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[SUGGESTION] Recent Bank Robbery Rule/Script Changes
Durby replied to Durby's question in Suggestions / Changes - Archive
@immortal Amen. -
[SUGGESTION] Recent Bank Robbery Rule/Script Changes
Durby replied to Durby's question in Suggestions / Changes - Archive
Bump. -
[SUGGESTION] Recent Bank Robbery Rule/Script Changes
Durby replied to Durby's question in Suggestions / Changes - Archive
@henry I understand you completely. It is true that you can't make a change right after you well... make a change. And that shows us that the development team is rushing, or being rushed, to make these changes. Any idea or script change should be made patiently and every angle should be covered before actually completing the codes and adding it to the server. And for the "if it's necessary" part, you don't have to be extremely genius to see that the new system is unjust. You just have to get rid of your pre-judgments and look at the situation from an independent point of view. I hope the development team, or whoever makes the decision to alter scripts, see that the system is not right as it is. Nothing much I can say I guess. -
[SUGGESTION] Recent Bank Robbery Rule/Script Changes
Durby replied to Durby's question in Suggestions / Changes - Archive
@henry You're quoting the rule which is saying that cops will be punished for swapping spawns to avoid a bank rob. When has that ever happened? How can one prove that cops change spawn? As I said, I reported the same people repeatedly with video, screenshot, and explanation proofs and NOTHING happened. If you're guaranteeing me that a task force will be created to hunt cops who change spawn and you punish them and their squad like Medellin was punished, I'm all good with that. Scratch my 2nd suggestion. And as Immortal already said, we're not forcing anyone to do anything. The suggestion I prevailed is a humble barrier to stop cops from doing what they're doing. About the first suggestion, It doesn't have to be an indicator, you can give us a command of some sort that'd reveal the active cop count at the time. With the possibilities Lua and MTA scripting give, you can come up with numerous solutions to this problem. You play as a criminal yourself Henry. And you see what gangs go through every day to set up a bank robbery these days. Why does it have to be so hard for criminals to certain things while cops are given every damn tool? Why is a gang manager saying, " You're making it too easy to take more precaution to make bank robs harder"? Why don't cops try to find a way around their problems (without breaking the server rules) and work the problem? I'm not sure if you think that what's been happening is "normal", or you think criminals are way too superior over cops so gang management and SAES members keep spamming scripts, rules to make the gameplay easier for cops? What you've been saying (or any gang manager at this point) is not an anti-justification for our facts. You just keep maneuvering the conversation to other and irrelevant places to avoid necessary change. How do you expect a level 3 gang to do 45 bankrob/turfs during a time like this to achieve the next level? I can go on and on about this matter because it is clear that some things are unjust in the server as it is. -
[SUGGESTION] Recent Bank Robbery Rule/Script Changes
Durby replied to Durby's question in Suggestions / Changes - Archive
Hello. As everyone knows, gang management brought a new system to bank robberies. According to the old rules, A gang needed to have TEN cops (squad/normal police spawn/some of the police groups and special groups). Now, this has changed. Now you have to have at least TEN SQUAD members in their squad spawn that are NOT AFK. Afk squad members or squad members in different spawns do not count and don't make progress in the cop limit. After this change has been implemented, there has been a drastic decrease in bank rob amounts. And the bank robberies that take place often fail. I don't have the slightest idea why changes are happening that'd make the cop side a lot stronger while leaving the criminal side where it is or even pushing it back. We all know we won't go back to the old system or a new system is nowhere near to come, so I have a suggestion. 1-) Bring a script that highlights AFK cops. Justification | When planning a bank robbery, every gang has to deal with numerous situations such as grouping, worrying about the cop count, trying to locate cops that often raid robbery group-ups via BR leaks, or using the ridiculous advantages they've been given. On top of everything else, they need to constantly check the BR marker to see if there are AFK cops that'd prevent them from robbing. And while doing that they take a great risk. Crackers or important br members either get spotted and spoil the BR or get arrested. So give us an indicator to show afk cops. 2-) Counting EVERY squad member even if they're not in their respective squad spawn. Justification | It has been made clear to us that criminals can't spawn as cops to surpass the cop limit. ( Even though that is not possible anymore, I thought I'd reiterate this point.). The gangs that did this were punished harshly. But the same goes for squad members, they can't spawn as another class during a bank robbery to lower the cop count. I've seen on multiple occasions when squad members magically spawn as Secret Service, Money Transporter, ALT, or any civilian spawn when a BR is about to commence. I myself reported more than once with hard proofs but I haven't seen a squad being demoted or else. I understand it is hard to prove if a cop change spawns to evade a BR. It was the same for criminals to spawn cop so the admins could think of a reason to get rid of this problem, why don't they do the same for squads when they break the same rule? I've seen staff members that play as cops change spawns during bank robberies and it is funny. So my suggestion for this is; Make it so if a squad member is INGAME and NOT AFK, they count as a cop no matter their spawn. Even if it's a civilian spawn or a cop spawn, let them count. This will stop them from changing spawns to ruin robberies. I don't think it is right for a squad member to change spawns to stop a BR but then spawn as his/her squad spawn when the BR starts anyways and raid the BR. The system, as it stands, is extremely unjust for the criminal side and needs to change immediately. Apologies for any grammar, spelling, punctuation error as I wrote this rather fast without double-checking what I wrote. Regards... -
happy birthday amk
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Address: 2 Dutch Faggots Close Account name: Lynch1 Last seen: 11th of Feb 2021 Screenshots: ::: :::
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The only thing that I'm concerned about, apart from the issues that I had but they're already raised here, is that criminals destroy the money vans while they're "trying" to kill the driver. It is just annoying to just sit there and let your vehicle take the shots without even losing 1 HP. The vehicles are armored, yes, but they eventually blow up. Would it be possible to make the transport vans indestructible so even if the criminals try to destroy the truck (which I can't understand why they don't get the money too) in the name of killing the driver, the vehicle wouldn't destroy. Also another question I had, can the tires be shot to cripple the mobility of the van, which makes it very easy to steal, or not? The rules state that shooting the truck is prohibited, are tires included in this rule? EDIT: Also In my opinion, a MT rulebook should be added in the server rules part of the forum. People need to be enlightened about all aspects of the money transfer script, rules, and mechanics.
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[SUGGESTION] Being able to shoot while being glued
Durby replied to General's question in Suggestions / Changes - Archive
Don't think this would be beneficial for the server. You can glue tons of people onto a glueable vehicle (like a dft or a picador) and it'd be just too OP for the glue people. Like a giant cannonball coming out of nowhere. On top of that while shooting you'll most likely shoot other people that are glued to the vehicle and it'll bring tons of problems. You could shoot while glued back in the day. I don't know for what particular reason it was removed but I think it was the right choice. I see 6 votes and no comments which really makes me doubt. -
Hepi birthday big camel.
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Auto-move afk cops to spectator (or wtf it's called) class
Durby replied to Spetnazz's question in Suggestions / Changes - Archive
@spetnazz said in Auto-move afk cops to spectator (or wtf it's called) class: @durby said in Auto-move afk cops to spectator (or wtf it's called) class: Why something like this is even suggested? If you have to go afk for a long time period, leave the game. If you're so worried about being a + one for a gangs bankrob you're the solution to the problem, not a server-side script. Use your brain. It's not for the individual player, it's for the entire copside. What the fuck are the cops supposed to do? Call an admin to kick a player for being afk? If it was that easy, do you think it would've been an issue by now? People don't leave the game when they go afk, that's the problem. And it's an issue for the cops since those afk-cops who leave their computer running 24 hours a day will fuck them over in the copcount. I am using my brain right now and it's still a problem about whoever goes AFK for a long period of time. If it's an issue for the entire cop side they're responsible for resolving the problem. Devs shouldn't be required to modify the game for every small problem that occurs. Especially when the problem can be easily solved by the AFK people lul. They know that they count as +1 for the 10 cop limit for a bank robbery even when they go afk. So leave the game when you have to be AFK more than... let's say 15-20 minutes. Unnecessary idea. This is like saying criminals aren't doing the right thing while defending any bank rob so the admins should ban defenders from standing in the safe room. The fix is easy and doesn't require any game modification/rule adjustment. -
Auto-move afk cops to spectator (or wtf it's called) class
Durby replied to Spetnazz's question in Suggestions / Changes - Archive
Why something like this is even suggested? If you have to go afk for a long time period, leave the game. If you're so worried about being a + one for a gangs bankrob you're the solution to the problem, not a server-side script. -
Happy birthday my dears, may God grace you with many birthdays! xd
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Remove NanoBob's additions or bring back the old prison
Durby replied to Law's question in Suggestions / Changes - Archive
@howlze said in Remove NanoBob's additions or bring back the old prison: @durby said in Remove NanoBob's additions or bring back the old prison: @howlze because you guys can't use your brains to coordinate and work as a team so the administrators have to hustle to make you guys OP. So.. we have to coordinate our attacks as a team, but you should be able to jailbreak alone? That makes total sense! @NanoBob - Clearly @Durby has cracked the code, please revert all changes, and also give gangs a minigun - they need it, they're clearly inferior. At this point, I even doubt you read what I write. Or you don't speculate in your brain. My point here is that why would criminals be forced to team up to do certain things but cops don't? The change is unfair for criminals and I have no idea how your brain processes this information but clearly not the right way. You want to force criminals to do things together while cops don't have that obligation. I wrote the same thing twice in different forms. Maybe you can understand it now. You're speaking utter nonsense just because you want the crim side to be less powerful and cop side to have the edge over the rest. All I can say to that is "LUL" :) -
Remove NanoBob's additions or bring back the old prison
Durby replied to Law's question in Suggestions / Changes - Archive
@howlze Why would you need to team up to do a jailbreak when a single cop with high latency during bankrobs can literally annihilate over 30 criminals and cause the rob to fail? No wonder the cop side needs all the advantages they have. Oh I have a pretty good idea! because you guys can't use your brains to coordinate and work as a team so the administrators have to hustle to make you guys OP. Only then you can compete with criminals. -
Remove NanoBob's additions or bring back the old prison
Durby replied to Law's question in Suggestions / Changes - Archive
At this point, it is really about what the administration wants to do with the JB system. From what I see, they want to make it harder and that's unfair for criminals. The server's gameplay is getting easier for cops day by day and vice-versa for criminals. Even the gates at the jail open more slowly compared to the old one. I really do think too that JBing should be a lot easier than it already is. You need at least 2 criminals to open the red doors bla bla... Going back to the old jail would be a disrespect to Zwolle and all of the other admins that worked to make this new jail work. So what I'd suggest is for the unnecessary doors to be removed and also a new and easier way to open the red doors. -
Happy birthday brother.
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No. The old system is utterly retarded with the new developments (shamal kamikaze, dropping with parachute's etc...) The new sr structure (liquor store) gives the necessary advantage to criminals although that is exploited to. I like the nostalgic vibes but no.
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Thank you our lord and savior Steven!
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@daryl said in [SUGGESTION] Immunity/Ghost Mode for some seconds after spawning a car: The theory is fine but as there is no cooldown for spawning a car it would be a very easy way to quickly avoid arrest. A better idea would be to limit this only to hospitals and only apply to players who have hospital immunity anyway. You couldn't implement this for all disks because the ability to become instantly immune to damage is far too strong. Yep, this.
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Restricted freelook noclip camera mode
Durby replied to Dawis67's question in Suggestions / Changes - Archive
The suggestion itself comes with good intentions but no matter how much precaution is taken, this will still be abused, and getting in front of it is nearly impossible. Using the 3rd person camera that the original game provides should be enough (I understand that for someone who wants excellent pictures, in some cases it'll be very hard or nearly impossible to take them). Let alone I doubt this could be scripted. -
[FEATURE] New advertisement chat
Durby replied to Raf0's question in Suggestions / Changes - Archive
The whole point of having the adverts pop up on the top bar is to keep the chat clear of advert spams. I don't think creating a chat just for this purpose would do us any good. People spamming their adverts on mainchat is a violation of server rules but somehow isn't enforced by staff or administrator members. I do agree with you on the advertisements getting lost on the top bar too fast. Maybe something can be done about that. -
[Suggestions] Make /gang panel have a limit withdraw per 24 hours
Durby replied to killerask's question in Suggestions / Changes - Archive
I don't think this is utterly needed at this time. You should be able to trust people with the privilege of accessing the gang's bank. That is more of a gang/squad Hq team problem. And I also agree with mister BurakO. -
[SUGGESTION] Being able to select previous weapon ammount you take.
Durby replied to Angel.'s question in Suggestions / Changes - Archive
@angeldust said in [SUGGESTION] Being able to select previous weapon ammount you take.: @durby said in [SUGGESTION] Being able to select previous weapon ammount you take.: I agree with the "having a button to deposit all weapons". That'd be sooo useful. Taking out weapons tho? I don't know about that. I don't want to have 35k M4 on me while spawned as an official gang. :D What could be done is, you could have preset weapon load-outs that we could prepare. There could be a screen that we enter amounts like "500x m4, 500x CS, 100x sniper, etc..." and save that. And whenever we want to take that amount of weaponry, we could just choose a preset and get weapons so much faster. I don't have an idea if that could be scripted though. No you got the idea wrong,im talking about taking the same amount of ammo,something like CS:GO's.You can take the amount of ammo you took before Oh, in that case, that is sounds good like that too. But I reckon my idea is more flexible :D -
[SUGGESTION] Being able to select previous weapon ammount you take.
Durby replied to Angel.'s question in Suggestions / Changes - Archive
I agree with the "having a button to deposit all weapons". That'd be sooo useful. Taking out weapons tho? I don't know about that. I don't want to have 35k M4 on me while spawned as an official gang. :D What could be done is, you could have preset weapon load-outs that we could prepare. There could be a screen that we enter amounts like "500x m4, 500x CS, 100x sniper, etc..." and save that. And whenever we want to take that amount of weaponry, we could just choose a preset and get weapons so much faster. I don't have an idea if that could be scripted though.
