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  1. @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
    3 points
  2. 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
  3. 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
  4. 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
    2 points
  5. Highly underrated post and suggestion. Should be taken very seriously and as a priority.
    2 points
  6. 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.
    2 points
  7. In-game Name: Royal Accountname: royalbreedx Rank: Worker Number of Constructions: 0 Pictures of Older Constructions (2016-17) 🏠 Houses 🏠 πŸŽ‰ Nightclubs & Lounges πŸŽ‰ 🌳 Outdoor Areas & Islands 🌳 🏒 Office Buildings 🏒 πŸͺ Stores πŸͺ
    1 point
  8. 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.
    1 point
  9. 1 point
  10. Reduce the cooldown to 2h - 4h between public bank robberies, and make the required player count dynamic based on server activity, lowering it from 13 to 8 or 10 when the server is less active.
    1 point
  11. Level 6 β€” A New Goal for Gangs & Squads I’d like to suggest introducing Level 6 for long-standing Level 5 gangs and squads that consistently contribute to server activity. The idea is to give these organisations something new to work towards while encouraging more competition and interaction across the server. Proposed rewards Benefit Details Armour 20 armour Ammunition 30% more ammo Jobs Access to a third job Additional base A second, separate base with limits similar to those of a Level 3 or Level 4 base Skins Additional organisation skin slots Proposed requirements 1. Long-term Level 5 status Organisations should have held Level 5 for a significant period before becoming eligible. 2. A clear contribution to server activity Having members online should not be enough. The organisation should actively create gameplay and interaction for other players. 3. Regular competitive activity This should include consistent turf participation, maintaining a GR safe and regularly robbing other gangs and squads, where applicable. Why add it? Level 6 would give established organisations a reason to keep pushing forward. It should reward both long-term commitment and ongoing activityβ€”not simply how old a group is or how many members it has. Well. Doing turf - bankrob or gr those activities boost servers activity. concept of Level6 will push people to log and do some activities. Level 6 could be given to just one qualifying gang at the start of each month, rather than every gang that meets the requirements. Also some gangs and squads might farm during hours when server activity is low to reach Level 6; you need to prevent this as well to ensure fairness. Example: Black Bullets gang always do afk turf at 4 am - 6 am or more lately, which one we can't be active on those hours. Some points can be discussed but level6 must be added to who keeps the server active to reward them. Urgent.
    1 point
  12. 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
  13. 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.
    1 point
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