Shimo Posted May 27, 2025 Report Posted May 27, 2025 Honestly, I wish that the "idea" behind dissolving NCZs would've worked and that the rule was properly understood by everyone; the reality is that NCZs might need to return. Shootouts happening DAILY in the main city areas (Legion, Near Pillbox MD, etc) should just not happen. It makes absolutely no sense. People (or at least, I) don't feel like Civ RP is viable. You basically need to get a firearm, even if you intend on minding your own business. Obviously, the biggest downside of NCZs is people using it as a safe haven when being chased for a criminal activity, however that is much less of an issue than altercations happening multiple times a day in these areas. 3
Nicholas Palermo Posted May 27, 2025 Report Posted May 27, 2025 9 minutes ago, AtlasOLimbo said: Businesses have very little script support especially when compared to legal factions, this results in very little business roleplay. - /roll where you can either set the amount of dice and their faces, e.g: 1d6 or an upper bound such as /roll 1000 and it pulls any number between. This in my opinion would add a lot of fun roleplay opportunities as 1d6 is rather limiting and is only a handful of lines of code. - An invoice system where a business gets paid rather then the player handling the transaction. - The ability for businesses to create custom items/foodstuffs, possibly as a reward for reaching a certain legal tier. (A 3D printer was seemingly fully finished, I do not know where this has gone/what state it is in.) There's a lot of very good suggestions that have been made over the last few years that have received near or zero attention from decision makers (management+) which I believe is a gripe most players have and why more suggestions don't get made. I hope this thread will remedy this. e.g: Hello!!! I love business ideas!! I’m not sure how easy this is script wise, but if we had the ability to add proper checkouts to civilian businesses (like gas stations and gun stores) businesses ideally a spot placed during application for licensing and things of that sort, though this would add another step to licensing management if it needed to be removed), vs having to use vending machines, I think this would encourage a lot of people to leave their buildings more open to the public, as opposed to vending machines that people don’t tend to check, or that we feel doesn’t “fit the vibe” being placed outside. There are so many cool places across the city, even if it’s as simple as I can go in and get food or drink like anywhere else, just getting to explore places more would be amazing! And I’d love to encourage it!! 1 1
Kevin Jacobs Posted May 27, 2025 Report Posted May 27, 2025 1 minute ago, Shimo said: Honestly, I wish that the "idea" behind dissolving NCZs would've worked and that the rule was properly understood by everyone; the reality is that NCZs might need to return. Shootouts happening DAILY in the main city areas (Legion, Near Pillbox MD, etc) should just not happen. It makes absolutely no sense. People (or at least, I) don't feel like Civ RP is viable. You basically need to get a firearm, even if you intend on minding your own business. Obviously, the biggest downside of NCZs is people using it as a safe haven when being chased for a criminal activity, however that is much less of an issue than altercations happening multiple times a day in these areas. Saying legion would not be fair to make a NCZ as most people stay there all day causing trouble so Legion should not be a NCZ but the other places yes
AtlasOLimbo Posted May 27, 2025 Report Posted May 27, 2025 1 minute ago, Shimo said: Honestly, I wish that the "idea" behind dissolving NCZs would've worked and that the rule was properly understood by everyone; the reality is that NCZs might need to return. Shootouts happening DAILY in the main city areas (Legion, Near Pillbox MD, etc) should just not happen. It makes absolutely no sense. People (or at least, I) don't feel like Civ RP is viable. You basically need to get a firearm, even if you intend on minding your own business. Obviously, the biggest downside of NCZs is people using it as a safe haven when being chased for a criminal activity, however that is much less of an issue than altercations happening multiple times a day in these areas. NCZs did not stop these things from happening, they may have reduced it but an NCZ does not cut down to the root cause of these situations which thankfully this thread is trying to resolve. You can always short-term medicate symptoms of a cause but unless you deal with the issue at its source, you'll get nowhere and we'll be back here again in a year's time.
Nicholas Palermo Posted May 27, 2025 Report Posted May 27, 2025 (edited) 1 hour ago, SteveD said: I think too much revolves around drug labs. We're basically feeding the problem by making that the primary goal of any criminal, it will always lead to gunfights. I think we should triple/quadruple the amount of loot received from other script things such as regular civilian jobs and robberies (stores, banks, atms, etc) If those pay more, they will choose labs less. And it's a very easy development change. Will it harm the economy? No, don't believe so, it's just a shift of coin from 1 script part to another (labs to other script elements) I won’t say it’s not hard and tedious and much more involved work sometimes as a criminal with much higher risks, but our gang lore wise does not hit labs and putting in the work doing everything else typically we’re able to individually make about the same as legal workers. This does turn the city into a bit of a scheduled constant work life, so I don’t recommend it. I just wanted to say it’s possible!! (That said 100% wouldn’t mind having it be a bit less of a full time job to make it happen haha). I don’t want this to make it sound like there’s not incredible amounts of paperwork and rp that other factions do! It really is all amazing, just wanted to say it’s possible!! Edited May 27, 2025 by Nicholas Palermo Worried that sounded bad 😅
SteveD Posted May 27, 2025 Report Posted May 27, 2025 I've used my CoPilot Enterprise license to attempt to pump some of our faction tier rewards systems and script information, and asked for advice. Here's it's output. Always happy to help come up with ideas and use AI for the betterment of progressing the server! Copilot Thanks for sharing the full Tier system—this is really helpful. Your structure is solid and well thought out, but it’s clear that the incentives are heavily skewed toward PvP and economic gain, especially through access to weapons, turfs, and drug-related imports. This naturally encourages gangs to focus on grinding and combat rather than immersive roleplay. Here are some targeted suggestions to rebalance the system and encourage more RP-driven behavior: Tier System Enhancements for Better RP Add RP-Based Rewards at Each Tier Introduce non-combat, RP-centric perks that make factions want to engage in deeper storytelling and community interaction. Examples: Tier 2+: Access to custom graffiti tags, RP-only businesses (e.g., pawn shops, tattoo parlors). Tier 3+: Ability to host server-wide RP events (e.g., underground fight nights, car meets, block parties). Tier 4+: Influence over NPC behavior in their turf (e.g., NPCs react differently to rival gangs or police). Tier 5: Ability to create a unique faction-specific item (e.g., branded clothing, custom drug strain). Add RP Milestones to Tier Requirements Currently, all requirements are activity- or rule-based. Add qualitative RP milestones to each tier. Examples: Tier 2: Must submit 1 RP storyline summary (e.g., turf war, alliance, betrayal arc). Tier 3: Must have hosted or participated in 2+ cross-faction RP events. Tier 4: Must have a documented storyline involving police or civilian factions. Tier 5: Must have contributed to a server-wide RP arc (e.g., cartel war, political corruption). Introduce a “Roleplay Score” System Create a soft metric that guides promotions/demotions based on RP quality. Scored by guides/admins based on: Creativity of RP Interaction with non-gang factions Use of faction lore Screenshots/videos of RP Could be used as a tie-breaker or bonus for promotions. Discouraging PvP-Only Play Lab Rolling Cooldowns & Diminishing Returns Add cooldowns for hitting the same lab. Introduce “heat” mechanics: the more labs a gang hits, the more likely police are alerted or NPCs fight back harder. PvP Penalties for Poor RP If a gang is involved in excessive PvP without RP, they: Lose access to certain imports for a time. Get a temporary “RP probation” status—must complete RP tasks to regain full privileges. Boosting Cross-Faction Interaction Police-Gang RP Incentives Police factions could get bonuses for arresting gang members with RP evidence (e.g., surveillance, informants). Gangs could get reduced sentences or lighter consequences if they engage in courtroom RP or plea deals. Civilian RP Hooks Encourage gangs to extort, recruit, or protect civilians. Civilians could report gangs, triggering investigations or undercover RP. 2
SteveD Posted May 27, 2025 Report Posted May 27, 2025 Thanks for the extra detail—this adds another layer to the issue. If scripted criminal activities like bank, store, and ATM robberies are seen as high-risk but low-reward, it makes sense that gangs default to lab rolling, which is likely more profitable and less risky. Here’s a breakdown of how you can rebalance the risk-reward dynamic and encourage more RP-driven use of these systems: Rebalancing Scripted Crime Rewards 1. Dynamic Payout Scaling Base rewards increase based on: Number of police online (more cops = higher payout). Time since last successful robbery (longer = higher reward). Tier of the gang (higher tier = more lucrative jobs). 2. Bonus for RP Execution If a robbery includes preparation RP (e.g., planning, disguises, getaway vehicles), admins can manually trigger a bonus payout or reduce police response time. Could be tied to a “Heist Quality Score” system (simple 1–5 scale). 3. Loot Variety Instead of just cash, robbers could get: Valuables (e.g., gold bars, rare items) that must be fenced via RP. Intel (e.g., blueprints, NPC informants) that unlock future opportunities. Blackmail material or fake IDs usable in other RP arcs. Encouraging RP Around Scripted Crimes 4. Heist Planning Tools Allow gangs to scout locations, disable alarms, or bribe NPCs before a robbery. These could be mini-RP missions that reduce risk or increase payout. 5. Police Counterplay Police factions could get intel drops or surveillance tools to investigate robberies. Add investigation RP post-robbery (e.g., tracking getaway cars, reviewing CCTV). Cooldowns & Lockouts Add cooldowns for repeat robberies by the same faction. If a robbery fails (e.g., all arrested), that faction is locked out of that type of robbery for a time—encouraging smarter planning and RP. Optional: Reputation System Introduce a “Criminal Reputation” stat: Goes up with successful RP-heavy crimes. Unlocks exclusive jobs, higher-tier fences, or black market perks. Drops with failed or poorly-RP’d crimes.
Danny_V Posted May 27, 2025 Report Posted May 27, 2025 (edited) Alright, Here's a few. they're probably not all equally popular, but here goes: 1. Increase the shipment power for ammo, double it. No ammo? no shootouts. (do not change anything on the legal ammo side. this would incentivise people to try and find people with a legal firearms license to interact with) 2. Increase the amount of public chop locations. City scrapyard would be a prime location that instantly comes to mind. 3. More RP rewards for faction tier progression. Right now the biggest change for a tier-up is getting access to more powerful PvP items. If you want to reward factions for their good RP, give them RP rewards instead of incentivising PvP through PvP rewards. (right now the first potentially RP related reward for a criminal faction is T4 iirc) 4. Fishing, add random stuff to the fishing loot pool so that it's not just possible to reel in fish, but boots, swimshorts or drugs. 5. Food buffs. have more variation in food items, maybe add a small buff in a similar way that drugs do. (potentially even have a leveling system with a cooking skill although this would require more heavy scriptwork) 6. Limited time cartel access. Make it so that Illegal factions get access to certain cartel drops based on the roleplay they have done. Impress cartel? Get different stuff you can order. Had a cool RP scenario? Receive limited time access to a cool Import item as a reward. Not only would it incentivise good roleplay, it would also incentivise gang relations as people always want to know what you have access to (at that moment) 7. Introduce a reloading press machine, perhaps this could tie in nicely with the mining freelance job where the materials mined could be turned into ammunition. Although said ammunition would most likely end up being used in gunfights. i do believe this could open up extra avenues of interaction. 8. Single table druglabs. Basically, a few more locations where it wouldn't make sense for massive groups to show up. 9. Remove Lysergic. (or add a material to the LSD recipe) NOW this will most likely be an unpopular one, but LSD is the bulk drug people are cooking non stop. People have found the meta. change the meta. 10. Remove low end/ high end. Give car dealers (and dealerships) the opportunity to buy second hand cars from players and sell them on. Right now, the vehicle businesses are entirely devoid of roleplay. It's a building where you interact with a blue ring and browse through cars. if the owner was incentivised to buy and sell cars and maintain a stock (of upgraded second hand vehicles) I believe this could improve interactions. (You could even go the route of having the occasions parked outside each dealership and having the capacity of the second-hand market split amongst the existing dealerships, thereby driving interactions towards the people that have invested their character development towards being a vehicle retailer.) 11. Make mining the non-drug materials more worth it, where the player has a choice to make, do I go for material A and potentially turn it into a profitable drug, or material B and go for a straight payout. 12. Add more hunting locations. 13. Vandalism criminal activity, similar to house robberies, you buy a contract to vandalise a property. smash a window or set a property on fire. PD/SD can investigate, afterwards Fire Department can then show up to clean up the scene. Edited May 28, 2025 by Danny_V 3
BigIngu Posted May 27, 2025 Report Posted May 27, 2025 I know a lot of you guys are against labs from what I have read so far, however I’d like to point out the fact that there are over 30 labs in the server, I’ve been here since January the 5th which is almost 6months and haven’t had the chance to experience close to 15 of does labs, I find it super repetitive and don’t understand why half of the labs aren’t used, there for I suggest a rotation to be introduced to labs where one lab can’t be reopened until a full rotation of labs has been completed! 1
Marksy Posted May 27, 2025 Report Posted May 27, 2025 Okay well here are a few suggestions that come to mind for myself, as a long time criminal player and criminal faction leader; The biggest problem we have right now is mentality, no amount of script support nor additions to the criminal side of the server will change the mentality of some players where it's just as simple as, they prefer PVP over anything else, I believe that these players need to be more heavily scrutinised by staff, if you spend 90% of your time in the server "rolling labs" you're a major part of the problem. I understand this will require some script support but I strongly believe that adding more variety on how you can maintain your turfs will promote more RP, spend more time showing presence in your core turf, let it affect your turf influence, add small missions/jobs you can do for your dealers that doesn't just require cooking drugs and selling them to them (as this requires a lot of lab time and thus leads to the gunfighting being more prominent) or selling static items to them, give us some more variety in how we can affect the turf influence (the spraypaint was a good idea but doesn't make sense for ALL factions to be tagging a turf and it's still broken currently) The cartel should be actively trying to offer us more roleplay opportunities, like how they used to do the car thing back in the day, an expansion on that could be a good move to promote groups to work together to achieve things, a lot of this can be done without much to any script support, I like the idea of the cartel existing but I believe they're a bit too static and don't really provide massive amounts of support to factions besides meeting with you once in a blue moon and adding some things to imports once in a while. Much more could be achieved with a more involved cartel faction. @Chrisy made a suggestion a while back about guns decaying after 2 weeks, I believe this alone would solve 99% of the problems within the server for several reasons; firstly a lot of players have huge stashes and stockpiles, this in turn gives them no reason to "be good" with anyone or forge relations as they have whatever they need to fight as long as they'd like, boredom becomes PVP obsession because they already have so many guns etc why do they need to worry about it, secondly an expansion on the first point, if the guns decay it means players wont horde stash, they will constantly need to be in touch with groups/players who can provide them with a steady flow of weapons over time giving more player interaction and it would make the gun running market a more fluid and consistent state. Thirdly it would hurt a hell of a lot less to players if you get raided by cops, a massive thing we see a lot of complaints about, people being demotivated or leaving the server due to them losing a huge stash because of LEO raids. I'd suggest a buff in reward from things like civilian jobs, store robberies, bank robberies, all other forms of criminals making cash because currently cooking drugs is the absolute best way to make money in the least amount of time, and unfortunately even if we don't want it to be so, most criminals focus is assets and asset based mentality is unfortunately the culture of the criminal landscape, everything lately has been way to centralised around more labs more labs, and it's promoted the culture of being at labs is what you need to be doing as a criminal and thus creating the fighting constantly mentality that is prevalent in ECRP's current state. There are plenty more things that could be suggested these are some that spring to mind for myself. 7 1 9
Snake I Tere I Posted May 27, 2025 Report Posted May 27, 2025 (edited) Hey Well, i think creating some new weekly or biweekly or even monthly legal activities that can be open for everyone to do and interact, civs and crims alike.. Like Monthly Jetsky clubs with registrations or studies at university arcade nights at the piers or paintball clubs (maybe using other demension for that) ...etc Can also refresh the crime contect like new places to rob (maybe jewelry stores?) or, maybe or creation new ways to cook and chops or bring back private cooking in rvs... Also it will be nice to have Hackers in the city ( black for crimes and white for cops) each faction can have a certain amount off hackers that actually can hack stuff.(there is gps cop tracking = can have a cop hacker that have % proba to detecte it OR detective can track criminals from phone= can have a hacker criminal in faction that have % proba chance to have a notification about it ) On top of that, I really think part of the reason PvP happens so often is because people just run out of things to do OR because they are bored of what theyve already seen and have. So Maybe adding stuff like: - New ped options, tattoos, or character customization ( player wwill have more choices to do and more freedom to costumize his char and be more connected to his RP life and excited to improve it more than just not care ) - More UI improvements that make everyday RP smoother or cooler ( like shortcut to find easily animations and navigate thrught them in game, and make liffeinvader work on phone, maybe even upgrade the phone, have a camera in it. so people can just use " social media" icly. - Even small quality-of-life updates that let players express their character better .. like upgrading stamina and stuff like this, by doing specific jobs.... Edited May 28, 2025 by Snake I Tere I 1 1 1
AtlasOLimbo Posted May 27, 2025 Report Posted May 27, 2025 2 minutes ago, Danny_V said: Alright, Here's a few. they're probably not all equally popular, but here goes: 1. Increase the shipment power for ammo, double it. No ammo? no shootouts. (do not change anything on the legal ammo side. this would incentivise people to try and find people with a legal firearms license to interact with) 2. Increase the amount of public chop locations. City scrapyard would be a prime location that instantly comes to mind. 3. More RP rewards for faction tier progression. Right now the biggest change for a tier-up is getting access to more powerful PvP items. If you want to reward factions for their good RP, give them RP rewards instead of incentivising PvP through PvP rewards. (right now the first potentially RP related reward for a criminal faction is T4 iirc) 4. Fishing, add random stuff to the fishing loot pool so that it's not just possible to reel in fish, but boots, swimshorts or drugs. 5. Food buffs. have more variation in food items, maybe add a small buff in a similar way that drugs do. (potentially even have a leveling system with a cooking skill although this would require more heavy scriptwork) 6. Limited time cartel access. Make it so that Illegal factions get access to certain cartel drops based on the roleplay they have done. Impress cartel? Get different stuff you can order. Had a cool RP scenario? Receive limited time access to a cool Import item as a reward. Not only would it incentivise good roleplay, it would also incentivise gang relations as people always want to know what you have access to (at that moment) 7. Introduce a reloading press machine, perhaps this could tie in nicely with the mining freelance job where the materials mined could be turned into ammunition. Although said ammunition would most likely end up being used in gunfights. i do believe this could open up extra avenues of interaction. 8. Single table druglabs. basically, a few more locations where it wouldn't make sense for massive groups to show up. 9. Remove Lysergic. (or add a material to the LSD recipe) NOW this will be an impopular one, LSD is the bulk drug people are cooking non stop. People have found the meta. change the meta. Six exists. I don't believe I can go into detail but six does exist and does happen.
alexalex303 Posted May 27, 2025 Report Posted May 27, 2025 (edited) Guns should decay aggressively in people's stashes. This means FS has more control over faction as they need to maintain at least a relationship with cartel or risk losing their weapons. As it stands, people with huge stashes have nothing to lose from fighting EVERYONE including staff. Cause even if you remove their imports, they got enough for years. Edited May 27, 2025 by alexalex303 1 1 1
AtlasOLimbo Posted May 27, 2025 Report Posted May 27, 2025 1 minute ago, alexalex303 said: Guns should decay aggressively in people's stashes. This means FS has more control over faction as they need to maintain at least a relationship with cartel or risk losing their weapons. As it stands, people with huge stashes have nothing to lose from fighting EVERYONE including staff. Cause even if you remove their imports, they got enough for years. I believe stashing is one of the few things right with the server, no? It gives investigative divisions and SWAT places to surveil and raid, it gives criminals quick access to a bank of weapons, but also runs the risk of losing quite literally all of it should someone mess up to the point where a warrant can be placed. If someone manages to keep their property a secret for their whole playtime of the server, I believe they deserve to keep it and its contents. 4
Wifye Posted May 27, 2025 Report Posted May 27, 2025 Might be silly sounding but establishing some simple scripted activities at social hubs like the malls and parks might help bring people together. Legion Square already has people hanging around in the parking lot so having something to potentially do in the park might draw people over. The amount of events already on going is wonderful for interaction but we just need a few simple hotspots for people to find people to actually want to hang around at on a daily basis. Burgershot and the theater are both good examples that exist already but unless you're getting food or wanting to watch videos, it's kinda odd to just linger at. The pier has fishing, as another good example as well.
Diligo Posted May 27, 2025 Report Posted May 27, 2025 (edited) Recently the shootings are done by mainly PvP players. Sometimes some RP factions take part in shootouts as well, which is awesome. If you want to have less shootouts, enforce it. People have got banned for PvPing too much. The higher the exp amount the bigger the punishment. But seeing that some PvP players are still playing or allowed to return back after a while means it is not really a problem with the server or its QoL but more so the attitude towards rule breakers who have made a name for themselves for being the best PvPers in RP server. People keep praising them and talk about them as soon as their name comes up. The culture is supporting PvP players. Force them to move out to FiveM Solutions- Ban people with extensive PvP logs (30 min admin jail up to permanent ban depending on the combined exp of the player); Do a vote on which labs are good, which labs are not that appreciated, remove the unpopular ones, keep the top 10, have 8 active labs at the same time or have them all active at the same time -more labs means more places to cook, encourages people to cook but only decide to fight if that is their main motive If 2nd solution is not good, then bring back private labs or make a seperate thread like this about bringing back private cooking -maybe make tables be unusable after a while Chrissy mentioned this in another thread: any illegal guns ordered should dissolve (break) in 2 weeks time -this would bother only the collectors the people who have made a name for themselves are now chilling, but dont participate in active shootouts EDIT: Make weapon cleaning kits useful so those who are willing to keep the stash have to repair them. Possibly maybe not make them break or dissolve(honestly dont know what happens when weapon health reaches zero). Or do make them disappear, that i have not decided yet upon and i think is a big question. To let them disappear or just become unusable. And once they become unusable can they be repaired or are forever just basically guns that are for showing off. Need to make a thread to vote about this. So gun collectors who have gone legal dont need to worry about losing their collection but if they want to use them for some reason then they can repair them with the weapon repair kit Staff should recognize PvP gangs as soon as they are being founded and never let them evolve or especially join F4.. Right now it seems, if i grab enough of known PvP players and make a straight call to my boy in FM, i can get a quick F4 menu and a turf after a couple of forum posts made in canva and couple of shootouts with little to no RP. TLDR The staff and the server praises players with PvP mentality but if that has changed, ban them if ya dont like that there is so many shootouts. But dont go soft on the bans. Edited May 27, 2025 by Diligo to include my later response in this post 3 2
Eliza Posted May 27, 2025 Report Posted May 27, 2025 4 minutes ago, Diligo said: Ban people with extensive PvP logs (30 min admin jail up to permanent ban depending on the combined exp of the player); We do this when it’s on a very egregious level
Carl Vespucci Posted May 27, 2025 Report Posted May 27, 2025 (edited) 5 hours ago, Lewis said: I'm looking to understand what content/activities we could introduce to reduce players fighting players and the overall amount of shoot outs **Cooking and controlling the labs are probably 90% of the reason for this because cooking is king.** here are some alternate things to make criminals do more things other then cook. 1.) BUFF STORES AND BANKS (they are extremely high risk with very tiny reward). 2.) Deep sea ocean treasure/metal detecting(self explanatory). 3.) Scrapping (not to be confused with chopping taking copper or lead on metals out of certain locations to sell). 4.) Paintball (PvP arena with 0 consequence of dying people can get the pvp out of their system without it affecting the rp of anyone else). 5.) Day time house robberies (not realistic because it’s daytime? Either is drilling a safe 1 foot next to someone that’s sleeping. 6.) More chop shop locations 7.) Nerf cooking profit 8.) Add random items to chop cars (easy way to make chopping more profitable) 9.) Make planting anywhere possible 10.) Decentivize guns as assets, make them cheap and decay. If guns were cheap and inexpensive and decayed, there would be a lot less fights, people wouldn’t have a 30 man member list chasing a solo for a pump shotgun and a .50 Edited May 27, 2025 by Carl Vespucci 1 3
Diligo Posted May 27, 2025 Report Posted May 27, 2025 Just now, Eliza said: We do this Not enough according to Lewis himself 1
Frewer Posted May 27, 2025 Report Posted May 27, 2025 I don’t have a big argument to make; I’m just hoping to kick off a good conversation. It seems like if you want to get into anything legal, you almost always need some kind of government approval. Honestly, the whole process can feel really overwhelming and discouraging for people trying to follow their goals. And let’s be real: It feels like it’s less about what you know and more about who you know.
ComradeCorbyn Posted May 27, 2025 Report Posted May 27, 2025 I agree with Marksy that the problem with the server right now is entirely in the PVP mentality. A way to fix this is to lock weapons behind faction tiers. Not the import of the weapon, but the usage of weapons themselves. Why should non gang-affiliated criminals, or criminals affiliated in a low-tier gang have access to heavy weaponry if they have not demonstrated the roleplay standards to use these weapons? SD and PD are held to unimaginable standards compared to criminals currently. A simple mistake by a deputy or officer results in a multi-day suspension, while a crim can take out his MG and Niobi, kill 5 cops, and then they: 1)Die, get their MG brought back to them by another crim who survived 2)Get arrested, sit in jail for 3 hours 3)Get away Where is the roleplay in this?? Why should people who are just looking to kill cops and not do actual roleplay be trusted with these weapons? Don't even get me started on the vehicles being sold in the server for the pure reason of making money for the server owners. If the usage of heavy weapons is restricted to faction tier, I believe we will see significant improvements to criminal roleplay in the server. 2 5
astrx Posted May 27, 2025 Report Posted May 27, 2025 I love what @AtlasOLimbohas suggested regarding businesses, I would like to go into more detail with it. Personally I would love a completely new system for food related businesses, this is honestly such a necessary thing to have added as there are plenty of players with already existing food related businesses or players that would love to make but it's difficult without the support to have a unique business. Yes I understand that you can roleplay and give a related item; i.e a sushi restaurant that roleplays making different dishes but then just hands over a fish. This is great for roleplay but a little underwhelming for both parties involved in said roleplay. I suggest that the system consists of; A interface similar to the existing Burgershot and civilian crafting menus where it can be business specific. You can create a unique menu of your own business items, such as a pizza place of course having a range of pizzas to sell. Allow the items being created to have a name and also include an image to truly make these items unique (with AI, it's really easy nowadays to create a good looking image for the food item). When making food items as stated in the first bullet point, possibly allow each item to have the option of giving some form of buff or de-buff, similar to the drug effects. This could be that coffee gives temporary speed boost, as it contains caffeine or having a highly fatty food such as a burger dehydrates you and makes you slower as it would make you feel shitty, etc. Should be a possibility I understand that this would have to be highly regulated as it is easily abusable. The invoice system that @AtlasOLimbo also made is a great addition for businesses, this allows the business to actually be paid and then makes a hierarchy of management/staff necessary instead of it being an "if you want to". Paying through an invoice would give the players a order number card, where they can pick up their order when ready at a Countertop (next bullet point) this would also allow payments be paid directly to the treasury of the business. A countertop system would be nice too, instead of personally having to "hand over" everything to players separately, this would allow business staff to place the order items into a "Countertop" where it's locked through the order system, similar to what Burgershot has (as mentioned in the previous bullet point). Having a unique system to allow businesses to have their own identity with their own food and different effects would allow players to have a great experience and maybe make them want to work there too. I truly think this would make a massive difference for the server in general and will give players a more engaging experience and have a lot of fun whilst doing it. Thank you for reading my TED Talk x. 2 1
Night Posted May 27, 2025 Report Posted May 27, 2025 16 minutes ago, SneakySniper276 said: I think just releasing more of these updates that have been introduced to trucking and bus routes already. I have seen so many players sticking to freelance jobs and its refreshing to have interactions like that. Potential jobs like fishing, farming etc could increase player to player interaction if they had the same. I'm sure its something being worked on in the future but i wanted to note it down. Also on the crim side. Maybe bringing back the use of drug tables, not in property's, just rvs. Making it not so overpowered but also taking more people out of labs and having to put some effort into cooking, also would help people who aren't in gangs. Trying to cook solo is basically impossible these days. Not really QOL but maybe update the credit store, introduce some different vehicles, features etc. Someone mentioned above making it non rp to rob people at house robberies. I agree with this, anytime the house robbery period is around u get people just going door to door in Vinewood hills with a .50 checking all the doors. kind of just takes the fun out of it and doesnt seem all too realistic. I'm not saying make it non rp to be robbed, just non rp going house to house. You should have to follow someone to a house or have some prior reason to go. Make joining the server harder than it is. The amount of new players who go straight to labs to fight and that's it ruins the experience. Maybe add a waiting time or make the questions harder, so we can thin out people who actually want to come rp instead of just finding a new server to pvp on. Maybe for dealerships we can have it so you need a member of staff to be around to purchase/look at vehicles. Places like Motorsport could become something like a faction, not entirely but. Instead of walking in click buy walk out. Maybe someone employed by the dealership can come and finalize it, answer any questions. This can also be seen as a negative as u cant just grab a car whenever but at the same time might heighten the amount of player-player interaction that happens. ADD A TEST DRIVE SCRIPT. An illegal race script. Like u get these tablets that can alert u of when a race is being set up, compete for prizes, all that good stuff. Can also give cops more to do. Unsure on rages capabilities but would be cool. More planting areas for marijuana, maybe even a feature where u can buy plant pots and plant the seeds, fill with water, and wait a while etc. Will help solos. Add more chop locations. Some like labs that move around occasionally so people don't just find them and camp them all the time. More tattoos, better customization for PED models when customizing characters or getting plastic surgery, half of them look like aliens. I can completely get behind a lot of this and was going to say some of the same things. I love the updates made to some of the freelancing jobs. I'd love to see more focus on that sort of QOL. I have three characters, one that was in a gov job and retired, a Weazel employee, and a unemployed girl. Having the official factions with weekly limits is great for consistency and health of factions. However, I would love to see more attention put towards updates on non faction related activities, like they have with the freelance jobs. I would love to be able to have more freedom in the types of businesses you can own. I'm not sure how feasible it is, but being able to have more variety in types of shops. For example, I saw a plant/garden shop space that had an interior, but I don't believe it was a property available. It would be so cool to see variety of shops/goods. A garden shop could be used to sell innocently legal items like pots, dirt, tools, seeds, etc. If we could garden in the server, this would serve as a way for civs to do something different and fun. But it also can be used by crims that need these supplies for their growing needs. Personally owned food trucks that can have custom liveries for businesses can be used for events. Hire a business like Al Dentes, Aunt Doughs, Cool Beans, etc and have them bring their own branded truck to the event and sell their food. On another theme, more props. Again, I am not sure how feasible any of this is as far as making it happen, but I loved the addition of the prop anims and sitting. If there was even an addition to that. Personally I can see my girls using the following: using a hammer to build something, hanging animation for pictures/posters (especially for Weazel who hangs posters all the time), cooking/prepping food (cutting, scarping, scooping on the countertop), gift box or envelope for giving cards or gifts to others. Not sure if dufflebags are the only ways to have those type of accessories to hold things, but if they could look different too for variety (ie backpack, fannypack, etc). For ped models, I don't mind the options for the characters I've created, but I know a lot of people would like to have variations in bodies so they can be skinny, overweight, muscular, etc. I'd personally love to see more tattoo options...but that's just cause I love tattoos. More feminine, ones with color, abstract, ones would be nice. 1
MrNeillio Posted May 27, 2025 Report Posted May 27, 2025 As stated in a few comments above, gun's should decay after a specific amount of time. To counter this, perhaps an item could be purchased or imported that regenerates it's durability up to a certain percentage to slow down the decay providing the player is actively careing for these items, rather than keeping them in stash. (and if they are still careing for them in stash, then it comes at a cost still). I think Drug Tables should be reintroduced as a functional item. Whilst I understand it does not necessarily promote the social RP you mentioned, it would address the current PVP mentality at labs. All removing tables did was push all gangs into labs which in turn increased PVP and why not allow solo players and those not wanting the gun fights, a way of earning money with drugs. (The amount of drugs you could cook per hour was significantly less doing it privately than public, but if a player wants to take that option then let them). Bank Accounts for Business Purposes. If you have a registered business, then allow a bank account to be linked to it and when that business ceases to trade so that funds can be separated from personal. Introduce more co-op jobs to do with friends. - A lot of jobs are solo unless you go down the faction route. It would be nice to have more social jobs. 4 1
AtlasOLimbo Posted May 27, 2025 Report Posted May 27, 2025 1 minute ago, Astrx said: I love what @AtlasOLimbohas suggested regarding businesses, I would like to go into more detail with it. Personally I would love a completely new system for food related businesses, this is honestly such a necessary thing to have added as there are plenty of players with already existing food related businesses or players that would love to make but it's difficult without the support to have a unique business. Yes I understand that you can roleplay and give a related item; i.e a sushi restaurant that roleplays making different dishes but then just hands over a fish. This is great for roleplay but a little underwhelming for both parties involved in said roleplay. I suggest that the system consists of; A interface similar to the existing Burgershot and civilian crafting menus where it can be business specific. You can create a unique menu of your own business items, such as a pizza place of course having a range of pizzas to sell. Allow the items being created to have a name and also include an image to truly make these items unique (with AI, it's really easy nowadays to create a good looking image for the food item). When making food items as stated in the first bullet point, possibly allow each item to have the option of giving some form of buff or de-buff, similar to the drug effects. This could be that coffee gives temporary speed boost, as it contains caffeine or having a highly fatty food such as a burger dehydrates you and makes you slower as it would make you feel shitty, etc. Should be a possibility I understand that this would have to be highly regulated as it is easily abusable. The invoice system that @AtlasOLimbo also made is a great addition for businesses, this allows the business to actually be paid and then makes a hierarchy of management/staff necessary instead of it being an "if you want to". Paying through an invoice would give the players a order number card, where they can pick up their order when ready at a Countertop (next bullet point) this would also allow payments be paid directly to the treasury of the business. A countertop system would be nice too, instead of personally having to "hand over" everything to players separately, this would allow business staff to place the order items into a "Countertop" where it's locked through the order system, similar to what Burgershot has (as mentioned in the previous bullet point). Having a unique system to allow businesses to have their own identity with their own food and different effects would allow players to have a great experience and maybe make them want to work there too. I truly think this would make a massive difference for the server in general and will give players a more engaging experience and have a lot of fun whilst doing it. Thank you for reading my TED Talk x. This. This. This. Creating, running and interacting with a business is the equivalent of stuffing your face against a pile of sandpaper and barbed wire. There's a lot of needless obstacles and hurdles that one has to find their way swerving through. Even business visibility is an issue. I had the idea a while back for a Weazel app on the phone where while you'd initially purchase your ads from Weazel you can decide when to post them, when to toggle your blip, so on. You could buy X amount of hours or Y amount of ads but only decide to use it during the time your business is open. Otherwise you have to spend quite a bit of money to maintain a blip that leads to a closed business.