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Crank

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Everything posted by Crank

  1. Crank

    🤡

    1. Blue

      Blue

      why did you check my profile 8 hours ago idiot

       

    2. Crank
  2. Rogue 21 announces the formation of an alliance between The Outfit & Rogue 21 To a new beginning!
  3. Farewell ThC, been an honor to guide you for a time
  4. Yes, it was already reduced, but that does not change the fact that the jail time remains too long. In a perfect world, yes, criminals would be swarming back to SRs and other criminal activities. However, we do not live in a perfect world. SRs are sparcely populated, that is a first. Secondly, criminals get bored quite quickly, especially after a combined effort of cops to stop an SR. In a perfect world, we would have consistent efforts of cops attempting to raid SRs, and criminals actively attending SRs. That is not the case. Criminals lack the endurance to continuously attend normal criminal activities after multiple jail sentences. The more frequently cops attend criminal activities, the higher the chance criminals will get bored. Remember: Criminals are NOT rewarded for attending SRs. They are rewarded for ending the SR and delivering the package. Cops, meanwhile, get rewarded for arresting. Stopping an SR is just the topping on the cake. The same applies to VIP and even unsuccessful BRs. The more you look at it, the more you will realize how criminals waste more of their time and money on unsuccessful criminal activities. This should not be the case. I want to encourage new and old players alike to attend more or less outdated activities so you as cops may also get your fun back stopping said activities. I agree with your second paragraph. Criminals that pay off their jail time should NOT be able to crack. I have added it to my suggestion.
  5. Yes, I have another suggestion to share, this time regarding the current jail timers. I want to give credit to @blizzard for inspiring this idea. Let's be honest. Spending 300 seconds inside the jail for 42 stars seems outdated, especially in today's server environment where player count is crucial for server activity. Our server has evolved into a pure cops and robbers setting, which calls for fast-paced and enjoyable gameplay to remain sustainable. What I've noticed is that players who are sent to jail either go AFK or quit the game after being released. I believe that implementing a change to reduce jail timers and allowing criminals to pay off their jail time will enhance the gameplay experience for both criminals and cops. Allow me to explain further: Here's the suggestion: 1. Reduce the maximum jail time to 150 seconds. This adjustment will ensure a steady supply of criminals participating in activities even after being jailed. Cops will be more engaged as criminals actively pursue criminal activities and criminals will find it far more enjoyable attending said activities. 2. Enable criminals to pay off their jail time, with a slight addition for balance: Criminals who choose to pay off their jail time will not be able to shoot or punch during that duration, to ensure fairness for cops clearing banks, SRs, VIPs, and other criminal activities. Criminals would still be able to participate in BRs, but without the ability to crack and actively defend themselves during that time. I firmly believe that criminals should have the freedom to roam the server if they choose to, without being restricted for 300 seconds due to a jail sentence. Allowing the option to pay off jail timers and enjoy gameplay regardless of being arrested will help achieve this goal. __________________________________________________________ If you have any feedback, suggestions, or criticisms regarding my suggestion, please feel free to share them below.
  6. It would be cool to see some turf zones without headshot. +1 to all the points you mentioned
  7. First of all, I would like to mention that SRs are a more complicated aspect to address. However, I will do my best to provide some feedback and present a completely new and reworked idea for SRs, as there haven't been many comments on this topic. Fixes/Changes: 1. The progress increase in SRs needs to be accelerated. Currently, it takes too long to complete an SR due to the low number of criminals attending. The same issue applies to cops. Nighttime SRs should be significantly faster since there are very few participants. One suggestion I have is to scale the progress increase or decrease based on the current player count on the server. 2. The SR building itself should be changed. It feels outdated and somewhat absurd to be sitting on a roof for minutes. The concept of the mall robbery is a step in the right direction and should serve as inspiration for reworking SRs. 3. Remove the donation cars at the LV delivery point. Although many of us appreciate BOPE and Samuel, feedback indicates that people are complaining about significant FPS drops at the delivery point. This particularly affects players with lower-end PCs. Apologies, Samuel, but you've had a negative impact on the SR delivery point. _____________________________________________________________________________________________________________________ Overhauled SRs: When examining the concept of Cops n Robbers as a whole, it becomes apparent that SRs have become somewhat outdated. While they provide a place for people to hang out and chat, they have become repetitive and boring for both new and old players. I suggest a complete overhaul that incorporates fun ideas from other scripts and activities into SRs. Please note that this suggestion heavily depends on the capabilities and resource management of our developers. I know, this is much to ask and I don't expect a major change for SRs, but if there is a desire to revamp them, here is my suggestion: 1. Increase the SR radius. Don't confine it to a small building where criminals are tightly packed. Allow space for criminals to move around freely and for cops to find different angles to engage criminals. 2. Reward both cops and criminals for killing each other. Consider creating mini-riot zones where cops and criminals battle for control of a store. It would be great to also reward the side that is NOT in control of the store robbery. Currently, cops are often forced to kill a large number of criminals on SR roofs to gain control, but there is no reward for cops who kill criminals. Criminals should also be rewarded to balance it out. 2.1 One possibility is to impose a very short jail timer of 40-60 seconds on criminals who are killed by a cop inside the SR radius. Both parties should be inside the zone for the arrest to take effect. This way, a separate reward for cops who kill criminals wouldn't be necessary. The reward could be exclusive to cops only too. 3. Retain the core concept of SR: reach 100% progress, deliver the bag, and get paid. 4. Allow the ability to perform headshots for both cops and criminals inside the radius. However, criminals should NOT be able to headshot incoming cops who are not inside the SR radius. Allowing such gameplay would lead to frustration for cops. 5. To compensate for the fact that criminals have an advantage in sniping, give cops the ability to one-shot tase and arrest criminals inside the SR zone (also short jail timers: 40s-60s). Previous versions of SAES had one-shot tase-arrests, and it would be fair to grant cops an advantage in close engagements at SRs. Without this change, cops would never be able to effectively arrest criminals since they would be instantly sniped when attempting to arrest with nightsticks in open areas. 6. As mentioned earlier, change the SR buildings. Camping on a store roof is a flawed concept and makes it difficult for cops to reach criminals. I attempted to combine the concept of turf wars with SRs, as there is clearly an interest from cops to participate in turf wars. So why not introduce something similar? _____________________________________________________________________________________________________________________ Regardless of your thoughts on the SR overhaul, the fixes and changes I mentioned should be implemented. Especially the fix for SR progress. Please consider the section on fixes and changes separately. If you have any additional suggestions or modifications for the SR overhaul, feel free to comment below.
  8. You might want to consider exploring the numerous topics that Brophy has posted, specifically requesting feedback to enhance the server. To actively engage in the feedback loop, I recommend you check out the suggestion section using the following link: https://saesrpg.uk/forums/forum/501-suggestions-changes-in-review/ Creating a poll with a giant text and without any concrete suggestions is not going to help.
  9. @JohnnyEnglish made the right step by decreasing the cop count. You are NOT going to see gangs attempt bankrobberies when the odds are not in their favour. The moment you touch the minimum cop count again (which by the way was increased because of the servers high player count) you will see no BRs whatsoever. Why? Regardless of your representation of AFK cops and almost half of them being allegedly AFK, 5 skilled cops can still make the difference between a successful or a failed bankrobbery. Cops have a wide array of properties, spawns and tools (medic spawns, vending machines, HLS spawns, Squad Discord) at their disposal and with that, someone like @Troones is able to single-handedly stop a BR. You are not going to see enough defenders capable to stop an onslaught of 10 cops, especially when they have quality cops like Troones in their ranks. I know what I am talking about, since I have been a cop myself and we were practically able to stop countless badly organized bankrobberies through skill, effort, patience and information. During this time, gangs had shown even greater activity and yet, it was possible for 5 good cops to stop a BR with 25 defenders. Hell, you have a Squad Discord that informs everyone about on-going/planned BRs. This is so helpful when you know how to use it in an organized manner. Perhaps you have a skill-issue yourself on hand at the moment. The simplest change to introduce is as @Lincoln mentioned: Remove kill arrest to compensate for the dwindling number of gang members. You get to keep your properties, which I personally think are very overpowered when you combine them with the ability to kill-arrest. With the removal of kill-arrest, remove the ability for gangs to defend from the outside, so cops have the chance to at least enter the bank. I would not play around with the minimum cop amount simply for the fact that your numbers are way too inconsistent. You are either way too active with a ton of skilled cops available or way too dead. Or we are too dead. Gangs should have the freedom to start their bankrobberies in order to upkeep the server player count. You guys need to work on how you want to handle BRs which are started with low cop counts. The moment you remove kill-arrest, groups like HLS also need a major rework. Even during my time, HLS leadership has straight away refused to take in any new recruits, which made it increasingly difficult to handle city banks. An extremely flawed and out-of-touch approach in my opinion. Give cops the ability to join HLS once again in a fair and consistent manner. TL;DR: 1. Decreasing the cop count was a good decision, as it increased the number of bank robberies and interest for them. 2. Skilled cops can make a significant difference in stopping bank robberies due to their advantages in properties, spawns, tools, and Discord. 3. Removing kill-arrest can compensate for the decrease in gang members, but also motivates them to host bank robberies with more cops present -> more bank robberies. 4. Gangs should not be allowed to defend from the outside during bank robberies, giving cops a chance to enter. 5. Inconsistent cop numbers should not be used as a reason to adjust the minimum cop count, as it affects the freedom of gangs to start bank robberies and maintain server player count. 6. HLS needs a major rework, as their current approach of refusing new recruits hampers the handling of city banks. Cops should be able to join HLS fairly and consistently.
  10. I am strictly against having cops decrease the turf zone percentages, as this would highly benefit the defender. For gang members, it is already annoying enough to have cops raid the zones and arrest them for an unreasonable amount of time. This change is going to cause two consequences: 1. Gang members will get bored and quit the game after consistently being thrown into jail (which at the moment is already the case when cops decide to raid turf zones) 2. There will be no incentive for gang members to engage in turf wars when there are a high number of cops present. Since turf wars were dead for months I highly discourage to introduce a change that is going to massively overpower cops. Turf wars are primarily designed for gang members to have fun DMing. The moment you introduce a reward for cops to actively pursue turf wars and arrest gang members, you will make turf wars a pain in the ass and throw it into an abyss. Imagine this scenario: A gang is attempting to take a zone from another gang. The attacker is effectively killing off the defenders and is winning. 1 cops rolls around and one-shot killarrests 3 attackers, leaving the attacker with no ability to continue taking the turf zone. The defender gets massively rewarded, because they get to keep the zone, the 1 cop gets a few arrests on his hand and the attacker gets massively discouraged. Now do that on a daily basis and you will have gangs staying away from turf wars. You should think of another solution to include cops in turf wars. Perhaps you can have cops as a "third party" and reward them for killing gang members inside turf zones WITHOUT arresting them and throwing them into jail. Cops should have NO influence on turf progress whatsoever and should not be able to kill-arrest inside turf zones, even with a lower jail cooldown.
  11. I am gonna drop-by and drop this from a previous suggestion I have made to change turf wars: This was a suggestion that was already brought up in the past and now by @Dinaz. If you could introduce a cooldown to turf zones, that appears immediately after a zone is taken or defended, it would help immensely. The attackers can take zones, and the opposition is forced to defend. I'd suggest having the cooldown at ~30 mins because 10 minutes would have little to no impact. The same goes for 15 minutes. Gangs would just wait for the cooldown to disappear and then attack the zone to slow down the attackers consistently, as they are then forced to defend on 2 or more fronts again. There should also be a cooldown for successfully defending a zone, so gangs cannot attack 1 zone over and over again. Furthermore, to prevent abuse from defenders, that spray immediately after a zone is getting attacked (so they get progress down to 0 or below 0 to get a defender cooldown, which should also be fixed by the way - To clarify: When a defender sprays a freshly attacked zone, the progress falls into a negative amount. As a result, the zone is defended) a certain amount of progress is needed to trigger a cooldown for the zone: 100 progress should at least be reached for the cooldown to take effect. 100, because spraying 3 times achieves progress of 45, so you would need to farm 55 more progress to get a cooldown as a defender. Such a thing would also prevent people or allies from accidentally triggering and leaving a zone, which results in an attacker being unable to take the zone. An example of how this would work out: ThC attacks a Z zone, ThC gets over 100 progress, thus if Z successfully defends, the zone would have a cooldown. If ThC takes the zone, said cooldown will also appear. If an ally of ThC accidentally attacks the zone and gets defended by Z immediately, there will be no cooldown as 100 progress was not reached. Through this minor change, gangs would have to be strategic about which zone they attack, as it could very well turn out to be a waste of time if defended. Defenders need to defend or they would lose more zones. More momentum/movement for an attacker, less stagnation. Longer turf wars, longer fun. TLDR:
  12. Sounds great. You could also add more turf zones.
  13. Sounds great with Jay's adjustments. This essentially sounds like a combination of GRs & the little MC business raids you get on GTA 5. Perhaps the way you gather contraband could be made in a similar fashion to how Money Transports work on the server. Players would use a designated vehicle, ideally an SUV or a truck, to travel to random locations across the map. These locations would serve as points for collecting contraband. You may turn these locations into little Store Robberies, which require a few minutes to finish and for cops to raid. See it as the time to "load" the contraband into the SUV or on to the truck. Once obtained, the contraband would be transported back to the gang base, contributing to a contraband meter that tracks the progress or accumulation of contraband. After a couple of deliveries, the contraband meter reaches 100%, which enables the boost for criminal activity payouts and permission for cops to raid the base. You could even make it so cops can raid the contraband transports themselves to receive a bonus payout. Also, is it possible that we get this feature for Organisation Robberies too? @JohnnyEnglish🥺: Gang members can only use the gang spawn once and will after respawn at their house or hospital afterwards.
  14. I view the idea of an economy reset positively, however, there are a few things that I would like to note here. Before I state what I think, a little question in regards to properties: Organisation properties that are currently stored within gang panel, will also be excluded from the change, correct? What I think: Ordinary job income will definitely require adjustment due to the huge pay gap that exists up to this day. It would be great to see players making use of different spawns in order to afford what they want. Doing jobs should not become an overwhelming grind. The payment you receive should align with whatever there is to purchase. It is senseless to introduce an economy change if it will demand countless weeks of grind just to afford a Super-GT. Main criminal activities such as Store Robberies, VIP and Public Bankrobberies should still be rewarded handsomely (not as much as tedious jobs though) due to the fact that they require absolute attention from both cops and criminals - the higher the risk, the higher the reward. Cops should be provided with substantial income from arrests & successful stopping of SRs/VIPs/BRs. Cops should definitely earn more from successful arrests compared to what criminals earn with their activities. This change could raise interest in our cop side, which desperately requires a revival. I agree with the rest. One significant issue I am seeing with an economy reset is the problem of turf wars. Currently, gangs are able to exploit the turf-money system by monopolizing turf zones for extended periods of time, effectively farming money without facing any opposition. Thus far, gangs were able to collect billions with said system and they are not going to stop even with an economy reset. Hence, the economy reset will become obsolete since hyperinflation is going to occur again. IF an economy reset is planned, monopolization of turf wars will need to be handled first and foremost.
  15. Your ingame username: hateyou Your ingame alias: Crank Your real name: Stefan Your DOB: 23/12/99 Your gender: Male Nationality: German Country of residence: Germany Language skills: German, English, Russian English Proficiency: C2 How long you have been playing: Since late 2012 Your strengths: • Ambition • Quick learning & self-reflection • Adaptability • Ability to resolve conflicts fair and effective • Dependability, reliability, and responsibility Your weaknesses: Although I always meet my deadlines, I used to have a big problem with procrastination, and I would end up working really long days as a deadline approached for whatever project, exam etc. A year ago, I made the decision to address this issue, so I created routines and schedules for myself. Thus far, I have spotted massive improvements. Sometimes I catch myself delegating too many responsibilities on myself, because I believe I can handle everything on my own. This proves to be extremely energy-consuming and stressful when working on bigger projects. For this reason, I am trying to divide the task whenever I can in order to protect my sanity and to give other people a chance to cope with tasks themselves. I can also be overly critical of myself and other people. Once I finish a task I feel a sense of worry that I could have done more, even though I had done whatever I could in the contrary. You could also call it perfectionism. With age, that attribute is slowly diminishing and I am learning to accept that not everything can be as perfect as I envision it to be. Member of the SAES discord server: Yes Reason for application: For one, because of my previous experience as a staff member. I admittedly miss the tasks and the problem-solving that came along as a staff member. It proved to be extremely enjoyable, so why not try it on the server I exclusively play on? On the other hand, I very much think I could help solidify the staff team, regardless of its difficulty I am not afraid of taking it on. I could present you a collection of other reasons such as help dealing with reports and reliably conducting daily affairs of a community staff member, but that goes without saying. Unique qualities you can offer: In terms of gameplay experience, I have had the opportunity to gain valuable insights from both the criminal and cop perspectives. This has provided me with a comprehensive understanding of how rules and regulations are handled on both sides of the game. I am well-versed in every rule that governs the server, which enables me to guide through the gameplay environment effectively. Furthermore, I have actively supported the current Gang Management by providing advice and assisting with minor tasks. This is attributed to my deep comprehension of the server and my ability to recognize the impact of changes on both sides. Moving forward, I am highly motivated to continue offering my assistance in this regard. Server Memberships: Rogue 21, BRINKS Additional information: I am currently studying business information systems. It is gonna take a while until I graduate, hence I have quite a lot of time on hand until I do. Therefore, I am more than up to invest some time in side projects like CS. I had the pleasure to enjoy this community at its fullest for almost 10 years now. I have seen the good, the bad & the troll. My old application: Previous (legitimate) punishments on the server: None Previous (legitimate) bans: None
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