to start until the current animation is finished. Seen several instances of people losing their robbery contract due to starting the lockpicking too soon after /toss and it caused them to fail the lockpick and have the cops called.
  • Lower the weight of some of the scratched furniture. Some of the heavy things (like a TV or sound system) are OK to be 10-20 vol, but a small object such as a wrist watch should only weigh maybe 2-5 vol.
  • Change loot spawns so they don't spawn on top of the cabinets. The UI stacking on one another makes it impossible sometimes to loot both. 

Huge + 1 ... could't agree more with all points u added

Posted
26 minutes ago, lupicek said:

Huge + 1 ... could't agree more with all points u added

As well I would add a price range to each item you can loot as a furniture ... for example a digital clock would normally be in range of 400-800 dollars... on the other hand sometimes you can find a skull with big 2 emeralds and that could be in price range of 2000-4000 dollars. 

This would add the option for players to get knowledge of what item can cost and get more efficient in doing houses since you would leave some cheaper items behind.

Posted (edited)
On 7/2/2024 at 3:54 PM, Bala said:

Disable /panim in prison.

If /panim should be disabled in prison, then there should be made a special one that works in prison, but has less effects. as there are some panims that works in prison

like /ppanim "prison prop animation"

Panim's that work in prison

clean, clean2, clipboard, binbag, book, cup, donut, egobar, mop, mop2, soda, weights and weights2

Edited by Loca_Mocha
  • Upvote 2
Posted
On 7/26/2024 at 3:11 AM, Demonmit1 said:

Add the names of the freelance jobs to the blips on each one. would significantly help new players navigate the map

This used to be a thing, but they changed it for some reason

Posted

Ability to use the MODVIEW command (or something similar) while viewing cars at NEW car dealerships. The same way it is possible to be used at the high-end and low-end player dealerships. 

Also add the trunk size information to this menu as there is no way of learning how much trunk space each vehicle has. The MODVIEW menu provides tons of info regarding seating capacity and fuel capacity etc. but leaves no mention of trunk size OR more importantly, if it can fit a body.

 

 

Posted (edited)

Furniture
- Add an option to search a furniture in the store by name (it's annoying that you know what you want, but don't know where it is)
- Add a command in your property /furniturelist that shows you list of all furniture placed down and an option to select a furniture from the list and do the current option of /move or /delete (Some furniture are pain in the ass to locate with a mouse to remove or move like lights, glass etc.)

Vehicles
- Add option to lock and unlock trunk separately from the vehicle doors to stop the non-rp action of people checking your trunk when you unlock the car.

 

Edited by OBESE
  • Upvote 1
Posted
20 minutes ago, OBESE said:

Furniture
- Add an option to search a furniture in the store by name (it's annoying that you know what you want, but don't know where it is)
- Add a command in your property /furniturelist that shows you list of all furniture placed down and an option to select a furniture from the list and do the current option of /move or /delete (Some furniture are pain in the ass to locate with a mouse to remove or move like lights, glass etc.)

 

+1

Posted (edited)

Apartments have the Unlock/Lock options on the doors 


0ead4f3f761d9f04a549f376d1f498f1.png

Houses do not they only have the "Lock" option.

 

2b9d789bafef9fcb2eacd75a5627fc0f.png

 

This makes it hard to determine when you are inside if your door is locked or not.

Suggestion:

Add the "unlock/lock"UI to the WI menu.

Edited by Carl Vespucci
  • NAY 1
  • Upvote 3

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