As the title says, I am a firm believer that the strive to stop criminal activities factored into stopping the server's activity as a whole.
It was a dilemma if I would type this or not, but as I am taking a shit now with my phone in my hands, my brain says: "fuck it let's go."
I will start this topic with a personal anecdote and argumentation for those thoughts.
If you want to skip the yappachino and go for the suggestions, scroll down or use ctrl + f to search "My suggestions". If you're on mobile, use the search function for the same word on Chrome or whatever goofy browser you're using.
I am writing this topic with the experience of a former HQ and leader in multiple gangs (back when the server was active). In between that period, I had also given a shot at copside in 2019 by joining STF.
Back then, JBs were incredible when I played as a cop, even when the jail was "unbalanced." When a JB was active, I would hop in and could easily make around 1 mil in about an hour while also having fun.
The turnside was what I saw in teamchat or radio when a JB was active. The majority of the cops wanted to stop the jailbreak. Sure, you want to have a goal, I get it. It wasn't a bad goal back then because it was quite a challenge.
However, the reality hits after the jailbreak, because once you had stopped it there wasn't much to do other than AFKing in base. Criminals logged off and so did cops too. Stopping that jailbreak resulted in a temporary activity drop.
Now, this isn't a bad thing; it was a part of the game. However, the thought was bad. I recently returned to the game after a spree of bans. The first thing I noticed is that almost every update for copside was made to make stopping criminal activities easier: slow doors in bank robberies, a jail which makes stopping the jailbreak easier, HLS participation in city banks and jailbreaks.
It looks like all the updates were made to give cops a "winning moment." However, I believe those moments came at the cost of activities.
Instead, what I wanted back when I was in STF was for cops to start activities without the dependance on criminals. I still believe that is something to strive for now that 7 years have passed since.
Cops are still too dependant on criminal activity to do something. However, I won't deny the work put in, because it is better than when I was a squad member. I will present 2 lists comparing the two sides of 2019 & 2026 to show the work that has been put in, while simultaneously pointing out the dependance in 2026. (My list might be flawed, because I couldn't decide if, for example, something like patrolling is an activity to put in the list. It is started by cops, but also stops criminal activity by removing them from the map.)
2019:
Activities that criminals can start:
· Bankrob
· Jailbreak
· Storerob
· Gang robbery (probably my favorite back then, but it was GANG vs GANG)
· Turf
· Raceflag
Activities that cops start:
· None
2026:
Activities that criminals can start:
· Bankrob
· Jailbreak
· Casino robbery
· Organisation robbery
· Turf
· Raceflag
Activities that cops can start:
· Organisation robbery
· Turf
· Money transport
Neutral activities (started by the server):
· Storerob
· VIP
As you can see from the comparison, there have been changes. However, even though cops have more things to do without dependance, they are still too dependant.
One last thing I would like to point out is the cracking minigame. It is one of the cores of criminal activities. I myself was forced to learn cracking in 2016 to revive bank robberies in MMC, but not everyone is 13 years old and autistic enough to spend time on that. Especially if you are a squad member, who doesn't require any activity to start with cracking except organisation robberies.
This results in the fact that most cracked GR safes by squad members are done by ex-gang members, for example Lincoln, who is leading that statistic for cops. Adding activities for cops to be more engaged with this minigame seems like a fix, or getting rid of it altogether.
That leads me to another thing. I believe there is a conflict between the implementation of the minigame and additions like "slow doors," because in a way the speed in which you open the door has no value and the success solely relies on defence. Why not just get rid of cracking as a whole and just put doors that open in 25 seconds while you wait in a marker (the speed of an average cracker)? Doing this for GRs, BRs, etc. can increase the quantity of the activities as there is no dependance on a niche amount of players with this skill.
My suggestions:
Activities:
Add more activities for cops to start without depending on criminals.
Example: bunker raid. Cops crack doors like a bank. Instead of safes, there are rooms that you crack in which reside high-profile criminal NPCs or terrorists. They have like 10 HP because opening doors and rooms take the most effort. Killing them gives money like a bankrob for all cops in a certain area. So you can like 8/8 terrorists killed or some shit. The raid should reset in like 5 mins like a BR. Crims should be rewarded for stopping a raid by getting money for the amount of criminal/terrorist NPCs that are alive after the reset.
More activities like this can be done, but I really like the bankrob mirroring concept. Feel free to write what you have in mind.
Balance:
· Get rid of slow doors.
· HLS armor should be reduced to only 10%. I don't know if STIM is a thing, but get rid of that too. (A lot of cops put effort into getting in, so getting rid of it seems illogical. We resort to nerfing it.)
· Remove the vent in jail as it leads to stopping the activity. It is placed infront of key areas to keep the activity running.
Cracking:
Controversial, but get rid of cracking like we got rid of pressing space to evade tasers. Open doors in 25 seconds and casino in 35, as that is the average speed of crackers nowadays. Doing that might make squads engage in GRs more as well.
Alright let me yap one more time:
Balancing an activity-based server is not about making one side win over the other. It's about giving both sides the same opportunities to start an activity.
Question
bazuka36
As the title says, I am a firm believer that the strive to stop criminal activities factored into stopping the server's activity as a whole.
It was a dilemma if I would type this or not, but as I am taking a shit now with my phone in my hands, my brain says: "fuck it let's go."
I will start this topic with a personal anecdote and argumentation for those thoughts.
If you want to skip the yappachino and go for the suggestions, scroll down or use ctrl + f to search "My suggestions". If you're on mobile, use the search function for the same word on Chrome or whatever goofy browser you're using.
I am writing this topic with the experience of a former HQ and leader in multiple gangs (back when the server was active). In between that period, I had also given a shot at copside in 2019 by joining STF.
Back then, JBs were incredible when I played as a cop, even when the jail was "unbalanced." When a JB was active, I would hop in and could easily make around 1 mil in about an hour while also having fun.
The turnside was what I saw in teamchat or radio when a JB was active. The majority of the cops wanted to stop the jailbreak. Sure, you want to have a goal, I get it. It wasn't a bad goal back then because it was quite a challenge.
However, the reality hits after the jailbreak, because once you had stopped it there wasn't much to do other than AFKing in base. Criminals logged off and so did cops too. Stopping that jailbreak resulted in a temporary activity drop.
Now, this isn't a bad thing; it was a part of the game. However, the thought was bad. I recently returned to the game after a spree of bans. The first thing I noticed is that almost every update for copside was made to make stopping criminal activities easier: slow doors in bank robberies, a jail which makes stopping the jailbreak easier, HLS participation in city banks and jailbreaks.
It looks like all the updates were made to give cops a "winning moment." However, I believe those moments came at the cost of activities.
Instead, what I wanted back when I was in STF was for cops to start activities without the dependance on criminals. I still believe that is something to strive for now that 7 years have passed since.
Cops are still too dependant on criminal activity to do something. However, I won't deny the work put in, because it is better than when I was a squad member. I will present 2 lists comparing the two sides of 2019 & 2026 to show the work that has been put in, while simultaneously pointing out the dependance in 2026. (My list might be flawed, because I couldn't decide if, for example, something like patrolling is an activity to put in the list. It is started by cops, but also stops criminal activity by removing them from the map.)
2019:
Activities that criminals can start:
· Bankrob
· Jailbreak
· Storerob
· Gang robbery (probably my favorite back then, but it was GANG vs GANG)
· Turf
· Raceflag
Activities that cops start:
· None
2026:
Activities that criminals can start:
· Bankrob
· Jailbreak
· Casino robbery
· Organisation robbery
· Turf
· Raceflag
Activities that cops can start:
· Organisation robbery
· Turf
· Money transport
Neutral activities (started by the server):
· Storerob
· VIP
As you can see from the comparison, there have been changes. However, even though cops have more things to do without dependance, they are still too dependant.
One last thing I would like to point out is the cracking minigame. It is one of the cores of criminal activities. I myself was forced to learn cracking in 2016 to revive bank robberies in MMC, but not everyone is 13 years old and autistic enough to spend time on that. Especially if you are a squad member, who doesn't require any activity to start with cracking except organisation robberies.
This results in the fact that most cracked GR safes by squad members are done by ex-gang members, for example Lincoln, who is leading that statistic for cops. Adding activities for cops to be more engaged with this minigame seems like a fix, or getting rid of it altogether.
That leads me to another thing. I believe there is a conflict between the implementation of the minigame and additions like "slow doors," because in a way the speed in which you open the door has no value and the success solely relies on defence. Why not just get rid of cracking as a whole and just put doors that open in 25 seconds while you wait in a marker (the speed of an average cracker)? Doing this for GRs, BRs, etc. can increase the quantity of the activities as there is no dependance on a niche amount of players with this skill.
My suggestions:
Activities:
Add more activities for cops to start without depending on criminals.
Example: bunker raid. Cops crack doors like a bank. Instead of safes, there are rooms that you crack in which reside high-profile criminal NPCs or terrorists. They have like 10 HP because opening doors and rooms take the most effort. Killing them gives money like a bankrob for all cops in a certain area. So you can like 8/8 terrorists killed or some shit. The raid should reset in like 5 mins like a BR. Crims should be rewarded for stopping a raid by getting money for the amount of criminal/terrorist NPCs that are alive after the reset.
More activities like this can be done, but I really like the bankrob mirroring concept. Feel free to write what you have in mind.
Balance:
· Get rid of slow doors.
· HLS armor should be reduced to only 10%. I don't know if STIM is a thing, but get rid of that too. (A lot of cops put effort into getting in, so getting rid of it seems illogical. We resort to nerfing it.)
· Remove the vent in jail as it leads to stopping the activity. It is placed infront of key areas to keep the activity running.
Cracking:
Controversial, but get rid of cracking like we got rid of pressing space to evade tasers. Open doors in 25 seconds and casino in 35, as that is the average speed of crackers nowadays. Doing that might make squads engage in GRs more as well.
Alright let me yap one more time:
Balancing an activity-based server is not about making one side win over the other. It's about giving both sides the same opportunities to start an activity.
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