Jump to content
Bakmeel

Faction Wars Feedback

Recommended Posts

Posted

This thread will serve as a place for you to provide feedback on the new Faction War System.

Feel free to share your thoughts on how parts of the War Menu could be improved, whether certain aspects (such as war points or rewards) need balancing, or what types of new rewards you’d like to see added.


Please keep in mind that the following types of rewards (but not limited to) can't be supported by the script:

  • Items that need to be manually spawned by staff

  • Items that require delivery by the Cartel

  • Houses, warehouses, vehicles, properties, etc.

  • Mapping requests

  • Modding requests


Please stay on topic, remain civil, and use private messages (PMs) for side discussions or debates.

If you would like to report a bug, please do so here.

Posted

Having been apart of the First Faction War between ESM and OTF my main issue was the point system.

I truly believe that it should be whoever gets the most points or loses the least members in the time period should win. This is because 10k or 20k points means that the opposing faction can just camp the POI and spray tag it for 12 hours and win whilst the other gang are sleeping like OTF had done to us.

I also believe that there should be two conflict zones, one on each gangs turf, as it varies where the fighting may take place due to the mass amounts of PD which began to camp Mirror Park during the test war between OTF and ESM.

Players also need to remember that after the war they are completely NLR as someone members of the opposing faction are still claiming massive win for the test war even though it is all NLR now.

Other than that I had no issues with it at all and believe that they are completely enjoyable however would be better if it was gang with the most points.

Posted
On 7/21/2025 at 11:01 PM, PompeyLeon said:

I also believe that there should be two conflict zones,

As I have participated in two wars now I can say that im pretty confident the conflict zone changes periodically.

  • I do like the idea of there being two conflict zones. I also thing the zone should be blinking on your GPS or something maybe make it a toggle in the U-menu. 
  • Maybe add a menu where you can keep track of who died instead of a list of people who are actively participating.
  • Could be cool to have another menu where it lists out the rules that were settled on? its annoying to log on and ask what "we agreed on" sometimes people cant make RP opps to be there for the whole explanation.



 

Posted
8 hours ago, Jordan said:

As I have participated in two wars now I can say that im pretty confident the conflict zone changes periodically.

  • I do like the idea of there being two conflict zones. I also thing the zone should be blinking on your GPS or something maybe make it a toggle in the U-menu. 
  • Maybe add a menu where you can keep track of who died instead of a list of people who are actively participating.
  • Could be cool to have another menu where it lists out the rules that were settled on? its annoying to log on and ask what "we agreed on" sometimes people cant make RP opps to be there for the whole explanation.



 

Have you tried the system yourself yet?

 

In the faction wars menu you can already see, from both factions, who is eliminated and who isn’t.

Not 100% sure what you mean with “rules you agreed on” but in the faction wars menu you can already see what time a war starts/ends, where it’ll take place and what is being wagered.

if you meant something else please let me know.

We will consider the first point that you mentioned.

 

Bakmeel

Posted
29 minutes ago, Bakmeel said:

Have you tried the system yourself yet?

 

In the faction wars menu you can already see, from both factions, who is eliminated and who isn’t.

Not 100% sure what you mean with “rules you agreed on” but in the faction wars menu you can already see what time a war starts/ends, where it’ll take place and what is being wagered.

if you meant something else please let me know.

We will consider the first point that you mentioned.

 

Bakmeel

Hi to clarify: Maybe its just how we did it but what we did was we had agreed upon certain rules within our gang war to keep things interesting and have more RP opportunities I was under the assumption that it was apart of the deliberation phase? Maybe im incorrect, that part was I missing both times as the only times I was in the war was JUST after that part and just as the terms were agreed on. My apologies if thats not officially supported.

To expand on my point of seeing eliminations I was more so thinking of two dedicated lists (Again unless im wrong) instead of one which just tells you "Fname_Lname is a participant" or that they arent, rather just "Has been eliminated" or something along those lines. 

Posted

What kind of rules did you agree upon?

not sure what you mean with your last point but;

- everyone in the f4 is considered a participant in a war (if you don’t want to participate you stay away from the conflict zone/enemy turfs)

-you can see the status of every person who is in the f4, if they are eliminated or not.

Posted (edited)

Hi all,

 

Great additions so far, I'm not sure if this should be suggested here since it's related to the war system.

After doing some testing with the burner phone, I feel like the time duration should be extended from 2 hours to 4 hours or a bit more. The reason for this is because an official faction contains 30 members and let's say 12 are active ones, only a few can queue up for that duration of time I would say 5-6. In order for everyone to get in the mix of it I don't see why a bit of duration shouldn't be extended.

Thanks.

Edited by moment
  • Confused 1
  • dead 1
Posted (edited)

Overall the War system is developed really well but I do have some suggestions below:

  • POI points - points regenerate way too slow. On the first day, we took all 5000 points available, and once all those points were taken, I don't think I saw POI points available above 100 again. I don't remember the exact timings, but it felt like every hour there was only 20 points available to earn. It makes sense for the POI giving the most points overall, as it comes with the most risk as any time you could be shot on sight and killed but the regeneration points should be faster.
  • Stores - gun stores and clothing stores should be available to rob and count towards 'Store' points. I'm not sure if it's a bug but in the latest war, we tried multiple times to rob a gun store and we didn't gain any points.
  • Turf activity limitations - in the recent war, the opposing gang had no stores or ATMs to rob on their turf. This is a total of 2,500 points (not including the points regenerating) that we could never earn throughout the war. I appreciate that we should probably do more due diligence to find this out prior to agreeing to the war but a simple suggestion would be to somehow have other areas earn more points. It might be a lot of script work, but having grafitti give more points (as an example) to the faction who can't do certain activities on the rival turf could be a good way to go around this.
  • Points system - this isn't a big one, but have both factions should start from 0 points and gain points instead of taking the opposing gang's points. This feels a lot better and easier to understand. I had multiple people from the rival faction say to me that they thought they were winning because they had more points. 
  • Eliminations - I'm not sure if this is a bug or intended to be this way, but eliminations on either turf should count towards eliminations points. Currently, it's only the 'Conflict zone' which counts towards eliminations. There was several occasions where a rival gang member would rob a store and be killed, only for them to come back hours later to do the same thing but because the eliminations wasn't on the 'Conflict zone', it didn't count. This means we didn't earn points and also meant that the killed member could repeatedly get involved in the war and gain them points. 
Edited by Cal
  • Like 2
Posted
  • Eliminations should count on the conflict turf and enemy turfs: On enemy turfs, there should be a set amount of times a player can die on that turf before being eliminated. For example, a player is killed twice on an enemy turf and is then eliminated. 
  • Points should regenerate depending on what activities are available in each turf. Say one faction can gain points by doing stores, ATMS, banks, POI, NPC, graffitiing and eliminations in the enemy turf but the other faction can only do POI, NPC, graffitiing and eliminations- The points for POI, NPC, graffitiing and eliminations should regenerate faster.
  • Change the DM stipulation so that if the enemy faction is doing a war activity on your turf or trying to stop the opposing faction doing a war activity on their turf then they can be shot at, not just because they are driving through the turf or simply existing. 
  • The "border" of the conflict zone needs to be reviewed as for one player they could be in the conflict zone but for another player it says they are not. This causes issues with eliminations anywhere around the border where if for the player being killed is outside the border for them but the player killing them is in the border, the elimination doesn't count, even if they are stood next to each other. 
  • The other QOL things- showing the conflict zone on your GPS, showing the enemy turfs on your GPS, stats of what is in an enemy turf when sending a deliberation (eg, 2 ATMs, 2 stores, 0 banks).
  • Like 3
Posted

This is is actually just a suggestion overall but SPRAY TAGS need to be limited to certain amount per area.... so you dont have people spraying 800 tags onto a turf

  • Upvote 1
Posted

Hello, Bratva here. 

 

The war system is a good additon and I like it very much. We had a 3 day war with ESM and overall we had fun, during the war and also just preparing it. 

I have one main concern about the war. It is the Conflict zone. As Becci said, the borders of the CZ are very confusing. Idk if it is supposed to be like that, but my guys noticed that it is easier to get inside the CZ than to get out, as if it was bigger from the inside (I am not sure if I explain it well so ask me for details if needed). Also would be awesome to have a preview of the CZ before the war starts to avoid mistakes like the one we did - having our HQ inside the CZ, cause we choose our most northern turf as a wager and the zone somehow was much bigger than the turf territory. That caused us a lot of damage during the first day of the war. 

 

I will come back as soon as I gather more feedback from my guys.

Posted

I agree with most of the stuff that has already written by some of the others, I'll comment on some to add a bit

The conflict zone has to be made more clear for participants of the war. Currently, the zone is way bigger than the selected turf, however, you'll simply get a notification when entering. Before you enter the conflict zone, you do not have any idea if you are close to it, are you about to enter it, if another player is inside the conflict area etc. I'd recommend marking the conflict area on the map for players that are participants of the war could be a great way to fix that.

I strongly agree with the factor pointed out with Becci and Callum that eliminations should be valid both on the conflict turf and on enemy turf. On enemy turf, there should be a limit to how many times can be killed before eliminated, I personally feel 3 deaths on enemy's turf is reasonable. That limits players robbing stores and being killed by enemy 5 times a day, which imo does not make any sense.

In addition, currently, CriminalNPC points can only be earner inside a conflict zone. I believe players should be also able to gain points from Criminal NPCs located on enemy turf. This would encourage both participating factions to spread across their territories instead of constantly camping the conflict zone. If possible, selling to Conflict Zone NPC could give war points with a 1.1x multiplier as an added bonus for entering conflict zone.

  • Like 1
  • Upvote 1
Posted

I like that the points were increased so wars cannot be finished in one night, but I do feel as if a majority of the war we are standing around waiting for the ability to earn more points refill. 

I think a visible barrier should be around the conflict zone. 

Also once you enter the conflict zone, if you are chased out, I think DM rights should stay, untill you lose them or 15 minutes or something.  Alot of people playing the one foot in/one foot out method. 

  • Like 1
Posted

It was just made known to me that, because of some past issues, the a high level member of my gang is unable to participate in a gang war against a specific faction. I have not been part of a faction war yet but I am interested in knowing what the rules are about not allowing certain characters to participate in a faction war. I know the faction war system is new and this scenario has yet to present itself on the server but this decision, of not letting certain players participate, is setting the precedent for this to happen in the future. It would be good to know the metrics these decisions are based on. 

  • Confused 1
Posted

The police presense and constant intervention in the conflict zones assigned during the wars has been very hindering, I'm not bashing but hoping it can be looked into to have some OOC SOP or adjustment made to where this can be reduced so the gangs can actually engage in their war, the activities such as stores, atms, banks which are part of the war script and a major factor, already bring enough content to LEAs.

But to encounter more cops in the conflict zone over the enemy territory is a bit against the point of going through a proper war.

  • polarcop 1
Posted

While I have not been in a gang during a war I have experienced the war from LEO side. 
 

My biggest point of feedback is adding an “offline protection”. Both factions at war should need a minimum amount of players online for activities to count towards reducing the other factions points. 
 

With how the system works currently a faction can stay online while the other faction is offline and farm points without the other factions having a chance to stop them. 
 

I recommend 10 players for each faction. With factions having 30 players this is only one third of the possible members. 

Posted (edited)

As a participant of this war I'd like to add these points.

Its a good idea having a classic turf war location, i.e. an area where participants of the war can engage in combat freely. But in my experience during this war it seemed really quite underwhelming, most of the time spent in the POI was just boring points grinding. There really isn't much incentive to engage the enemy in the POI considering both factions can use up their available POI points during times when either faction could have a small amount of members online or none at all. I believe there should be more incentive to actually spend time in the POI, maybe add some rewards or boosts towards spending time in the POI. There are plenty of things you can make up to make it more rewarding to actually fight in the POI. Maybe make it so if players killed in the POI can still participate in the war? That'll make it less risky to actually enter and contest the POI. In the end the war was just an AFK grind in the POI along with doing the usual criminal stuff but on an enemy gangs turf without much genuine action. The war didn't feel that special.

Edit:
Maybe even adding better rewards for winning the war could be a good way to boost activity in the POI and make gangs actually engage each other fiercely, right now its just not really worth the risk of loosing guns worth tens of thousands of dollars for quite a minor reward

Edited by Kellex
Posted

Henlo fellow roleplayers! I recently partook in this new war system for the first time and have quite a bit of feedback and suggestions I have collated from many members of my faction.

Overall, the event was enjoyable for a moment, but there are several areas where the system and administrative oversight need to be improved to ensure fairness and better overall experiences for all factions involved.

LEO Involvement

  • PD/SD involvement was so excessive it got to the point that it felt like we were fighting PD/SD rather than ESM.
  • LEOs camped turf zones, especially the conflict zone, dressed as gang members involved in the war, and entered active war zones disguised as both factions to bait shootouts.
  • Officers frequently chased or intervened in everything, acting like an active faction rather than neutral law enforcement
  • There needs to be clear SOPs for how LEOs engage with faction wars specifically, ideally limiting involvement unless civilians or the public are at risk, similarly to how LAPD treats gang war IRL.
  • A rule needs to be implemented to prevent LEOs from dressing and/or acting like gang members involved in the war anywhere near the turfs inolved.
  • If criminals can't impersonate gangs during a war, the same should apply to PD/SD

Imbalanced Points Opportunities

  • Point goals should scale based on what activities (Banks, ATMs, Stores, Ect) are actually available in each factions turf.
    (For example - Rooks had no access to a bank as ESM do not have one in their turfs, while ESM had a bank available in our turf, giving them a massive point advantage that was impossible to compete with)
  • The system could check which activities exist in each turf and only count matching activities if both sides have access to them. Or lower the point goal if one side has an advantage.

Turf Control During War

  • Factions should not be able to take or drop turfs while a war is ongoing, as this can manipulate available activities and skew balance.

Conflict Turf

  • Static conflict zones become repetitive and become very easily camped by both involved factions and Law Enfocement.
  • The conflict area should rotate across all faction turfs to keep the gameplay dynamic and discourage camping.
  • All participating factions' turfs should have potential conflict zones, to not stay in one area for the whole 3 day war.

Point Bank Mechanics

  • Increase point bank regeneration rates to reduce long waiting periods where nothing can be done.
  • Larger banks are fine, but sitting idle for hours due to regen kills momentum and is very awkward

Downed Player Detection

  • The elimination system needs to take into consideration the position the player was downed, not finished. This prevents people being able to drag injured people into the conflict zone even if they were killed outside of it. This was used in the most recent war and was determined against the rules. (And was also very cringe)
  • This will prevent abuse where players are pulled into conflcit zones to count as eliminations unfairly.

Wager Adjustments

  • Allow factions to adjust wagers mid-war if IC rules or agreements are broken (As long as both sides approve the adjustment - The opposing faction will be notified of a change request and will have the option to Approve/Deny/Counter the change request)

Admin Monitoring

  • Faction Management need to be watching faction behaviours closely during a war. A war is a huge event for the faction you are assigned to be responsible for, if they are at war it is thje responsibility of the handlers/managers to ensure their faction are behaving correctly. For example:
  • Ensuring that players who are war-killed do not continue to participate during the conflict.
  • Avoid situations where PD/SD are baited and utilised to gain war points.
  • If an interaction gives an unfair advantage (for example baiting PD into a fight outside a bank) it should be voided, and the points gained in this voided situation should be refunded

LEO Role in Conflicts/War

  • LEOs should remain as neutral outside observers of a war unless the public are directly at risk.
  • Their actions during this war (Consistent JTAC surveillance, chases, and engagement in every war action) made them feel like a third party in the war.
  • PD command need to establish clear SOPs for war specifically. (I recommend looking into how LAPD manages gang war. AFAIK they observe the war/gang fight, warn the crims if they do not stop the fight they will get involved, and only go in if the public are at risk. Cops don't give a shit if crims kkill crims)

"Clock-In System"

  • Introduce a "Clock-In" feature for factions during wars.
  • This could automatically set a gang's outfit (Or "War Uniform")
  • This will also allow factions to enable activity tracking for participation, and simplify script-side systems for POIs, stores, ATMs, etc.
  • It would also prevent outfit swapping or impersonation during wars, aswell as clearly displaying who is WK'd by changing their "War Uniform" to a WK'd uniform.

LEO/Criminal Balance Incentives

During this war LEO got very heavily involved, which meant any and all war actions led to the majority of each faction being arrested for hours, dragging out the hectic activities all day.

  • Consider adding small benefits for active warring factions to balance risk vs reward, such as reduced jail times or lower fines during a very expensive war period.

 

Final Thoughts

Despite the issues, the war was fun and engaging when we managed to avoid the issues mentioned. The main takeaway is that LEO involvement needs to be heavily restricted (Not completely halted, but restricted), and the system should account for fairness in available activities before a war begins. With these improvements, faction wars can become much more enjoyable for all involved players.

  • YAY 1
  • chill 1
  • hand 1
Posted (edited)
35 minutes ago, Harley said:
  • LEOs camped turf zones, especially the conflict zone, dressed as gang members involved in the war, and entered active war zones disguised as both factions to bait shootouts.
  • A rule needs to be implemented to prevent LEOs from dressing and/or acting like gang members involved in the war anywhere near the turfs inolved.
  • If criminals can't impersonate gangs during a war, the same should apply to PD/SD

Following an incident during the most recent war, this was implemented as a faction rule. If you witness it happening in a future gang war, please submit an OOC Internal Affairs report and it will be dealt with.

Edited by alexalex303
  • Like 1
  • chill 1
  • hand 1

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use and our Privacy Policy. We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.