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DROT

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Everything posted by DROT

  1. ~[The first guide has been made and can now be seen in a spoiler on the first post!]~(green) Special thanks to @JohnnyEnglish for writing it up. This may serve as an example for incoming tutorials, which will follow similar ordering and structure. With that in mind, more writers are still welcome to participate in this effort as there is a long way to go. Alternatively if you're aware of an existent tutorial which covers one of topics listed on the first post, drop a link below and we may include entirety or parts of it in the overall feature showcase. @Licano said in Writers Needed - SAES Features Showcase: https://saesrpg.uk/topic/8351/tutorial-detailed-ingame-guide-with-images/2 While certainly useful, it is not precisely what we're aiming for.
  2. August S.W.A.T. Academy Recruitment! ~[S.W.A.T.]~(blue) recruitment is ~[CLOSED]~(red). ~[S.A.T.]~(#385dc2) recruitment is ~[OPEN]~(green)! During the period that SWAT recruitment is closed, we will no longer ask for applications. Instead, all you have to do if you'd like to undergo two weeks of SWAT Academy, is click on the discord link below and express your interest in "#swat-academy-recruitment" channel. Your chances depend entirely on your own skills and results, no player will be favoured over another; this means that you will get an opportunity to show what you're worth and remove any doubts some might have. For more info about SAT, refer to post one. Discord link: https://discord.gg/w6RsS4D
  3. What is SAES Features Showcase? A list of features that SAES server offers to its players, explained to the detail in text and further elaborated with screenshots. Features may range from scripted events (SR, PBR, GBR, VIP, Turf, Racing, JB, etc.) to mere individual job descriptions and instructions on how to perform them, or what abilities/commands each spawn comes with. Why? We're currently using the archaic F1 menu to offer explanations and information. While it surely serves its purpose, it is often very bland, confusing or simply not showing enough details. It is also impossible to add images to F1 which can often enhance a player's understanding of a function. When a new player joins the server and cluelessly asks what he can do here, he is almost always sent to read F1 which is hardly interesting or motivating, or can hope to find some of tutorials scattered all over the forums. Having access to a detailed list of what you're able to do on this server, well detailed and backed up by images, is more likely to catch interest than a bland bulk of text in F1. Help how? Considering the amount of features that need to be covered, help is largely appreciated. Every feature will require a text of its own written either from scratch or built upon from F1 text base. Information should be listed in correct order of actions (you don't explain how to crack a bank safe before ever explaining how to get past the lobby) and needs to cover everything from first to last detail. Personal advices are not encouraged, the point is to explain how things work by default. Each "tutorial" should be simple, easy to read and not too long while still covering all the information. If you're willing to give it a go and try to write an explanation, join this https://discord.gg/wmjvZU8. If you need additional information, feel free to contact me directly. Eventually all contributed texts will be looked over and polished to fit the general tutorial theme just so that one tutorial doesn't get more love than the other. Details from multiple contributors might be combined into a single more solid explanation, individuality of authors does not matter. Afterwards through use of adequate images and banners; the entire guide will be made clearer and more representative. Although you're not required to submit images of your own and the focus is entirely on text part, if you believe that you should include them in your work this early anyway, for whichever reason, then go ahead! ~[Additionally, each contribution deemed helpful will be rewarded upon the completion of features showcase.]~(#44c25d) List of features that need a written explanation: Events: Race JB VIP PBR GBR Turf Locations: Dust Arena Motocross Arena Mod Shop Car Shop Cinema Stores (general) Jobs: Pilot Binman Taxi Transporter Trucker Fireman Medic Criminals (general) Police (general) Gangs (general) Squads (general) Groups (general) Some features might be explained in as few as a couple of lines while others may require more. You're not expected to submit a fully polished, finished version. Contribute however you can, texts will ultimately be combined and edited. Eventually once finished, the entire topic(s) will be set in a more appropriate and accessible forum area. If you need a starting point for writing, check out the current descriptions in F1. Finished Tutorial Example: ::: ~[Introduction:]~(red,black,black,black,red) Store Robbery (~[SR]~(red)) is an event in which a random Liquor Store gets robbed by criminals. A marker forms around the affected store and in order to rob the store, you have to stay inside the marker and defend your position while the police sends in their units. The progress bar increases/decreases depending on the police/criminal ratio of players inside the marker. ~[How do I find the store robbery?]~(red,black,black,red,red,red,black) Simple, store robberies are indicated by the Red Dragon icon on your minimap. Once the robbery begins, you will see a notification which appears on top of your screen. To view this icon/notification, you need to be spawned on criminal or police team. You will know when a certain Store is being robbed by a formation of a light red marker around it, entering this marker will affect the robbery progress. Defend the Store Robbery from cops or exterminate the criminals robbing it, depending on your spawn! You are not able to use grenades while inside this marker or near it. Being inside the marker increases a criminal's wanted level by 2 stars every few seconds. The progress bar on the left side of your screen lists the current number of Criminals/Cops within the marker, affecting the robbery progress. Either side can storm the store robbery from anywhere, for example the police using helicopters to reach the roof of the store by air or a criminal sneaking into the store interior from the back entrance. Team with more players inside the marker will turn the progress in their favour. Criminal presence increases the progress, police presence decreases it. ~[Finishing a Store Robbery]~(red,black,blue,black,red) If the criminal team overpowers the police and makes the progress bar reach 100% they will receive a briefcase containing stolen goods. Upon completion of the Store Robbery, criminals steal $20,000 whereas cops are given $17,500. For criminals, there is a second stage of the store robbery where they have to deliver stolen goods from the store to a certain warehouse, depending on the area in which that store is. Upon completing this, criminals get additional $20,000. Meanwhile, cops may respond to said warehouses in order to arrest criminals who attempt deliver goods. ~[Warehouses and Where to Find Them]~(red,red,red,black,black,black) Warehouses are dropoff points for goods which you have robbed from a Store Robbery / Public Bank Robbery. They are often guarded by the police. There are 3 warehouses in total, one in each major city, Los Santos, San Fierro and Las Venturas. Their positions are marked on this map; The Dropoff marker will be a white small marker, driving/walking into it with stolen goods will pay you off and the robbery is complete. Police members are prone to barricade these areas with vehicles, stingers and barriers. As a criminal, you can stay and defend the area until your teammates deliver goods too, or you might want to leave the area as soon as possible if there is increased police activity. The next SR will be randomly selected and activated approximately 10 minutes later. What you are not allowed to do at Store Robberies: Waiting outside a robbery until it reaches 99% and then entering the marker to get less stars. Sniping cops from roofs/buildings which can not be climbed by foot from the ground. Deathmatching other criminals as a criminal, cops attacking unwanted criminals. :::
  4. @Tut-Greco said in chanching one rule (poll): you've got the plate and red marker on radar indicating it's your car, this car be used as evidence against a report of the carjacker being 'deathmatched' and treat it as false reporting Given that you killed the carjacker away from the car, there is no evidence of car in report that the carjacker submits. So unless you actually make sure to remember and take screenshot of the carjacker while they're still in your car, before you go on to shoot them dead, you're likely to have a bad time. I don't know about you but I'd rather play the game without having to take screenshots before I do something just to avoid getting adminjailed while realistically I broke no rules. With current report system, it is evident that you are unable to determine whether the person was in a car before they were killed, if the killing happened away from the car. While I don't personally have anything against the idea itself, when I put "being able to kill carjacker" in one hand and "complicated reports for admins to resolve, high risk of adminjailing innocent players and a DM excuse" in the other, one outweights the other by far.
  5. It won't sound like a good idea once you start getting adminjailed for deathmatching someone, because there will be no way to prove that a car ever existed. You are honestly digging your own grave here.
  6. If the player is in your car, you can kill them. If they are not in your car, you have no reason to kill them and it becomes deathmatch. It's very simple.
  7. Sniper isn't superior to country rifle just because it has a scope. Country rifle can be used for corner shooting, while sniper can not. Country rifle in JB for example, with high damage would prove to be a very powerful weapon as you can hide your body behind the corner, something that you wouldn't be able to do with a sniper.
  8. If you are attacking a player to get your vehicle back, and he leaves it to run away or you destroy the vehicle, then you have no reason to continue attacking that player since he no longer has your vehicle; at this point it becomes killing just for sake of killing which is deathmatch, not in order to return your vehicle. Additionally let's presume that you are allowed to, in which case if you do proceed to kill the person after they leave your vehicle, you might end up finding yourself reported for deathmatch where you'd likely have no evidence to prove that the reporter in fact stole your vehicle sometime before you killed them. It creates a tangled situation which is best avoided by simply focusing on what you're there in the first place for: getting your vehicle back, not deathmatching the player. Meanwhile if they were to report you for shooting them while they are inside your vehicle, the screenshot would show your vehicle too and its owner can be easily found, branding the report fake.
  9. Most of the time, crims are staying in jail for so long not because they're unable to escape, but because they find it fun. It's a place where you can shoot anyone on sight, at any time of the day, basically a DM interior, where you can respawn in your team base as soon as killed, to get back into action. The fact that it's an endless DM loop isn't necessarily bad, clearly visible in how many players enjoy the experience. Even if there are no SR's going, BR can't be started, no turfs or something else, there's always an option to go to jail and get to shooting. Sending people to hospital will stop that loop and make jailbreaks shorter yes, but people don't want shorter jailbreaks. It's already easy to escape, yet players choose to stay and keep on shooting. Cops could leave at any time, but they choose to stay and shoot. There's no similar area on the server where you can show up and just gun people down, that's its charm. If the money farm for cops is a problem then reduce the money income, there's no need to change the entire system because of this small detail.
  10. Yes but not as part of /stats, that list is already too long. As for making people afk more, that's nonsense. We already have time played counted on scoreboard, people already afk to boost it, this would change nothing.
  11. why isnt there a results topic damn you
  12. @Jay said in Drug Storage: I'd rather be able to buy a bag of 10 at a time and just be able to bind a /usespeed command to be able to take them again Can make speed permanent in that case too. I don't think I even have to elaborate how overpowered this would be. Yes, you would take risk when going to disk and yes, you should be in danger instead of having speed served on a silver plate where and when you want it. Especially considering the fact that you'd like to make cops unable to do so, this means all crims on speed 24/7 and cops keeping their current movement speed. I can't tell why you wouldn't want for cops to have access to disk drugs though. If it's from perspective of gameplay balance, no this would not make cops too powerful as criminals have access to same thing. If it's from perspective of realism, thinking that cops do not abuse drugs because they're cops is very naive. Naturally realistically you're able to carry your drugs around and use them where you want, but realistically you also do not become twice as fast because you snorted some speed. Speed on SAES puts a player at a great advantage and to my belief, should not be accessible in as big amount and as often as you're suggesting.
  13. I like and dislike this at the same time really, at the end of the day it depends on how it's implemented. If you can stack drugs in your disk then that will result in a lot more people being on drugs and might affect general gameplay greatly. However if speed for example is limited to storing only 1 dose in the disk, that'd probably decrease the possible negative effect. Things like LSD, ecstasy, suicide pills and even weed do not necessarily need to be limited, they do not put players at a considerable advantage.
  14. Personally I don't agree with the suggestion because comparing flash to grenade is like comparing a mosquito with a killer bee. Grenade has a powerful knockback, deals massive damage and is able to destroy any vehicle at full health. Meanwhile flash turns your screen white and does an annoying sound. Now onto numerous flash weaknesses: If you do not aim with your weapon and shoot with lmb or ctrl/alt instead, flash does not force you to look at the ground, even if it did, all it takes is to click the aim button again. Names and health bars still show even though your screen is white so you can tell where the cop is, especially in places like bank robbery or jailbreak where you have 2 meters wide tunnels through which cops run into a wall of shooting criminals, you could close your eyes and still be able to hit a cop in that little space. Throwing two flashes can sometimes aid the cop to make a breach in these otherwise suicidal situations, one flash simply does nothing then as you're supposed to run into a group of 15-30 shooting criminals. As of now throwing two flashes into corridors is the only tactic with somewhat high chance of success. Of course, there are always idiots who just overdo everything they have access to, then you could see some guy throwing 10 flashes one after another, which should then be reported so that the squad in question (only squads have more than 1 flash) so that this squad can suffer consequences. Taking something from everyone because there is a small number of idiots missusing what their squad was given with a level is not the way to go, that person and their squad alone should be held responsible for their own actions. Imagine CLO losing ability to place more than 1 satchel charge because someone from DE did something stupid with it.
  15. @TaaviLaudur said in Cooldown on flashbangs: Will this go ignored like all of the stuff that nerfs copside? What makes you think that it's ignored? We don't really have a democracy here, having more positive or negative votes on a subject does not mean that the suggestion will be accepted or denied. It gives SAES an insight into general opinion amongst all sorts of players, after which they might or might not implement the change or even react to it. Needless to say, if it was democracy, all suggestions which work in favour of criminals and put cops at a disvantage would be accepted merely because there are far more criminal players. Furthermore it's nonsense that anything related to nerfing cop side is ignored or rejected, just recently /eject all was removed so cops couldn't use it during chase, then cop cars speeds were nerfed too, they used to be fastest vehicles on the server and are now somewhere in the middle, slower than almost all two seated cars and bikes. Finally, I find your suggestions history hilarious, out of 5 suggestions, 4 are to nerf cops. 1-shot taser, removing jb/br kill arrest, letting people kill dealers who sell to cops and now flashbang cooldown. Fifth was to let criminals use grenades closer to SR so we could technically call it 5/5. If even while spawned CLO 24/7 with access to special weapons/armour and 80% general population advantage over cop side you still struggle to deal with cops and focus on thinking up new and exciting ways to nerf cop side further, I think you are just plain bad at this game or are just taking a piss.
  16. Topic updated! (Kasparov added a few weird images, made the text less understandable and somewhat up to date.)
  17. Name: DROT Username: milicajac Team betting on: SWAT Amount: 25m
  18. @Rzz0 said in Making Squads/Gangs Unique: "NNB's vision is to be a leading and dynamic law enforcement agency in the fight against drugs and to make San Andreas drug-free." - taken from their topic a squad based on fighting against drugs, will sell drugs high iq Police is here to prevent the crime and arrest people, but they still have the option to take bribe, even though that's exactly the opposite of what they should be doing. Cop with access to drugs could be just as corrupt and sell that. @Rzz0 said in Making Squads/Gangs Unique: imagine the rage from the copside KEK Nothing to rage about if they get cool things too.
  19. Greetings peasants. Today I'd like to start a discussion concerning gangs/squads and how similar they are to each other at this point of time. Currently, one squad has access to everything that all other squads have as well, same goes for gangs minus ability to choose what they'd like to /sell. Differences between a gang/squad and another gang/squad falls down to small things like different skins, different name, different roleplay story (not always) or different choice of basic weapons and most importantly, different members. To sum the point up: Everything that FOX can have, ICE can have too, although their roles are entirely different. Everything that CripZ have, AA can have too, although their roles are entirely different. This makes all squads practically identical to other squads and gangs identical to other gangs. What I'd personally like to see is making both gangs and squads different from other gangs and squads, giving them unique things that fit their roleplay, which other squad/gang would not have access to. AA roleplays arms dealers, so why not give them access to some weapons unavailable to other players or even make them able to sell some, like dual colt or uzi. NNB are narcotics based so they could be able to sell drugs, maybe get a police dog as third spawn. Tuga Thugs are martial arts oriented, so why not give them a knife, allow TST to have otherwise unavailable flying vehicles as they're air based and so on and so on. Each gang/squad could have its unique ability. Of course, it'd all have to be nicely balanced and the examples I wrote above are the first thoughts I came up with of so take them with a grain of salt. The point stands, currently g/s are almost identical to one another and to my belief it would be way more interesting to make them unique.
  20. What I imagine when you say SAES voice chat is a bunch of high pitch voice Tunisian kids speaking in weird languages, people raging and insulting each other over the mic, a lot of "GET REKT BOIIIIIIIII" every time someone gets a kill and playing weird sounds/music. Effectively monitoring who's abusing the voice function also seems difficult if not impossible, if you /report someone then you can't add a screenshot of someone's voice, chat logs can't show voice either obviously. Players would need to make a recording and report via forums or have an admin come and hear for himself. Being able to block people's voices individually like /ignore helps but it might end up being major annyance, especially for new players.
  21. @Bangas said in [Suggestion] Local Chat above characters: Imagine having 20 persons in the same local!? Also how can this be usefull if you are keeping the LocalChat? I can't see that... That is how most roleplay games out there work, they have local chat both in bubble and chat window. As for 20 people talking in local chat, the difference is that you can look over their head and simply read the message. If there are no bubbles you have to read the normal chat window. Now those 20 people are all talking in that chat window, but you are also getting party messages, PM's, CC chat, global, team chat, radio and more, all in that tiny chat box in the corner. Realisitcally, bubbles are easier to keep track of. As for screenshots, pretty sure that /showchat could be made to hide the bubbles too.
  22. Yes, in a crowd of people it's hard to keep track of who's saying what without staring at the chat at all times or missing something out. This would make it easier.
  23. @Howlze said in Pro Cop (PC) for Criminals: You talk a lot about roleplaying in your topic, but, what I don't get is - isn't the part of roleplaying to be as realistic as possible? Acting in a specific character - sticking to this character. Having criminals being able to spawn as a - not just police officer - but a Professional Police Officer, in my book, doesn't make any sense. You're suggesting that people only roleplay as one character, that is not true. If it were the case however, let's call your character John Doe; he is an average policeman. At some point you get access to DE spawn. Does that mean that John Doe is now also a policeman and a serving member of the army? You decided to stay in SAPA after getting PC, so John Doe is also an instructor. Eventually you join SWAT, then some groups follow; HLS, ALT, Centrino, SA News and SAP. At this point, John Doe is a certified police officer that actively serves as infantry in the army, in the meantime he teaches cadets at the police academy. On the side he is also a Homeland Security director, who is also a SWAT recruit. Let's not forget that he also drives trucks and taxi for a living, but only after he comes home from his work as a news reporter. Oh yes, secretly he is a pirate. This isn't realistic, it is the exact opposite. That is why people have several characters, John Doe is a police officer, Jim Jimmy is a soldier, Dick Longbottom is the Homeland Security director, they aren't all the same person, they are just being played by the same player. From roleplay perspective alone, there is no reason why you wouldn't be able to make a character that is a gang member, while making another that is a police officer. You're not restricted to roleplaying only one character, all it takes is to change your name and think of a backstory. Mind, this relates only to your point concerning roleplay and realism, gameplay balance is entirely different topic.
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