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This is an automated post for: Crank Donation: GBP 20.00 GBP Link to your donation tracker topic: Requested Awards: Please edit this topic with your donation tracking topic link and requested rewards. For vehicles please follow the format below Vehicle Type: SWAT Tank Vehicle Colour: Black Specify any upgrades: V8, AWD Usernames to lock: hateyou, dubstep14 Where you want it placed: LSPD Vehicle Type: Shamal Vehicle Colour: Black Specify any upgrades: N/A Usernames to lock: hateyou, dubstep14 Where you want it placed: SFAP Vehicle Type: NRG Vehicle Colour: Black Specify any upgrades: N/A Usernames to lock: hateyou, dubstep14 Where you want it placed: Idlewood Flats 2point1 Vehicle Type: Police (LSPD Police Cruiser) Vehicle Colour: Black Specify any upgrades: V8, AWD Usernames to lock: hateyou, dubstep14 Where you want it placed: Idlewood Flats 2point1 For any help with rewards, please check this topic:
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Part I: Link your Donation Tracking Topic: When was the last time you requested a donation reward change? ======================================================================== Part II: What I Want to be Removed Vehicle 1: Patriot Location: Ocean Docks (Rogue 21 Refinery & Container Terminal) Interior: Vehicle 2: Patriot Location: Ocean Docks (Rogue 21 Refinery & Container Terminal) Interior: ======================================================================== Part III: What I Want to be Added Vehicle 1: NRG-500 Location: San Fierro Lamp Store Username: hateyou Interior: Vehicle 2: Mountain Bike Location: idlewood flats 2point1 Username: hateyou Interior:
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527 days, 17 months & 10 days or 1 year and 5 months - that's how long it has been for Rogue 21. With a heavy heart, I regret to inform SAES of the departure of Rogue 21. It has been an incredible year during which we were fortunate to meet new people, make new friends, and climb the ranks together as a cohesive unit. An insane journey that encompassed the intense bidding war for LS docks, turf wars, new alliances, new gang friendships, management duties and the occassional drama that comes along with gangs. What began as a carefully planned decision to count each potential member for a level 1 application (we were merely 10 people), turned into a gang with a membership of over 130 people. Despite not always being in complete agreement, our group formed a level of camaraderie that I have personally never seen before. I am extremely proud of what we were able to accomplish, building a gang from the ground up and surpassing our original plans of "only" reaching level 3 or at the highest level 4. Lovely experiences, hilarious laughters, heartful moments and memories that bind Rogue to its members and myself forever. I thank every single person who has supported us throughout our journey, whether from within or from the outside. I couldn't be more proud and happy to have created Rogue 21 with you all. A few pictures: Honorable mentions: The Outfit: Stood by us from the beginning and proved their support during the bidding war for LS docks with generous donations. I am especially grateful to @MrSolrac and @Zodiac for always supporting us, regardless of the circumstances. A great alliance and a great gang that I will support no matter what. Our Donors & VIPs: Those who have supported Rogue 21 with their faith and contributions, whether through in-game donations or general support, here is a list of our tracked donors with absurd amounts of donations. Thank you for your faith: Gang comrades: Gangs, especially those in UA, that fought along us at turf wars and assisted us in other activities. Rogue 21s Founders: A small list to remember those, who founded the 1st & 2nd Generation of Rogue 21: Rogue 21s Most Loyal Members: A special mention to the most loyal members who have stuck by us regardless of what was going on. Thank you for sticking around until the end: @Garcia1, @Kodiak, @Ankush77, @Auto, @Mskv_05, @Brain, @Legend101, @Castiel, @Zaqa, @Bobert, @Duracell, @Fenix420, @SharkY, @Greed Rogue 21s Leadership: And last but not least; our leadership, that helped Rogue 21 climb the ladder and turn it to what it is today, whether at the beginning or at the end. I could not have made it without you: @Grg797, @Tuned, @Manny, @Ace Farewell Rogue 21
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Address: 12 Government Housing Estate Account name: samu1312 Last seen: 13/05/2024 Screenshots:
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Address: Le Docks Remain Sluggish Account name: ooxxmichelxxoo Last seen: 08/06/24 Screenshots:
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[Suggestion] Abilty to see how many cops needed for BR/PBR[SOLVED]
Crank replied to RikKi's question in Suggestions / Changes - Archive
@Blue -
Farewell ThC, been an honor to guide you for a time
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[SUGGESTION]Additional Trucking Trailers!
Crank replied to PhantomS's question in Questions & Suggestions
Nobody asked -
[SUGGESTION] let the community be able to suggest new vehicle mods too.
Crank replied to General's question in Questions & Suggestions
No. Silly suggestion. -
[FEATURE] War on the Sea
Crank replied to jordskjelv's question in Suggestions / Changes - In Review
Rogue 21 + DE -
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.
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Poll has been added.
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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.
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[TURFS] What would you like to see added/changed/removed etc
Crank replied to Brophy's question in Suggestions / Changes - In Review
It would be cool to see some turf zones without headshot. +1 to all the points you mentioned -
[TURFS] What would you like to see added/changed/removed etc
Crank replied to Brophy's question in Suggestions / Changes - In Review
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[STORE ROBS] What would you like to see added/changed/removed etc
Crank replied to Brophy's question in Suggestions / Changes - In Review
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. -
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.
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[BANK ROBS] What would you like to see added/changed/removed etc
Crank replied to Brophy's question in Suggestions / Changes - In Review
@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.- 19 replies
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[TURFS] What would you like to see added/changed/removed etc
Crank replied to Brophy's question in Suggestions / Changes - In Review
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.- 27 replies
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