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Showing content with the highest reputation on 08/27/21 in all areas

  1. Kellan 100% has a good point here. I want to be able to take out a bigger gun and or something more rare without the fear and guilt of loosing it. Once its gone, its basically destroyed and is nearly impossible to get your hands on something of similar calibre due to the players hoarding these items as they are not publicly available anymore meaning the prices of these weapons sky rocket to unrealistic numbers. To counter this it would be beneficial to add more of a variety of weapons to be crafted while also balancing out the recoil on weapons and the amount of ingredients (Gun Powder) required to make them. In my opinion I don't mind not being able to rob police officers for their equipment especially with server >350 players you will have a lot of trolls with access to police stations and police radios. Although being able to take what the officer has confiscated eg, drugs, weapons, ammo etc would make for some interesting role-play as people will catch corrupt officers who possibly do not turn in things that they are confiscating and also giving criminals a chance at getting their items back. Police Inventory Size - nullvariable During police raids most if not all the time police are dragging thousands of bags of drugs or thousands of rounds of ammo into their pockets (can be any item) like its nothing. It would be awesome to see police roleplay as if they are storing items in a police van going back and forth from the house into the van. Its annoying when you spend hours moving things or hours working on stuff to just have an officer drag all of it into their inventory like they are not carrying anything on them. I can you assure police do not have endless pockets in real life, duh. Some suggestions to balance out police v criminals The option to resist arrest (Resist police cuffs) When police use their tackle function they also experience a rag doll effect When police fail a tackle they fall on their face and rag doll as they expected a tackle but they missed so they would obviously fall on the floor right? Being able to break out people from police cars while cuffed. Example - Animation for breaking windows and unlocking the door through the inside of the vehicle then getting the player out of the vehicle. Adding a similar tackle function for normal players Harsher and longer jail sentences Suggestions for overall roleplay quality improvement Adding an animation for people receiving an item from someone (To stop people running upto people taking their weapons and driving off to avoid getting in trouble for non compliance of FPO) Adding animation for people using their mobile phones in vehicles will give police the opportunity to fine people using their phones while driving. Adding animation for using radios on bikes and cars. At the moment its impossible to tell if someone is using a radio in a vehicle there for sometimes even raising metagaming concerns as people cant prove that they used a radio or a phone to communicate. Removing the job centre and all major collection jobs. Instead make specific items for jobs, eg buy a fishing rod from a store to do the fishing job, an axe and a tool box for lumberjack and maybe a machete or a knife for the butcher job etc etc while also utilising the third eye system for all of these. This will create a overall better roleplay adventure as people will have to actually find out in roleplay instead of looking at their map and seeing where does what. Revising crafting recipes and including realistic items needed eg a sawed off shotgun does not need acetone to be crafted instead you should have to use different types of metals maybe some rubber for the hand grip or even using glass for the scope attachments. It should be common sense to include these things in crafting. Remove safezones. Safezones are roleplay killers and a escape for people who want to avoid hostile interactions. At the most allow people to punch on in safezones instead of allowing guns and knives. Police being soaked up with banks and armour guard robbery calls I believe at the moment banks are on a couple hours cool down and amour guard is an hour cool down. to put it into perspective thats a total of 15 possible amour guards calls and 7 possible banks robbery's between 4pm restart and 7am restart If the smaller criminal activities were more rewarding than what they currently are police jobs will be spread out more and will not be as repetitive as they are at the moment. Things such as robbing houses is basically a waste of time, selling drugs is also not very rewarding into todays economy compared to what it was a year ago, doing the vehicle theft jobs literally take money from your pockets to give you the same amount back, the feature to go inside houses between set times and rob them was also taken away from criminals. In conclusion criminals do not have much to do at the moment resulting in them either shooting police, robbing banks every day and or sitting at sharehouse being a bum, it would be greatly appreciated if criminals got a rework for once as there is not a lot to do at the moment for that side of RP.
    6 points
  2. Within BlueBird, the current "meta" is bikes/cars with either a sawn off or ap. The current state of weapons in city is terrible and reasons like unavailibility and rarity of some of the bigger guns makes it difficult to use anything other then the sawn off and ap with these being easily accessable to the public. The risk of losing anything makes us as criminals not want to use top tier guns because of many different factors. Rarity of guns come into play before anything, things like snipers, smgs and rifles that were originally brought through the old black market system, are either not craftable or purchasable through anyone and eventually all of the old guns will fade forever because of being lost to police or players not flying in anymore from those days. Apart from the older people not flying in with more rare guns, I feel there needs to be a system in place where police have a specific loadout when going on duty and that is locked to their inventory until they eventually clock off. During the shift, additional items/guns like for example a Micro SMG that aren't apart of the "orginal loadout" that were taken from a criminal after being arrested, we as the criminal should have the ability to overpower a singular/few officer(s) to then have that SMG returned to the criminals. Unlike todays system, once the gun has been taken from the criminal after being searched you can consider it gone and locked away in the armoury 99.9% of the time. This feature would bring different varietys of rp situations to both police and criminal as this would add more fear for police in situations because they have to be careful of what they keep in their pockets, making sure they confiscate weapons in the armoury after arrest, instead of going back out with those same weapons with no consequences. Although I do truly see this as a positive rp feature going forward, like before it could be heavily abused and people who abuse robbing police and make that their sole focus for their every day rp should risk losing their whitelist. This would obviously be restricted to whitelist use only.
    5 points
  3. A great start which currently helps the gun issue (requires an entirely seperate discussion) - as it stands there are more "big events" than opportunities to acquire a "big gun", with the current meta of shotguns, the variety of weapons which is available (almost none) there are becoming less and less "big guns" available. We need more variety and blueprint balancing (Cost of GP, APs are 11gp and ARs are 20?) There is a huge problem of once you are caught you are done. The only possibility to get out of police control is to hold up a transport vehicle or an Officer during their arrest. This should definitely be a possibility but one which is rare and potentially expensive so it is not a frequent occurance. A lot of the guns have no animation and are able to be flashed instantly, too many interactions and roleplay scenarios have ended instantly because a gun was drawn and immediately shot. Drugs are definitely not the biggest earner, looking over our spreadsheets of every drug we have sold since the drug overhaul they are actually lower money/hour. Additionally I have seen less people interested in the new system than the previous one. This new system is almost impossible to properly use as well when police have no motiivation to go on duty as there is almost no unique criminal RP going on, nor do any of the current systems support it. The only major criminal RP which we have seen is a drug overhaul. Jewellery has been powergamed to oblivion and is honestly just used as a "smash and grab", bank heists have seen a RP improvement with bank cards (better experience for cops) , chop shop has been minorly changed by going on a rotation. Robbing stores has been nerfed due to unintended script behaviour, Armaguards are another avenue which is constantly being used and has seen no improvement other than adding golden meth. (Outside of these 4 options there is only robbing other players as a criminal money maker which in many peoples opinion is scummy) While everyone appreciates the work put into this - a lot of this is only targetted at Organisations and the structure of how organisations operate, the day-to-day living of criminal RP is suffering as there is such limiting options to do as a criminal. Some of these improvements benefits Cop RP additionally as it isn't a Criminal RP exclusive. Criminals are in dire need of more options to do other than Robbing (Armaguard/Jewelry/Shops/Players) and doing bank heists.
    2 points
  4. FIVEM Server Link-DIRECT CONNECT
    2 points
  5. Just to reiterate things that admins have made public already prior to this without going over specifics that are not yet public. 1) There is a planned method of RPed destruction of weapons which will result in the ability to intercept a weapon prior to its destruction. This will be done by a limited time event and is still in concepting stages and may not occur. This way police can continue to patrol without risk of being targeted on regular patrols and orgs have a chance to increase their stash. But the fear of taking out a big gun is something we want. It is a risk/reward situation, you save the big guns for the big and important jobs. 2) Allowing a break out from police vehicles is not viable unless we can guarentee that at all times police significantly outnumber criminals and installing number locks on things typically angers people more then just not having the feature. Once you are caught you are caught you should be attempting to avoid being caught in the first place. 3) We already have an animation for handing off items. 4) Vehicle animations have very limited options some of these requests are not possible with current resources. 5) As announced at the townhall and in various chats there is a 3rd eye overhaul of all jobs in progress by gatehead. 6) If a person is hiding in a safe zone or running to a safe zone to escape a hostile RP then they are comitting a powergaming violation and our community assistance team should be able to catch up to them or a moderator if not. 7) Drugs currently are the biggest earner in the city if they were done properly the overall numbers on them is significantly higher then it used to be as some people have found out and while the police are currently in the process of setting up their own unit to counter this the risk is almost non existent and certain members of the server have already earnt millions from this. (Keep in mind we are not planning to nerf the drugs simply to create the risk of having dedicated police for tracking it down). 8 ) The insinuation that "it would be greatly appreciated if criminals got a rework for once" (Emphasis added) is unfair to the work the devs and Raari have done. Currently with each update cycle something has been added for criminals or expands the criminal side of roleplay. As was expressed by the community and was acknowledged by the staff team at the last town hall. Currently it is "civilian roleplay" that has been missing out and has not received any significant updates either procedure based or Mechanics based in recent times. Example: Since the appointing of Raari as Org admin 10 months ago the following is some of what has been added this list is not exhaustive but for cops it should cover everything as I copied and pasted it from their server updates discord channel: Criminals: - General optimisations and bug fixing. - Wars and wargoals added - Org leaders given police leadership levels of responisbilities. - A org policy guide with rules and privledges written and added for orgs with consulation over serveral meetings with org leaders and staff. - Bank cards - The Org Blackmarket - Changes to the regular blackmarket - Weapon Crafting - Armour guard heists - High value vehicle heists - Jewelry store heists - A new prison with RP value - Two drug reworks. - Delivery events - Crews - /Steal in both of its implementation phases. - Car chopping overhaul. - 4 new orgs, following the requests of the community evenly split between Streetgangs and Mafia/Syndicate style orgs. - Revamped court system with new magistrates and magistrate system with extended powers. - Extended prison sentencing (90/150/450/900 weeks depending on who it is and if you have a prior FPO) - Fuel limits for police Airwing instead of having unlimited fuel. - Cuff nerfs so that police have to touching criminals and the criminal facing away from them or hands up for the cuff to work. - Removal of the ford ranger from 2 police divisions due to repeated abuse. - Bank phones so you can talk to the police with the new voice system easily and without risking yourself. - Removal of court safezone - Automated discord roster bot to make org organisation (I see what I did there) easier. - John Smith's Goods and Services shop for org "levelup" Criminals planned updates (No guarentees or time frames): - General optimisations and support. - Crew "reputation system" - Weapon destruction convoys and heist oppertunities. - Links to new job overhaul for crafting Police: - General optimisations and bug fixing. - Several new vehicles - A categorisation of charges into summary and indictable offences in their F6 menu. - The ability to pull people out of the water. - Fixing texture issues to allow police to resolve issues with the fivem updates that meant police were allowed 3 vehicles per division until resolved. - Police radio volume changes and effects. - Timer increases to the banks. - Policy changes allowing police to issue increased sentencing for repeat FPO violators. - Court changes allowing police to request FPO compliance orders. - Armoury logs for both police leadership and IBAC discords to track what officers remove from the armoury for both without needind admin intervention. - Migrated to new discord Police planned updates (No guarentees or time frames): - General optimisations and support. Civilians: - General optimisations and bug fixing. - TBT/RACV police tow jobs. - Non scripted food companies supported by Gatehead. - Appointment of Gatehead to take over the civilian and business side of the admin team to address the limited support they have received. - Rework to used car dealership. - New housing (to the limit our server can currently handle) Civilians planned updates (No guarentees or time frames): - Job overhaul - Business overhaul and expansion - Links for orgs to require business overhaul items for their crafting. - Interaction between jobs as multiple primary producers provide items to secondary producers for both legal and illegal items.
    1 point
  6. Hey all, I'm pretty new and only done about a week in the city so far, Which I've mostly spent working/playing as RACV. Across that time I thought of a few things that might make the role even better. 1. JOB NOTES - This would allow RACV & TBT to be able to add a small description next to their job. eg. Pulling up to a job and the owner isn't present or answering there phone to be able to complete the repair, we could use a codework like CODE5 for an unattended job. Also other reason's like the vehicle is too big to tow and TBT is required or its stuck/ un-obtainable. 2. CLICK TO CALL - This would allow you to click on the phone number in the CAD to dial it or something of the like. Some numbers can be difficult to memorize and a lot of time can be wasted trying to call which may currently be stopping people from bothering to call ahead. 3. NORTH OF CITY INCENTIVES - I find in peek times we can have approx. 20drivers online but jobs north of the city don't get attended, as some can take the time of 2-3 jobs in the city but for the same rates. I thought maybe around $3000-4000? commission(Depending on the distance from TBT north) may help encourage other players to attend these jobs more, preventing people from being stuck out north for 20-30mins before then giving up. These are all idea's in any case. I'm aware they may have complications I haven't thought of nor even may be possible todo, but thought there is no harm in mentioning it. Cheers, Jarrod
    1 point
  7. That's a shame I've seen heaps of people rolling around on their bikes before
    1 point
  8. IT EXPLAINS IT IN THE CREW ADDITIONAL INFO YOU CAN FIND ABOVE, IF YOU CAN'T FIND IT MAYBE YOU SHOULDN'T BE RUNNING A CREW.
    1 point
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