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Donald

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Posts posted by Donald

  1. 1 hour ago, Hubschrauber said:

    I don't have a convincing argument as to why it should to be honest, more an emotional assumption to it. It certainly is no a hill I would like to die on. I feel if there was a "government" for this virtual world they would actually be pretty restrictive from a gun control perspective to everything larger than a normal 9mm. Look how few legal guns there are to civilians that aren't Bounty Hunters (aka semi state agents). It isn't alot and is pretty restrictive overall. Especially guns that "look scary" because people can make up rediculous lies about them to scare people into voting against them. The 1911 got snuck through but something like a Chiappa Rhino I think would stoke that irrational fear.  

    It would be interesting if there was like a weekly ballot that popped up where people could vote on making certain guns illegal or legal for the next week. Adds some democracy to the game. Or if that’s too hard let the governor choose

  2. To be honest I'm not completely against making the faction public again to some degree. I think the issue has to due with regulating medics on the server.

    If it is completely public, there is no way you can enforce any type of faction specific rules. This means that medics will be swarming cartels, be personal medics for gangs/APD, and be held to zero professional/RP standards. I assume that most would say who cares, but then after they kill someone at a cartel that keeps getting revived multiple times without a cooldown, they're opinion might change.

    Another issue is the vehicles currently available to the AFD. How will the armored vehicles be regulated? Will they be removed entirely? Or are we going to give every medic hunters and striders and let them run loose?

    The public medic days were a lot of fun, but its easy to forget the amount of VDM that took place with dirt cheap vans and helicopters. A solution could be to make the vehicles just as expensive as civ, but this makes it difficult for new players to make a profit on medic.

    It's easy to dismiss the AFD as useless when you spend all of your time on the server fighting cartels or doing federal events. What about the newer and less competitive players who have much more frequent interaction with medics? The new players who get fucked over making money are very often saved by a medic who, if the faction were unwhitelisted, would not come to revive them.

    I recommend either adding a couple public slots with limited equipment for new players to try it out, or relaxing some restrictions on medics being at cartels/federal events to make them more involved with the cops vs. robbers dynamic.

     

  3. 1 hour ago, Repto said:

    It is in fact up to them but why would they, RA's are already long. I've personally never seen a SGT willingly pause an RA because why would they if they don't have to.

     

    Then again I already don't like how low the required fed counts are already so that's my judgement enough right there, stop focusing on how to torture the cops and maybe more will play. I wont speak for other cops but the fact that there's now a fed that only requires 3 cops in order to start is just insane and morale dropping to me. I get that it's "meant" to be for newer players which is nice, totally get wanting to give them a bit more to do... But no, to many people enjoy feds just because they can torture the cop's while they use cartel's to print money, and this is just going to turn into another nuisance in my opinion. 

    Well not ACTUALLY print money, thats just the best choice of words I can come up with for now.

    I don't see why they needed to add a whole gas station event. They could've just added more around the map, increased the payout, and increased the time it takes to complete. Other civs could pull up and take over the robbery and get the payout so wouldn't necessarily require a police response but they could also increase the payout for stopping them to incentivize police to show up. 

  4. 1. **Economic Balance and New Player Experience**:
       - While your suggestion to create a new server to alleviate the domination of major gangs and the unavailability of houses is well-intentioned, it might not address the underlying issues. If the game's mechanics inherently favor established players or groups, these issues could simply reemerge on the new server over time.
       - New players may initially find it easier to start on a new server, but without changes to the game's core mechanics, the disparity between new and veteran players could still develop.

    2. **Server Population and Division**:
       - Splitting the player base between two servers can have unintended consequences. While it might seem that a new server would attract more players, it could also dilute the player base, leading to less interaction and potentially less dynamic gameplay on both servers.
       - There's a risk that the first server becomes perceived as less desirable or "toxic," which could discourage new players from joining it and harm the overall game community.

    3. **Role of Law Enforcement and Roleplay**:
       - Your suggestion for more nuanced and realistic roleplay, especially regarding law enforcement, is a valid point. However, implementing such changes requires careful consideration and balancing to ensure that it doesn't lead to unfair gameplay or frustration.
       - Enforcing more roleplay and less "robo cop" behavior could be beneficial, but it's also important to remember that different players have different play styles and preferences. Too much emphasis on roleplay could alienate players who are more interested in action or strategy.

    4. **Changes to Drug Gathering and Cartels**:
       - Increasing the range for drug gathering and modifying cartel dynamics are interesting ideas, but they could have unforeseen impacts on the game's balance. It's crucial to test such changes thoroughly to ensure they don't disrupt the game's economy or make certain activities too overpowered.

  5. 4 hours ago, Chow Mein said:

    This then turns into 15 cops on when there's 20 civs and no event going on. Maybe they could add a specific role that logs on just for events when they need the help and log after like the sgt+ role, also this should be in the suggestions area.

    to be fair when there's only 20 civs on there's not gonna be that many cops on if any. All but 0-2 cops log off when there is nothing to do

  6. On 10/29/2023 at 9:28 AM, Witz said:

     

    • Charge Prices
      • Landing within city limits $250 -> $2000
      • Discharge within city limits $500 -> $2000
      • Disobeying an order from an officer $500 -> $1000

     

     

    +1. Would be cool if speeding charge was also increased to 500 or so

  7. 4 hours ago, Kernikov said:

    The question is whether or not "cop mains" should be able to survive/sustain themselves on the server without playing civ to make money for their cop armour/mobiles/etc that you are expected to pull.

    I am glad others are stepping up to make controversial posts, and it's very weird when killer11 is a voice of reason.

    I don’t have a problem with cop mains being able to sustain themselves on cop. But the incentive to give high tickets to sustain that is an issue. Maybe the system of paying cops should change somehow to address this.
     

    Cop mains tend to play so much and deal with so much shit from civs that they get disconnected from their actual purpose as police. Then they make posts like this. The APD forgets that its purpose is to serve the rest of the community and make the civilian experience more enjoyable. Seems like the current APD has strayed so far from that nowadays.

    Bherky and Louie like this
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