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Ronnie

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Everything posted by Ronnie

  1. something that both cops and criminals could use could be nice, an alternative to VIPs and SR's. maybe a securicar transport, so that cops can be more proactive, not just reactive
  2. dude has 500 posts and less than 79 likes damn nigga u doin somethin wrong
  3. Cops can literally put criminals out of commission for 3 minutes and 30 seconds during bankrobs for example, just by doing the same thing as they do - killing them. If a criminal kills a cop, he's gonna be back in 30 seconds. Not to mention that cop spawns are often dangerously close to criminal areas, for example the LV bank. None of this is a problem. Cops, considering their small numbers, need certain advantages to make the game fair and playable for everyone. This is why you have a tazer, which can disable a criminal for god knows how long, you have a shotgun, which can reduce their speed considerably, and a nightstick, which can teleport them into jail with a single hit. All the tools that criminals can use, cops can also use, in jails and bankrobs. Not to mention the fact that criminals are often not cooperating with each other, but instead go as a lone wolf, while I see members from different squads working together. You CANNOT win 100% of the time in an online game. Sometimes you're going to have to accept loss.
  4. @kajobecha2 said in The absurdity of SAES patch changes (cops, taser vs m4, ping): @Ronnie https://saesrpg.uk/topic/11230/the-absurdity-of-saes-patch-changes-cops-taser-vs-m4-ping/5 About that. I believe in your reading skills. If there is a language error somewhere, let me know. This is a fair topic based on arguments. ^^ arguments? what arguments? You literally can't do anything to change people's ping. Also, all the buffs to weapons affect cops just as much as they affect criminals, because guess what? Everyone uses weapons. So this is a meaningless topic.
  5. what the fuck is this topic xdddddddddddd
  6. Anything to make the server less boring.
  7. no point in competing with a spanish architect, he'll just do it in between two fiestas
  8. i can drink myself into oblivion without a reason
  9. add poll for girth too this makes me look small wtf
  10. Bump. Poll added.
  11. @Riley said in Tell a fact about the person above you.: he's a trusted fidesz supporter
  12. he's a cigny xd
  13. This post will be updated whenever someone has to add something constructive, or whenever I remember something that should be posted. If you have any suggestions, please leave them here.
  14. Three or four years ago, I created a roleplay guide to the server. I remember one comment saying that "this guide was the only good thing you did for SAES". Funny, but unfortunately the guide was lost when the forum changed. With the recent decline of quality RP on SAES, I thought that maybe, the aversion people have to roleplaying isn't due to them not wanting to do it, it could be, in part, that they don't entirely understand it. So, with that, I bring you, my roleplay guide, written from memory. 1. Rules There are rules to roleplaying, just like there are rules to joining an organization, or a group, and if you want to have a good time while roleplaying, you need to make sure that this rule is upheld by everyone. These are self-enforced, and it'll take some getting used to, but if everyone sticks to them, the roleplaying experience will be enhanced, and everyone will have much more fun. a) Deathmatching This is probably the most straightforward rule, as it exists on the server, in a way, but there's more to it than what's in the F1. Obviously, killing people for no reason is a big no-no in roleplaying too. However, deathmatching in RP extends further than that. When looking at violence alone, you need to make sure that whatever act of violence you do, it is equal to the offense of what that person did to you, to deserve it. I know, it seems complicated, but it really isn't. For example, let's say you are armed with a Colt 45, and a set of brass knuckles. Here's the situation: You walk out of your house, and see someone______ situation 1: You see someone walking by, who turns their head, looks at you, and tells you to go fuck yourself, for no reason. In this case, I personally do not think that any act of violence is necessary. I would not use any weapon, perhaps telling him off works just as good. situation 2: You see someone breaking into your car. In this case, the usage of a melee weapon to give a vicious beating would be more than justified, but using a firearm still is not acceptable. situation 3: You walk out and see someone robbing someone, or trying to rob you, or using an extreme degree of violence. In this case, the usage of a firearm to wound or even kill is justified, and alright. See a pattern? You have to make sure that any act you take AGAINST someone is justified I tried not to overcomplicate it, hopefully it worked. b) Metagaming This one is a little more abstract, but I'll try to go slow. SAES uses a very neat little indicator to show who a person is. It shows their name, their role, and their wanted level. Obviously, on an RPG server this is necessary. If it wasn't in place, it would cause a lot of confusion. However, when you are roleplaying, and your character sees somebody in the street - these informations are not available to them. All they see is exactly that - somebody. And unless they had previous interactions before, they're not going to know anything besides what they look like. To demonstrate, using a picture: Avoiding metagaming is a surefire way to make sure that your roleplay experience stays immersive, and fun. c) Powergaming This one is probably the simplest. The point of this rule is to make sure that you do not do unrealistic superhuman actions that would negatively impact a roleplay. Jumping ten meters and killing someone with a simple punch? Don't do that, that's powergaming. Another aspect of powergaming is when you do realistic and perfectly okay actions, but you do not let the other player respond to your action with another action. For example /me hits Bob in the face In this case, Bob is hit in the face, and he cannot do anything against it. In order to make roleplaying more fair, what we usually do, is to phrase the action as an attent. For example: /me attempts to hit Bob in the face In this case, Bob has a chance to respond. He can try dodging, he can try jumping, he can try anything he wants. Whoever succeeds is usually decided between the two parties. For example, if Bob is two meters away from me when I try to hit him, he would probably succeed in trying to dodge my attack. This is the first part of my RP guide concluded. Right now, I cannot think of anything more to add, but I'll re-visit this in a few days. Roleplaying on SAES used to be a thing that people did for fun, and not to gain levels in their organizations. I still like roleplaying today and whenever I have a chance to RP, I sit down and do it. It's a fun way to pass the time, so long as everyone involved knows how to do it.
  15. Address: 2 Government Housing Estate Account name: elyessmaoui Last seen: 14th of June, 2019 Screenshots: ::: ::: ::: :::
  16. hey could you all add a timer which shows when the last SR was or when the next SR is starting it could be displayed using a command,, or maybe in the M panel, idk, but it would be really handy
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