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  1. Hello everyone, It is with mixed feelings that I write this today to bid farewell to Yakuza, a gang that carried forward a legacy many of you already know from The Company. From the start, Yakuza was never only about ranks, turfs, or bank robberies. Discord chaos, midnight wars, and just having fun instead of the tryharding we did in ThC back in 2019. We shared wins and losses, welcomed new players, and tried to build something with identity, activity, and respect. SAES was our playground, and for over two years, we made the most of it. To the wider SAES community, the gangs we fought, the criminals we robbed banks with, and everyone who once were a part of Yakuza, thank you. The competition, the pressure, and the nights spent contesting the map are a big part of why this gang felt alive. Respect to all of you. I would like to personally thank the old man @Adistar himself for making Yakuza possible, @ButcheR for carrying bank robberies during our Level 5 application, @Toretto for carrying media & recruitment when everything felt hopeless and especially @Cicada for reviving the gang and keeping up hope when no one else would. Below is a list of members, both current and former, that contributed to Yakuza in a way more than others: @Scooty, @Jesse421, Killer, Blue, @Reed, @Noizi, @Kinji, @hRL, RaZ0or, @Filex, @Liyones, @Leonard, @WenDo, @Bostonking, @RikKi, @Poodlyz, @DarkSideR, @Hunterr Sincerely, HQ of Yakuza
    12 points
  2. Hey everyone, Years ago, we ran PENsource, an open repository where community members could develop scripts and submit features directly to SAES:RPG via GitHub pull requests. With real-life commitments often taking up developer time and a steady stream of great ideas sitting in the Suggestions board, we are considering reviving the project to give players a direct path to contribute to server development. How It Would Work Community PRs: You pick up an approved suggestion from the forum or propose a quality-of-life feature, write the code, and submit a pull request. Code Review & Integration: The development team reviews the code for quality, security, and performance before merging it directly into production builds. Recognition: Accepted contributions would be credited in official changelogs and update notes. Why Revive It? Faster Feature Turnaround: Allows highly requested suggestions, minigames, and tweaks to make it into the game even when the core team is tied up. Collaboration: Anyone with coding experience can help shape the server's future directly. Joining the team: PENsource serves as our active contributor pipeline, those who consistently submit high-quality, reliable code and adhere to our standards may be invited to join the Development Team. We want your feedback: Would you like to see PENsource return? If you have development experience, would you actively contribute scripts, fixes, or systems? Drop your thoughts and vote in the poll above!
    9 points
  3. BRS & CRS — Reviving Criminal Activity I've noticed that bank robberies and casino robberies have been pretty much dead over the past few months, especially on normal weekdays. Cops are generally much more active than criminals during these days, which makes robbery situations difficult to even start, let alone turn into an actual RP scenario. I'm not suggesting that robberies should become a guaranteed 10/10 success for criminals. There should always be a real chance for both sides to win. Cops should be able to stop the robbery, and criminals should also have a fair opportunity to successfully pull it off. That's what makes the situation interesting. But right now, both bank and casino robberies feel way too inactive, and I think one of the reasons is how quickly either side can regroup after losing someone during the robbery. My suggestion is to introduce a short death/respawn cooldown for both cops and criminals who die during an active bank or casino robbery. For example: If a cop or criminal dies during an active robbery, they would have to wait around 5–10 seconds before being able to respawn. The same would apply to both bank and casino robberies. The cooldown would only apply when the death happens during the active robbery, not during normal situations. The purpose isn't to nerf either side or give one team an advantage. It's simply to create some breathing room and make the situation more dynamic. From an RP perspective, I think it could make the situation feel much more natural too. If someone gets taken down during a robbery, they shouldn't be able to almost instantly come back into the same situation as if nothing happened. A small delay gives the remaining players time to react, make decisions, negotiate, reposition, or potentially finish the robbery instead of turning it into an endless kill → respawn → return → repeat cycle. Since the bank robbery itself only takes around 5 minutes to complete, I don't think the cooldown needs to be too long either. The settings could always be adjusted depending on the situation. For example, the cooldown could scale with the number of active cops — maybe it only starts applying when there are more than 8 cops active, with an additional second added for every few extra cops. Something like 5 seconds with 8–12 cops, 7 seconds with 13–16 cops, and 10 seconds with 17+ cops could be tested. These numbers are obviously just examples, and the system could always be adjusted after seeing how it affects the actual gameplay. This could also work both ways. If a criminal dies during the robbery, they shouldn't be able to instantly return and continue fighting either. That way, neither side is being directly buffed or nerfed — we're simply giving the players who are still alive a little bit of breathing room to actually play out the situation. Again, I'm not asking for criminals to have an advantage or for robberies to become easy money. The goal is simply to bring life back to bank and casino robberies, especially during weekdays when criminal activity is already much lower than police activity. At the end of the day, the numbers, conditions, and scaling can always be adjusted after seeing how the system works in practice. The main idea is to give both sides some actual breathing room and make robberies feel like proper RP situations again rather than something that is basically dead unless it's the weekend.. Would be interested to hear what others think about this.
    8 points
  4. @Brophy As someone who has played this game for a very long time, I wanted to give my take on what I believe would actually help fix the server structurally, rather than adding more bloat or unnecessary features. I know this might never see the light of day or even reach the people who can make a difference, but I still want to invest the energy one last time because I genuinely loved this server. I spent years here, and honestly, it brings a grown man to tears seeing something I cared about this much slowly fade away. 1. Make group recruitment fair again One of the most enjoyable parts of SAES was getting involved in groups, especially the unique and fun ones like LWS, CC, CLO/DE, HLS, DDT, etc. Unfortunately, in the later years, recruitment into some of these groups became heavily influenced by friendships, favoritism, corruption, and ass-kissing rather than actual skill, effort, and activity. That is incredibly discouraging for players who genuinely put in the work. For example, someone can have 250+ events on an LWS application, put in the effort, participate consistently, and still get overlooked, while someone who barely speaks English or has barely demonstrated any relevant skill can get an instant invitation simply because they know the right people. Another example: during a DE live recruitment, two of us were the last people standing, yet neither of us was invited or even mentioned afterwards. Situations like these are extremely demotivating. If groups are supposed to be something players work towards, then recruitment needs to be based primarily on merit: skill, activity, behavior, effort, and suitability for the group. Personal friendships and connections should not determine who gets opportunities. High-level groups should have a transparent and fair recruitment process. If someone gets rejected, they should at least be able to understand why, and players who consistently demonstrate that they deserve a place should actually have a realistic chance of getting one, thats why the HQ teams of them should be also the right people 2. Give new players an actual tutorial A huge problem is that new players are expected to understand an enormous amount of information by reading thousands of lines of F1 rules, role descriptions, commands, group information, etc. Realistically, most new players are not going to read all of that. You need an actual, short, interactive tutorial that teaches a new player the basics of the server: How the basic gameplay works What RP actually means The important rules How arrests and crimes work How groups work Where to go and what to do What is expected from them Where to ask for help You don't need to explain everything at once. Give people the basics and let them discover the rest naturally. A good first-hour experience would probably do more for player retention than another giant feature ever could. 3. Bring back strict rule enforcement Another major issue is that roleplay and rule enforcement seem to have become much weaker. There was a time when RP actually mattered. As a cop, I remember being genuinely afraid to do something stupid because I knew there would be consequences. Even something as simple as dropping wheel strings could make you think twice because you knew the rules were actually enforced. Nowadays, it often feels like people can run around abusing their powers, trolling, breaking RP, and generally doing whatever they want without much consequence. When rules stop being enforced, the serious atmosphere disappears with them. You don't necessarily need more rules. You need the existing rules to actually mean something again. The core problem was never "there's nothing to do" In my opinion, the fundamental problem with SAES was never that there wasn't enough content. The server was at its best when it was relatively simple: BRs, SRs, groups, progression, and most importantly, a healthy player base. Adding more and more things around the map doesn't necessarily make the server better. If you spread a relatively small player base across an increasingly huge amount of content, the result is the opposite: empty areas, empty activities, and players who rarely encounter each other. The magic of SAES was the community. It was having enough players around that wherever you went, something was happening. It was knowing people. It was working towards groups. It was competing in BRs and SRs. It was the serious RP atmosphere. It was having goals and actually feeling like your effort mattered. You don't fix that by adding another feature. You fix it by making the existing experience worth staying for. That means: Keep new players. Have admins who actually help new players understand the server instead of immediately admin-jailing them because they don't know something they were never properly taught. Make the rules matter. Bring back consistent enforcement and the serious RP atmosphere. Make groups worth working towards. Give players a fair and transparent recruitment process where skill, activity, effort, and behavior matter more than who they know. Build the community before building more content. Because honestly, I know plenty of people who left SAES primarily because of these exact issues. They didn't leave because there wasn't another activity to do. They left because they stopped believing their effort mattered. SAES doesn't need endless new systems, features, and activities. It needs players. And to get players, you need to give them a reason to stay. For me, that reason used to be the community, the groups, the competition, the RP, and the feeling that if I put in the work, I could actually achieve something. That's what made SAES special. That's what I would try to bring back. Edit: unban everyone too, no point on holding them at this point, no matter how bad they were, you defo need them back
    7 points
  5. There's many different topics in this thread so I'll try and break down my points/opinions as much as I can. This is purely based on my opinions and not the opinion of HQ as a whole. Cop Activities This is has been an ongoing issue for the last few years which we've tried to acknowledge, as evidenced by your comparison list of what activities cops can start. Changes such as money transport and the addition of squads in turfs were steps that were taken to try and give cops more autonomy in starting their own activities. Money transport probably being the bigger success here, despite the controversy with rules to begin with. Groups like BRINKS continue to be one of the most active groups on the server. Turfs had a mixed response (Similar to Org Robberies) in that it was a decent add but a straight up TDM between cops vs crims just becomes a war of attrition and autism. The numbers on the crim side (atleast pre-player count droop) pretty much guaranteed the eventual winner. The try-hard era that SAES has become also dissuades cops from even initiating these fights. (More on that later). We're open to more ideas on activities for both teams but my personal opinion, atleast for the crim side, just try and make them different to the bank rob system. Most suggestions I see are just some bastardised versions of BRs which we really don't need since adding CRs and 3x more banks. Special Groups Groups are a difficult one which we've tried to give the Group Management control over as much as possible, while significant changes still generally require sign off from HQ. HLS was admittedly my pet project a few years ago when I was more active ingame; a tool which I tried to use to balance the player count disparity between cops and crims at a time when there wasn't any cop triggered activities. The only real difference at the time being armour. This definitely had its pros and its cons. Pros being that it had its intended effects of reviving what was essentially a dead group and lowering the success rates of BRs. Granted a massive con of this which was unanticipated at the time was the 'coward mentality' which has been mentioned already in this thread. Some organisations just weren't even willing to try with the risk of failure despite there being no repercussions for fails. Eventually I did hand this off to Steven with the only strict requirement being that the member count must be kept low. This did grow legs over the years with the additions of stim etc. (Not something I personally would've agreed with from a game design pov but as Bazuka has said, it's more difficult to take something away once its already been added). HLS is probably the catalyst that evolved OB into what is today with the tit for tat, they have this so we want that. Again, not something I fundamentally agree with but here we are. The end result here being that JBs are a bit of a mess. Jailbreaks & BRs JBs are awkward for balance because as mentioned, yes they're a good activity to have but from a game design pov, it's not practical to have perpetual event generating money like that. There is definitely a negative correlation on the cops side between duration and enjoyment. It gets to a point where infinitely respawning to die just gets tedious. Not to mention when someone takes it too far and just sits on the wall throwing nades down at the spawn. This cycle got even worse with the addition of armour regenerating on arrest. This is where DE was supposed to step in (who are excluded from kill arrest) and are meant to kill criminals out to break the loop. The way things are currently, I certainly don't see a reason to make any pro criminal changes around jail as the likes of HLS / DE are the only possibility of JBs ending these days. For BRs, I don't have much to add as we've tinkered with them a lot over the years. All I would say is the length of the activity needs to be maintained (hence the slow doors). I wouldn't be against making cracking less trivial but no one is going to get any enjoyment out of a 5 minute activity that is over before cops can even respond. These have to be kept somewhat reachable for those that don't have houses in the area. Laggers, Cheats, Instability and the Try-Hard Mentality This is where the issue lies in my opinion. MTA has become riddled with cheats and aimbots all buried amongst MTAs unstable, untested releases to try and combat the former. For example, opening the client now takes 5 mins for my top-end PC. My ADHD brain has forgotten I even opened MTA by the time the popup appears. Lag abuse and cheats, currently we only ban those where we pretty much have hard evidence. (Sorry Bazuka, I know that hurts you.) but we still regularly get the odd ticket about someone 'lag abusing' and wiping out a BR. Is that one of the main contributors dissuading people from BRing? Probably. The bigger one for me is the try hard mentality. My hypothesis being that the main reason people have stopped participating in more pvp focused activities (which a lot of the server is now) is due to the standard some gangs/individuals have set on the server. The use of tiny skins or potential aimbots just make the game not fun for anyone, especially in gang v gang turfs. If it were solely up to me, I'd look at removing tiny skins from all Gang/Squad spawns and enforcing a stricter ban policy on suspected cheaters but this again goes back to the much harder to take away what's there already point.
    7 points
  6. Overview To make Store Robberies feel more dynamic and immersive, I would like to suggest an aftermath phase that begins shortly after a Store Robbery has ended. Instead of the event simply disappearing, the robbery could leave behind visible consequences that require other emergency services to respond. How it would work A few minutes after a Store Robbery finishes: The robbed store catches fire. Several NPC civilian bodies appear around the area, representing victims of the incident. (Coordinates of the NPCs may be fixed compared to the store object to avoid bugs) Firefighters Firefighters would need to respond to the scene and extinguish the fire before a set time limit expires. If the fire is successfully extinguished in time, the store is considered saved. All firefighters who actively participated receive a monetary reward. A status message displays on the top bar with the result. If the fire is not extinguished before the timer runs out, the building is considered destroyed and the event ends. The fire gets extinguished automatically and the NPC victims disappear (They should not disappear if already got picked up and SR timer runs out). A stat could be introduced to monitor how many store robberies are extinguished. Medics The injured NPCs could function similarly to VIP pickups. Medics can pick up each NPC body. A roleplay element could be added e.g. doing /cpr on the body and after the animation is done - the victim attaches to you. Timer starts. On the map several blips appear with the markers of all the hospitals. After getting in an Ambulance, the NPC disappears (Attaches to the ambulance (codewise) - not visually) The medic transports the victim to a hospital. Successfully delivering victims rewards the medic with money. Job fails if the timer expires or the ambulance gets destroyed. A stat could be introduced to monitor how many SR victims are rescued. Why this would improve gameplay This would transform Store Robberies into multi-department events rather than being limited to criminals and police. Involves the firefighers in the SR situations. Gives more work to medics rather just staying there to AFK heal. Provides extra roleplay opportunities without changing the existing Store Robbery mechanics. The time between SRs could be filled with this extension rather than simply waiting for the next SR. The current Store Robbery system would remain exactly as it is — the aftermath simply extends the event by allowing emergency services to deal with the consequences of the robbery.
    6 points
  7. @Kain I wanted to respond to your comments as well on this topic. You mentioned that over the years, SAES developers have been focused on making cops less dependent on criminals starting activities, which is a good point, but that logic only works for the player base and activity SAES had in 2019. Today, the main problem is that criminals don't bother hosting bank robberies if they see too many cops in-game, so they just either quit or wait AFK until cops log off. The same applies for cops - I have seen multiple cops complain about just having to wait for hours for a bank robbery to happen. Both of these issues could be fixed by turning the current version of Public Bank Robbery into an event that happens every 1 or 2 hours. A different solution has to be figured out for Gang Bank Robberies though.
    6 points
  8. While the rest of the arguments in this topic are debatable between being too reasonable for criminals and too unfair for cops, I would like to add to this aspect. I agree that many players want to be a part of special groups but often have no way of showing their interest for it, thus reducing server activity. DE and CLO currently have a shared activity called Warfare, which is similar to turfing. This rarely gets used though, usually one side AFK turfs the other, because the attacking side often attacks with big numbers, leaving the defenders outnumbered, due to anyone being able to attack at any point in time. Instead of the current system, I'm proposing a time-based change: * Warfare happens in a secondary dimension. There's a Top 10 Killers panel, and at the end of the war, players will be rewarded in cash by how many kills they had + how long they attended for. This could also allow players to host mini-events during the war, f.e. "top cop killer gets 10 million" * Warfare starts every 24 hours, at peak hours, f.e. 19:00 in-game time. This ensures players have enough time to decide whether they can attend or not * Both criminals and cops can attend Warfare. This incentivizes players to play daily to be seen more by CLO/DE and make their chances of joining higher * Only DE and CLO can capture turfs. Cops/crims can only assist by killing, but still see the progress. In theory, DE would give orders to cops on where to go next via radio, and CLO would give orders to criminals (would need a new shared chat for this) * DE and CLO can each have a total of 2 Hydras in the air at a time. Hydras can fire at opponents on the ground, prompting the other side to send their own Hydras to intercept. This would need some balancing though, so players don't ragequit from being bombed by hydras * Each turf starts as neutral and can only be captured once by each team. Let's assume when the event starts, CLO starts attacking LV Turf 1 and DE starts attacking SF Turf 1. After LV Turf 1 is captured by CLO, they would only be able to be captured by DE once. If DE succeeds in capturing LV Turf 1, the Turf would be locked and CLO wouldn't be able to capture it anymore. Similarly, if CLO successfully defends it, DE wouldn't be able to capture it anymore. Meaning, if there are 4 turfs and CLO captures 3 by the end of the war, DE capturing 1, CLO would win. If CLO captures 2 and DE captures 2, it's a tie. Either way, whoever wins, both sides get money for attendance and kills while the winning side gets slightly more.
    6 points
  9. @Crank ( how to quote on new forums? ) In that sense, I am not able to comment on the balance. Though, my thought process was not directed towards nerfing a side. It was made to revert changes that prevented activities from happening, in order to create a new equation. I will mention this equation later in this yap of 4.4k words. Your argument on slow doors or jail is kind of a summary of the mindset that annoyed me, while I myself was playing as a cop. Your objective as a cop shouldn't be stopping the jailbreak, but arresting as many criminals as you can while it is active, because that's when you have something to do, mainly due to the dependance. In a sense, a criminal activity done in the middle of the night is still an activity at that certain moment on the server, rather than none at all. Though, this is where your view and my view come into combat. · Your view: I'd rather stop 1 bankrob a week. · My view: I'd rather attend 9 bank robberies a day. And yes, that's not an exaggeration. Before all those changes were made to make stopping bank robberies easier or to "give a chance," there were more bank robberies done with only 3 banks than there are now with a bank on every corner of San Andreas. You mentioned that the side you play influences your perspective, so let me put it in this way too. Let's say the bunker-raid-like concept was realized. You wouldn't organize this activity if you knew that it would be very easy for criminals to stop it and have the advantage. It is very illogical to start an activity designed to make you lose. This is the very definition of "balancing an activity-based server is not about making one side win over the other," because the point of the activity is to do the raid successfully and not to force a win for criminals. That is the problem with the way cops are implemented in criminal activities over the last years. Instead of getting their own activities (the suggestion we have common ground on), the fun on the copside is designed around stopping criminal activities. That creates a conflict, because a bank robbery essentially becomes designed to be an activity to stop rather than to perform, in which case there is no reason to start it at all. Just like our hypothetical bunker raid that would be designed for criminals to win while the cops are the ones required to start it. However, one part I agree on is that the changes I mention go in conflict with my thought process of "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." Though, this is only the case if you take out the part of me wanting to create more activities for both sides. Let me make it less abstract. Crims: have a funny BR activity. · Too easy: bankrobs happen more, cops are frustrated because of respawnmaxxing. (However, I don't think this is necessarily bad, because at least you attend a bankrob. You can arrest while the bank resets and more criminals are wanted for you to arrest after BR. But that's not the point.) · Too hard: bankrob doesn't happen, cops are happy when they stop a bankrob but are bored in general. · Balanced: bankrob happens at times that are inconvenient for cops, cops are annoyed due to this but sometimes feel the reward of winning. All 3 scenarios are bad; however, only 1 is the most realistic for activity, and that's the easy one. That doesn't mean that I am a fan of it, because this entire equation is the mistake this community made over the last decade. It is too tunnel-visioned. Here is how the equation should be: · Crims: have an activity that they start. It's easy/balanced to finish. · Cops: have an equal activity that they start. It's easy/balanced to finish. This new equation keeps activities alive and doesn't necessarily give the objective to make one's own side win over the other, like you mentioned in your JB section, because every side wins in their own way and is good at their own activities. I agreed with your HLS opinion in my original post. HLS was led by Vektor for a long time and was designed to be a roleplay-based group. The shift to add HLS to engage more with gameplay was mentioned by @Kain to be "temporary." However, this wasn't reality, and it ended up with countless people trying their best to be a part of HLS. That's why HLS is the only thing that I want to nerf, instead of reverting. I agree with you that we can see which perks are necessary, but yeah. It would also be cool to give HLS activities they can start themselves so there are reasons to join or make the grind worth it. One last thing, which I might get comments for like "he is mad because he didn't join" or whatever crap. I do not think that HLS would've been a problem if CLO was properly organized. Sure, HLS might involve some friendship politics, but its main purpose was to invite the most effective cops. I believe they did decently at that. Meanwhile, CLO was purely ran on friendship politics (this was told to me by a CLO member in 2016, with extensive details and examples). It resulted in it being a disadvantage to have CLO members that have armor and maybe duals to defend in your bankrob, because as some of them admit of themselves, "they can't aim." They shot themselves in their own foot due to this. But in a way, the entire CLO thing only matters if we look at the tunnel-visioned equation I mentioned, and it shouldn't matter if both sides have an equal amount of activities.
    6 points
  10. Your suggestions are mostly beneficial to criminals. You said it yourself: balancing an activity-based server is not about making one side win over the other. But a lot of your suggestions do exactly that. What you describe as "balance" mostly consists of nerfing cops: - Slow doors: Slow doors are present when cop activity is low. Removing them would make criminals even more inclined to do BRs during the night or whenever fewer cops are online. It might slightly increase criminal activity during those hours, but that activity would take place precisely when fewer players are around to participate in and benefit from it. You would essentially incentivize criminals to time BRs around low cop counts instead of creating interactions between both sides. - HLS: Getting rid of virtually all HLS perks would remove much of the purpose of HLS in the first place. People put effort into getting into HLS because it gives them an advantage in situations where they are heavily outnumbered. City banks can already turn into a slaughterhouse for cops, particularly when a large number of criminals are participating. HLS is one of the few mechanics that gives cops something capable of counteracting that numerical advantage. Whether its current perks need adjustment is debatable, but reducing HLS to the point where its advantages barely matter isn't much of a solution. - Jail vent: The same principle applies here. If the argument is that stopping criminal activities kills activity, then almost any mechanic that helps cops win could be described as harmful to activity. At that point, however, you are no longer balancing the activity. You are making it deliberately harder for one side to achieve its objective so that the other side can keep the activity running for longer. Giving cops more activities of their own, though, is something I absolutely agree with. Your bunker raid idea sounds interesting, although I am not sure how feasible NPC-based activities are on SAES. The underlying concept is good: give squads activities they can initiate themselves instead of requiring criminals to provide their gameplay for them. I think that is actually the strongest part of your argument. Cops being dependent on criminals for activity is a legitimate problem. But solving that problem and nerfing cops in existing criminal activities are two separate issues. Giving cops more things to initiate addresses the dependency directly. Making cops weaker in BRs or JBs does not. Overall, your balance suggestions seem to heavily favor criminals, and that brings us back to the same debate SAES has had for over a decade: one side is supposedly too strong and the other too weak. If you significantly nerf cops, playing as a cop eventually stops being enjoyable. Fewer people then play cop, which in turn makes criminal activities less enjoyable because there is nobody meaningful to fight against. Sure, criminals could spam BRs with barely any resistance, but I don't see the appeal of that either. The opposition is part of what makes those activities fun. There will always be people claiming that "cops are OP" and others claiming that "criminals are OP." You may genuinely believe the former; I may genuinely believe the latter. Both of us are inevitably influenced by the side we play and the experiences we have had. People naturally tend to support changes that benefit their own gameplay, but that doesn't necessarily mean those changes will improve server activity or make the game more enjoyable overall. We may have a different opinion on the balancing aspect, but I think there is common ground in creating more activities rather than simply shifting power between the two sides. Give cops more activities they can initiate themselves, and look at existing activities that are genuinely struggling or outdated. GRs are probably the best example. They could use substantial changes, and improving activities like GRs would contribute much more to server activity than another round of "nerf cops" versus "nerf criminals."
    6 points
  11. Spitballing / throwing random idea's even once I don't think are even remotely good but maybe some inspiration for actual good once and trying to make people actually interrested in fixing the server instead of just yapping its bad and doing nothing to help, Some of these idea's are not even mine. Donate a certain amount to get a donation skin Economy Reset Store Rob changes (making them faster idk think of something being able to turf as a solo turfing enable for cops (neutralizing zones idk) Fishing script! group live recruitments any group rlly Events back to the 1st dimension more often? bring back G6 group New Gangs/Squads rewards Remove useless builds for more space? Henry's Island if somehow possible without lagg VIP more locations ATM Hacking script Reviving Government and Secret Service New racetracks for raceflag A bar at LV X permanently but small putting inactive props from 2025 on sale for max limit? Remove Cinemas cus no one uses or put on close to LV X Make a new jail Revive Casino Robbery by giving it less requirements Remove the interiors with the skull on the map cus no one used them for years Ban Samuel Donator spawn edits idk new skin w/e Change Group Managers More Groups Bring back DDT Drunk and Disorderly Terrorist Make BikerBoyZ a group just like SoA but then for bikes and make them fight?
    6 points
  12. 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.
    5 points
  13. This can also be the case for bankrob but I will focus on GR first. So I dabbled into GR's the last few weeks and had alot of fun. The thing is the other day after GRing SWAT I clicked on tab and saw my gang had like 3 players online and SWAT had like 10, I felt excited that I was going to be able to defend a GR. Then reality hit when I noticed none of those 10 are able to crack. So make cracking optional or remove it in GRs. Replace it with standing into the marker for a certain amount of time. I hope this will also make other squads who won't engage with this activity due to the cracker issue rethink their choices. Can be something like this (based on maybe average cracker speed): Door 1: wait 20 seconds Door 2: wait 25 seconds Door right safe: 25 seconds Door left safe: 30 seconds Both safes: 25 seconds Exit door: 30 seconds
    3 points
  14. That was honestly well said. I agree with you. About group recruitments, it cannot ever be fully fair as I at least can speak for DE: it is based on actual skills, activity & effort. You'd have to get to at least top 10 (depending on participants) on race to have your name part of the voting list. And then ultimately, DEHQ has the final say. I could understand it probably didn't work in your favor then or you didn't receive enough votes, but we've the most transparent recruiting system and in my opinion, the most fair. If you're consistently trying, if you didn't make it by live recruitment, we'd even extend a private test offer if we find it you're worthy enough. It all takes time. Edit: But in conclusion, we've a very fair recruiting system. We even have a sub-group, MCC, which you can become part of, and through consistent participation, we would extend a private test offer. Anyone who hasn't joined DE its because of their own reasoning. A consistent 1-2 year participation usually grants you a chance.
    3 points
  15. Hello. My name is Koen Most of you know me as HippyBear and Mellow. And this is my SAES: RPG Story. I started at the begin of April 2012. I, Koen was playing Minecraft with my friends, I can’t recall how many and who I was playing Minecraft with besides; Duncan, In-Game named as DonutBoy. He told me and my friends about Grand Theft Auto: San Andreas having a Multiplayer mod where we could play on together. This mod is called Multi Theft Auto. But he told us we had to have GTA:SA Installed to be able to play this mod. I knew my brother had this game. So I took it and immediately installed the game to play Multi Theft Auto. Duncan ( DonutBoy) told us to join the server SAES:RPG, so that is what we did. I started with the name koenmeby. I was 13 Years Old and enjoyed playing on this server. Duncan told us how to play on this server, how it works and told us that Trucking was the fastest way to get money, so once upon a day. Me and my friends starting trucking as a team, as real friends enjoying ourselves on this video game. After a while, someone of my friends found a bug with trucking. Between Angle Pine and Angle Pine Saw or something like that, we got around 30K for just driving a real short distance. We did not tell anyone about this and used it to get our money. So I had a Super GT in like my first week of playing. We created an forum account at one of the first days we started playing on the server cause Duncan told us to do so, but we did not use our forum accounts until Duncan told us we had to use the forum to create our own gang or to join a well-known gang on the server. I remember we first started to create our own gang, a Dutch gang. We only let Dutch people join this gang. But yeah only me and my friends where in this gang. I also remember Duncan applied to get lvl 1 but we did not even have to topic. We had no idea how the server worked. I can’t really recall if I even DMed that much. And afer a couple of days this Dutch gang died and we created a better gang called Dark Wolves and I requested a property on the forums. It was a base in Whetstone which had no icon yet. I remember Infinity and Haydar helped me out with getting this icon at the small base. We were real happy at the time we thought we had it all fixed, we could apply for lvl 1 again even though we still did not make a topic yet. And then my real career with other gangs started. Duncan told me about this other dutch guy he met on the server called Lethalis. Lethalis was a member of Tuga Thugs. And Tuga Thugs was lvl 2 and had a base at San Fierro. Duncan said he wanted to join this gang and we said. That is a great idea, we can’t make our own gang anyway we all join Tuga Thugs. I, Mellow at the time called koenmeby was accepted for Tuga Thugs and all my friends got denied. I was really surprised and still to this day I have no clue how I got in. But I seemed to be worthy. But sadly I remember I got kicked out of this gang a couple of days later for not posting on their private forums. Which I did not know what it was. Then I was in no gang at all for a while and Tuga Thugs had changed their base to Las Venturas. I remember we had a black Desert Eagles at that time. And my friend [TT]Lethalis had been accepted for this black Desert Eagles group. (I can’t recall it’s real name). But this group got deleted real quickly as it was not worthy enough to be a real group with a spawn for some reason. Then Lethalis had enough with the Criminal side. Lethalis joined the Squad of his friend called xSniper and Danny. This Squad was called The Strike Team. So I and my friends decided to follow him to The Strike Team. We got pro cop real fast, Can’t recall how. The Strike Team had gotten lvl 1. And I remember me and Lethalis being both lvl 3. So at a point xSniper and Danny wanted to get a new HQ member in this squad. So me and Lethalis applied on the private forum to get this rank. And I am happy but also sad to say that I got the HQ rank. I was HQ of TST when it was lvl 1. Can you believe that?. Lethalis was still lvl 3 and I got HQ rank lvl 4. I was able to invite people to this Squad etc. Then TST applied to get lvl 2 and got denied. So I was dumb and thought TST was never going to make it to lvl 2 so I and my friends left. But the god himself Lethalis decided to stay at this Squad. So the friend ship with Lethalis slowly faded as we went back to the Criminal side. I changed my name and called myself MonsterCat. I got this name from MonsterCat itself, MonsterCat was a small Dubstep youtube channel on Youtube and I really liked Dubstep for some reason back then. I went inactive for a while and came back with Twenta and Fist to create our own gang again. We created Varios Los Aztecas the topic of this gang is still to this day on the forums. http://saesrpg.uk/topic/22220-vla-varios-los-aztecas/ and we applied for lvl 1. http://saesrpg.uk/topic/22298-varios-los-aztecas-gang-levvel-1-aplication/ I remember Varios Los Aztecas merged with Saints a gang from LostBear. But my friends did not agree on that. I was the only person that joined Saints. My friend Haas went to join TST lvl 2 to join Lethalis. I have no Idea what Twenta did. And Fist followed me around as I was in high school with him. Then I can’t really remember what I did. I do remember some gangs I have been part of: Gypsy Jokers MC Grid (revived shitty version) Saints Green Berrets After joining them I was bored with SAES and went inactive for a LONG LONG time. And came back in 2014 named as HippyBear. I used another forum account as I made 2 forum accounts when I first started on the forums for some reason. This worked with changing my whole identity and restarting on SAES. No one knew who I was except my own friends and I think still to this day [TST]Danny knows this. And he did not mention me changing my identity at all. He completely ignored it. Twenta told me he wanted to join Arms Assassins. So I told him allright let’s do it. And so we both applied to become part of Arms Assassins. We knew Arms Assassins was the best gang on the server at that time so we knew it was going to take a while before we finally got into AA. And I remember Twenta got denied and I got pending to hang around with the gang. After a while I got accepted and was part of Arms Assassins. Good Old [AA*]HippyBear. But I never finished my probation in AA. I took SAES really serious as I really liked it. And as many of you know AA only DM’s on their boat. And I did not like this and decided to leave and go back to the cop side of SAES. Twenta did not give up on AA and fought for it. After a while Twenta was part of AA and I already applied for TST and got back into TST. Then I realized I did not like the cop side of SAES xD and left TST to join Black Bullets. I was in black bullets for a while. But Twenta met this guy called Linkan and KenZa and became real good friends with them. Linkan and KenZa wanted to create their own gang called Thieves-Liberation. I got pretty inactive again untill Thieves-Liberation got lvl 1. I was like ‘’have my dreams come true, finally my own gang on SAES’’ so I gave my good old pal ESO a call that I would leave Black Bullets and help my friends in Thieves Liberation. Helping them get to achieve high things in the server. ESO approved with me so he told me if I ever where to come back then I was free to come back. Thieves Liberation got lvl 2 and I became HQ of T-L [T-L]HippyBear[HQ]. Good fking times. I played with my friend Malteser and some other dutchies. Even my high school pal Fist joined T-L. T-L was going great untill KenZa and Twenta had enough with MTA. They both became quite inactive and I was the only active high ranked in T-L. Malteser was still lvl 3 in the gang and we got mad at KenZa and Twenta for not being active on the server anymore. So after a lot of argues I left the gang and so Malteser and around 6 Dutchies followed me in leaving T-L. I went back to Black Bullets as soon as T-L died. I had my laugh in this gang around 6 months. Then Linkan and Twenta wanted to create a new gang so I left black bullets and joined there gang. I don’t even know what the name of this gang was. Gang died and I went inactive. I remember I was on SAES teamspeak quite often and had my laugh on there. And then I saw the opportunity to shine on the SAES community. Bastage Network recruitment had been opened by Vinnie and was ready to recruit 5 fresh new Bastage Network members. I applied for Bastage Network and got my ass on teamspeak to actually play with Vinnie and Bone and other Bastage Network members (asslicker HippyBear). It was a fun time playing with Vinnie, Bone, SeBa and the others. I got pretty good at counterstrike: Global Offensive so I atleast wasn’t allways the worst in the team. http://saesrpg.uk/topic/64979-application-to-join-bastage-hippybear-kicked/ I honestly liked my own apply. I was surprised about how I was able to make a real fine ass apply. Sadly for SeBa he got VAC Banned and I got a bigger change in getting into Bastage Network. And so I did. I passed the recruitment and was a Probationary slave Bastage Network. I have enjoyed my time with Bastage Network but it has kind off died out currently and I honestly do not mind if Vinnie keeps me out of Bastage Network. When Bastage Network kinda died out with G mod nights and I stopped playing CS:GO I went back to SAES to help Linkan again with Velocity Outlaws. But almost everyone in this gang was inactive. So I called my friend Haas to play again and he told me that he wanted to leave Velocity Outlaws. So we both did and created our own Company. And this is where I started to fuck up. I read everything to become lvl 1 and organize my Company well so I tried to get the requirements. But then I got issues with LWS. I figured to get known by the server first I had to make events. This worked the first couple of times. But calling a LWS to help me got harder and harder. I was playing with my friend from Thieves Liberation Malteser again and he seemed to be in SAPA with his 2 In real life friends. And I had organized myself a company with Haas. I got kind off mad at LWS cause they did not seem to come online so I could get LWS help. So Malteser came up with creating himself a LWS Topic to try and get LWS himself so he could help me with events for my company Papa Johns. I was talking with Haveer, TbdS and some others on teamspeak and heard TbdS say he would invite someone to LWS if we would give him a steam game. Ofcourse I wasn’t sure he would do this. But I seemed to take what he said serious and told my friend malteser he could get LWS by buying him a steam game. Malteser was hyped cause of that and went in a chit-chat with TbdS. I had been trying to take logs to help out if TbdS did not give him the LWS for the steam game and stupid I told him I was going to report him for getting people to pay him steam games for LWS while I did not even have logs, dumb me. TbdS did a smart move then my telling Malteser it was a joke. And then I actually reported LWS using /report with honestly the worst report ever. Then I saw a new player called Flex getting trolled in main chat. I took screens of this and still have them. I wanted to report that Donna was not helping out this person but instead trolling him and I know some people agreed with me that it wasn’t a smart idea of Donna. Then Jimppa a friend I got to know when I was talking with Linkan told me to come play on his server. Linkan told me he was also going to join that server and help Jimppa out. And as I was pretty mad at the SAES Community I decided to join him. It was a dumb Idea but I was really mad at SAES. Jimppa gave me admin of the community. And then someone told SAES>Bunny about this. Bunny talked to me on teamspeak and he wasn’t sure but he came to the conclusion that I was actually Admin of the server. I did not really take him serious as I honestly was so mad at SAES that I could throw it all away with creating the community with Jimppa. I barely even knew him and I came to his server and got admin. It took me a while to realise I should not think about the things that makes me mad in SAES. I should think about the things that made me enjoy and love the community. And that was playing with my friends and having a big amount of fun on the server. And it mind seem weird but I had a barbeque with my family and I had some beers and realized it. I made a mistake and I had to fix this mistake. I was thinking about many solutions. I was lying to many SAES friends why I was banned. And I hereby like to apologies to those who I lied to. I probably missed a lot of things about my story in SAES but that doesn’t matter I guess. ( situation I had with AA ). Thanks for reading my story. I’d like to apologies to each and every person I have lied to. TbdS, I will personally PM you with an apology as I feel like I miss treated you. I took something serious what happened to be a joke. I made many mistakes In the last week or so. And I have learned from this. Never look at the bad things, ALLWAYS look at the good things. Gaming is all about having fun. SAES>Bunny sorry for the weirdest Private Message you have ever had before. I, Mellow here by Apology to the SAES Administrating team for my actions and this will not happen in the future.
    3 points
  16. DE and CLO currently have a shared activity called Warfare, which is similar to turfing. This rarely gets used though, usually one side AFK turfs the other, because the attacking side often attacks with big numbers, leaving the defenders outnumbered, due to anyone being able to attack at any point in time. Instead of the current system, I'm proposing a time-based change: * Warfare happens in a secondary dimension. There's a Top 10 Killers panel, and at the end of the war, players will be rewarded in cash by how many kills they had + how long they attended for. This could also allow players to host mini-events during the war, f.e. "top cop killer gets 10 million" * Warfare starts every 24 hours, at peak hours, f.e. 19:00 in-game time. This ensures players have enough time to decide whether they can attend or not * Both criminals and cops can attend Warfare. This incentivizes players to play daily to be seen more by CLO/DE and make their chances of joining higher * Only DE and CLO can capture turfs. Cops/crims can only assist by killing, but still see the progress. In theory, DE would give orders to cops on where to go next via radio, and CLO would give orders to criminals (would need a new shared chat for this) * DE and CLO can each have a total of 2 Hydras in the air at a time. Hydras can fire at opponents on the ground, prompting the other side to send their own Hydras to intercept. This would need some balancing though, so players don't ragequit from being bombed by hydras * Each turf starts as neutral and can only be captured once by each team. Let's assume when the event starts, CLO starts attacking LV Turf 1 and DE starts attacking SF Turf 1. After LV Turf 1 is captured by CLO, they would only be able to be captured by DE once. If DE succeeds in capturing LV Turf 1, the Turf would be locked and CLO wouldn't be able to capture it anymore. Similarly, if CLO successfully defends it, DE wouldn't be able to capture it anymore. Meaning, if there are 4 turfs and CLO captures 3 by the end of the war, DE capturing 1, CLO would win. If CLO captures 2 and DE captures 2, it's a tie. Either way, whoever wins, both sides get money for attendance and kills while the winning side gets slightly more. This suggestion would promote daily server activity and motivate players to grind in order to join special groups.
    3 points
  17. Nickname: SharkY Ingame account name: kusgeci6969 Discord name and tag: sharky895 How long you have been playing SAES?: Since late 2019. Server Memberships: SWAT,Helvete Your strenghts: Following orders, Always wanting to improve my skills. I am Friendly, i always want to make new friends, and help them always in any way. Your weaknesses: One of my biggest weaknesses is me giving out orders and leading people, i get too nervous and make bad decisions both for me and my team, but i want to work and improve on this. My shooting and driving skills are not the best around but as mentioned, i want to improve them. Last legitimate adminjail: Most likely in 2023, can't remember exact date. Last legitimate ban: Never got banned before. Additional Information (Optional): N/A Have you read the entire topic before applying?: Yes
    3 points
  18. Your gang will barely have any members left, think again. How are you going to refrain players from switching quicker than others? I am not talking about macro or anything, talking about the standard MTA binds + timing. Which is visible in this video below both in my and IGun's pov. [2026-09-01 22:32:48] [Output] : Local: [FBI-X]Wickness: why did you all start crouching [2026-09-01 22:32:50] [Output] : Local: [FBI-X]Wickness: its not even fun [2026-09-01 22:32:53] [Output] : Local: SlippyBoston: if u guys keep sliding [2026-09-01 22:32:59] [Output] : Local: R|I-Gun: boston started [2026-09-01 22:32:59] [Output] : Local: R|I-Gun: xD [2026-09-01 22:33:15] [Output] : Local: [FBI-X]Wickness: i can slide and crouch? [2026-09-01 22:33:19] [Output] : Local: SlippyBoston: feel free Party pooper detected opinion rejected.
    2 points
  19. The other day I was having a war with squads which I enjoyed. However suddenly another gang decided to turf them too, which forced squads to fight at two fronts and made them ineffective. So I went down the rabbit hole and noticed a suggestion for a cooldown, which I disagree on. It will destroy the momentum of the activity by not being able to retake zones, however I believe my fix is superior. Make only 1 gang be able to have a war with squads. So let's say gang A attacks squad zones and has an active war, gang B can't attack another zone untill the zone with gang A is done. Yes that's means it's possible for gang B to camp the other zone untill gang A is finished turfing, however this won't be an issue. As squads would just move to that zone and still have a fight with only 1 gang which is gang B in this case, they can win, make them quit and move on to fighting gang A again.
    2 points
  20. Currently, players only need to log in once a month to keep their properties. Players should need at least 8 hours of playtime per month to keep their properties, using the same activity system that determines whether gang members are active. Players could use /checkhours to see their playtime for the current month.
    2 points
  21. Highly underrated post and suggestion. Should be taken very seriously and as a priority.
    2 points
  22. Yes, yes and yes I'd love to see its return. Still around and active within the weekends, would definitely actively contribute. I'd love to work on some changes on the current scripts in-game and even work to bring many.
    2 points
  23. Old Videos I have: Proof I was AA in 2013 My ban for bug abusing tram driver
    2 points
  24. something for drug dealers to have an inventory for drugs . a drug factory where the criminals gather there and after a timer is done each gets their drugs ,if they fail to keep it on controle from the cops they dont get anything . the drug system should be if you have drugs u can sell not like now u can sell just because u got the ability as a spawn. also make an area that will be like a black market to sell the drugs ,its another way of making money but must be well organized and calculated.
    2 points
  25. king times love and respect best convos
    2 points
  26. Make the server in fivem and the elephant in the room fades 😄
    2 points
  27. @Kain I liked your response. I will reply in a bit of a reverse way by going over the cheat/tryhard case first. I agree that the increasing use of software to gain an advantage has greatly affected MTA as a whole. As you mentioned, MTA is now pretty unstable; however, we can focus on other factors instead of ones we don't have influence over. True, there were always cheats in MTA, but it was very niche. 2022 was the year that MTA became flooded by public releases on VK or Discord. This led major communities and money-based PvP leagues to move on from MTA. MTA-PUBG is a prime example. This leads me to your suspected vs. hard evidence ban dilemma. Because servers like MTA-PUBG moved on doesn't mean that communities regarding PvP have died. It's just that commercial ones were forced to move. However, if we look at SAMP, where cheats have been a thing since the dawn of its existence, it still has PvP servers running with 50+ or 100+ players. Pure DM, non-stop. When I played there, I noticed that cheats tried to kill it, but the community kept it alive. This brings me to the suspected vs. hard evidence debate. One thing those admins in SAMP do, next to cheat detection, is behaviour detection. All bullet hits on a skin are registered. Is your accuracy over 40%? You get 5 minutes to record your gameplay, get banned afterwards, and can't get unbanned until admins analyze your gameplay. Is your accuracy over 80% on certain bone points like chest or head? Too inhuman—get banned, son. SAMP kept their community alive not by solely relying on anti-cheat, but by verifying suspicion with scripts that enable manually verifying human behaviour and forcing players to prove their innocence. That's why it stays alive, while MTA was greatly affected by the flood of cheats. (By applying this scenario from a rational perspective, I agree that my ban from 2 years ago was the right set of actions. As I didn't have recorded in-game evidence to verify suspicious activity, a better set of actions—if we take SAMP as an example—would have been to force me to record a bank robbery and compare my behaviour to its unrecorded behaviour, or verify if the recording is humanly possible.) For MTA, some of those manual detectors already exist. For example, a "bind detector" that blocks the usage of binding certain keys to get a more bugged animation in combat, like binding enter, jump, and aiming on the same key. It would be a realistic move to implement what we have and develop what we need to emphasize fair play more. --- The "tryhard" case: I believe it is a natural process in a game that, as time passes, more people try things out and the meta shifts with those discoveries. Certain mechanics that were overlooked become meta when proven useful. · Shamals were always there; using them to spam kamikazes is a recent discovery. · Bikes were always there (though donator-only at first); spamming them to annoy cops is a recent discovery. · Even drugs were always there. The mechanic turned from something you rarely buy to something criminals will spam you for, if they don't have it for a nanosecond. It's the same case for small skins. They always existed, but one gang decides that it would be good to abuse it (I wonder who to blame for this :p) and the rest of the gangs and squads follow. Are they the core problem? I don't think so. However, I do agree that patching discovered mechanics once they become too game-defining can be a thing. Think about switching weapons after shooting or other mechanics that leave you with bugged animations. However, whether those are the cause, or if it's the same case for skins, is a debate up to the community and admins who, in the end, decide how they want their server to be shaped. --- Cop activities: Now that I've covered your final sub-topic, I will move to the crims vs. cops one, as it is the factor to activity I wanted to highlight with this topic. I now have multiple common grounds on implementing more cop activities. Out of all my suggestions, this is the one I am the biggest ambassador of. However, one thing I saw you mention was your opinion against another BR/CR concept for criminals. I agree, and I want to add that criminals shouldn't be a priority for receiving another activity. However, I do think copside deserves a concept that mirrors BR/CR mechanics. Cops won't rely on criminals to start BRs if they want to enjoy that concept in that scenario. Next to that I also think small PvE activities for copside give those who do not want to engage in PvP some fun. Other than that, I do think the activity thing is sealed and we can move on to brainstorm implementations. --- Turf/GR: I myself haven't seen the first phases of turf/GR for cops. However, it comes to me with no surprise that cops wouldn't have the upper hand in these activities as a start. Criminals are used to the mechanics/tactics/locations of turf for a way longer time than cops, who were newly added. The same goes for GRs that rely on the cracking mechanic, which is a new concept for someone in copside but a daily minigame for a seasoned criminal. Those activities require adaption, and though it can be numbers, I do see that cops are getting more of a hand in that activity. A possible dispute to this can be the map in F11. The thing is, criminals themselves struggle with turf as an activity. The same goes for GR; SWAT/SM/UE are the only organisations with a safe. So it's a bit of a no-brainer that cops, who were newly introduced to these mechanics, have an even harder time. --- Neutral activities: One thing I want to add, which I didn't initially, is additions of neutral activities. A PBR or an activity of another concept every 2 hours can be a great implementation if it's started by the server. We won't depend on either side starting it, and both sides have enough time to prepare for the activity. Cops can now enjoy SR/other variants without relying on criminals to start it. Compared to side-dependent activities, I do think neutral activities need more of a balance. --- Special groups and JBs: I liked your anecdote to HLS. However, I do not think balancing special groups and JBs should be a priority, even if it seems like that from my initial suggestion. I will compare our thoughts on JB, though. I myself agree that the current changes to the JB shouldn't be reverted except for one mechanic: the vent. As I do believe it contributes a lot to stopping the activity. The scenario in my head with this concept is that cops prevent criminals from leaving jail with their newly added corners and positions that prevent just dying over and over, and criminals prevent cops from stopping the activity through their dominant position. However, this concept isn't a priority and can be looked at later. The same goes for bank robs. Once cops do not depend on criminals to perform activities, we can adjust their activities in a way that they start them. But this is even lower priority than JBs, in my opinion, though it seems like a possible necessity. --- Possible actions to take: · Researching ways to manually catch suspected cheaters and verify their legitimacy through recorded gameplay or other methods. · Analyzing which discoveries to existing mechanics disrupt gameplay (skins/buggy fighting animations/etc.). · Brainstorming and adding more activities to copside. - Brainstorm PvE activities for copside. · Brainstorming and adding neutral activities. · And if those are realized: look into tinkering criminal activities (BR/JB) a final time to make them more common.
    2 points
  28. Imma keep it simple I like the idea of having more activities In Addition: Would love to also see more Bankrobs but unfortunatly most gangs on the server are too pussy to even try a BR when they think it's not a 8/8 sadly, I have seen this issue in several gangs and we rlly should stop this mentallity in my opinion but it is what is. Making the Casino Rob have less requirements would also be good rn as I haven't seen one of those in a while but recently just cameback and maybe Im missing them if they are being done idk
    2 points
  29. I like this nuance to your initial post. My suggestions regarding the balance were written with the intention of reverting changes that made criminals stop doing bank robberies. The thing is, HLS has been realized; it's a reality, as I mentioned, and we should look at which perks prevent criminal activity. I agree that these suggestions can be flawed, even if there were more activities before they were implemented. It's very hard to take away an entire perk after it has already been implemented. But yeah, we both agree that this isn't the core issue. I believe the priority of my suggestion should be giving cops activities they can perform, and then figuring out how we can revert changes to make criminal activities more common as well. Maybe if cops have a certain level of enjoyment in their activity, HLS maybe won't even need its perks to enjoy the game. As stopping a bankrobbery won't be the core way to enjoy this server. I want both sides to have enough enjoyable gameplay that neither side's enjoyment depends on the other side losing.
    2 points
  30. Over the last decade we have been focussing on buffing and nerfing that is just trying to fix the symptoms. The core problem that I adress is that cop side is dependant on criminal activity. Which makes it that perks are designed to stop a criminal activity. That's where the excitement is. But this is very illogical as I mentioned. A criminal won't start an activity that he believes is designed for him to fail. Instead of revolving cops succes around being able to win against criminals and stopping their activities. We should've focussed on giving cops activities they can do themselves and are good in themselves. Like the bunker-raid example. What I wrote is just a version of what I wrote to Crank but in a bit more summarized way. (Yes I finally learned how to quote)
    2 points
  31. Pirate Ship - TR Dam (Gang war map) Construction number: 033 Number of objects: 322 https://imgur.com/a/LzJUKih
    2 points
  32. No one likes them, they drain your FPS to the fullest and are not enjoyable. Doesnt matter how good of a PC you have, those robberys are useless. Add more normal SR areas throughout SA. Add robberys to Gunstores etc, be creative
    2 points
  33. Add a cracking pad just like the Bank robbery's, Do a maximum of like 500K on both sides. ( Not everyone is cracking experts including myself ) Makes it little more fun for criminals to get out/in from Jail
    2 points
  34. In-game Name: Royal Accountname: royalbreedx Rank: Worker Number of Constructions: 0 Pictures of Older Constructions (2016-17) 🏠 Houses 🏠 🎉 Nightclubs & Lounges 🎉 🌳 Outdoor Areas & Islands 🌳 🏢 Office Buildings 🏢 🏪 Stores 🏪
    1 point
  35. Hello simple topic. go to https://stats.saesrpg.uk then go to the spawn times section set it to 2000 or something and send a screenshot! https://stats.saesrpg.uk mine are: &
    1 point
  36. I highly agree with this suggestion. This could encourage other gangs or squads to participate as long as they're not afraid of digital cash.. I would however suggest to keep the aspect of cracking for the safes and make all doors as standing timers. Door timing to be adjusted depending on how defending from both sides work making it balanced and exciting for both.
    1 point
  37. I can't see anyone disagreeing with this. Better this than wait a decade for an update
    1 point
  38. Your points have been migrated to the in-game system.
    1 point
  39. Your points have been migrated to the in-game system.
    1 point
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