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Everything posted by Bunny
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Pay to reduce the jail time?
Bunny replied to Garcia1999's question in Suggestions / Changes - Archive
This does not brake the balance. Having your time cut half or third won't be enough to change tides in nearly any activity, only maybe in prolonges shop robberies. Bank robs end within 5 to 8 minutes, and if cops get control of bank, it's unlikely that criminals will try to re-take. Also "new players suffer from this" is not a good arguement when it also allows them to play more if they wish, as they lose nothing in gameplay value. I also personally value older players as much as I value newer ones. They do also play the game Also, criminals rarely do jailbreaks to bail someone out. It's more for fun and to shoot cops -
Less jail time for inactive players
Bunny replied to turtt's question in Suggestions / Changes - Archive
Make this a cash drain. Make crims be able to pay some cash to have jail time lowered (50k = 30-50% jail time?). AFK gameplay isn't that fun, and 6 minutes is a lo g time to wait in a room -
[SUGGESTION] Cooldown of 30 seconds for respawning at properties
Bunny replied to RAMPAGE's question in Suggestions / Changes - Archive
Put a cooldown timer on property spawning (I would suggest the slowly increasing timer by 10 secones, to a cap of 30), and make bank robbery doors open up slower. This way it'll be more balanced, and makes the brs more enjoyable for crims. Instead of perma cops slowly tearing the healths, it would be wave of cops. It's not always about balance, sometimes you need to think also what's fun for either side and what's not. And guys one more thing. Please ask yourself always: Would I have fun to play against this? This goes both to cop and crim side. We can always think about how we can balance it afterwards. I wouldn't have fun playing against cop's spawning instantly into br's personally, as they would slowly but surely keep taking your health down. I'd rather make waves of cops attacking that have time to organize, instead of fast spawning fast attacks into a bank. If there would be a cap on spawning into properties, CLO's would get more invited into bank robberies, as attacking against DE/HLS armors within 20 seconds of each attack in bank is not fun to play against, while making doors open in bank allows de's/hls to organize and attack organized in banks. Like I'm 100% sure that criminals wouldn't mind bank doors opening slower, if the attacks would be in waves and wouldn't happen every 10 seconds. -
Honestly, when I actively played as a cop, nothing was more frustrating than chasing clo who had other criminal friends with him. As soon as you aim with taser or rubber shotgun, it's over if you just e rmb lmb while looking at the crim. Problem was that crims and clos do realisticly move together as cops do, and HS gives the advantage on aiming targets. There's obviously de-sync and lag tho. I still respect others opinions and understand why they want HS back tho. I won't say "don't change hs back" nor will say that do put it back, as I am not enough active cop to comment to that. In my opinion, testing it out while adding the rewars of catching a clo might make it more worth-while doen't hurt and could be done. Risk/reward faction has to be right to make it more worth-while to take a risk on taking down clo assisted by other clos or crims. You can easily do this by adding a bounty. Each cop killed by CLO members increases his bounty, paying more to the arrester, this would require sceipting tho. Other way is to just buff it by a small amount
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If you remove speed, the game needs to have alternative money sink and balance changes. Alternative drug that could be more fair in my opinion, would be something along that gives you a bit of resistance (10-20% armor?) It is true that speed is one of the best ways to defend in br's and jailbreaks. If speed were to be removed, the amount of successful bank robberies should be looked at make it more valuable to do. One thing that would be is also nerfing the rubber shotguns speed a tiny bit (imo) I do personally think that for the health and balance of the game, removal should be done, but other variables have to be taken looked at. I gotta agree with crim that speed is one of the real benefits they have, included with the amount of criminals in-game. There might be also methods to balance out the speed, in a way that it doesn't have to be removed.
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@Crash said in Remove killarrest: n It would reward those, who defend the main entrance but get arrested early in the bank robbery, not getting any payment of vaults being open. If the BR is succesful, they would get a cut of the price
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@TaaviLaudur I would gladly change this to be that DE for example is only allowed to participate BR by spawning from A51 to the bank, but in return, the bank robberies should last a little longer, in order to have any time to participate. It takes a bit to gather few people and drive in the bank, usually being too late as the information of CLO participating comes too late, making no real reason to spawn as DE. But then again, I'm not the one to decide stuff like this soon. @Franklin This is RPG Server, not straight off roleplay server, but I can understand the frustration that kill-arrest system makes.
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Instead of nerfing the bank robberies by removing kill-arrest, how about making the succesfull bank robberies more profitable? Bank robberies are supposed to be hard, but not to feel underwhelming on the reward side. High risk, high reward right? This way, we could get more criminals to join the bank robberies to stop it, more organized bank robberies as it pays out way more? That is, if the cop side gets too strong on stopping the bank robbery. As in more rewarding, you could add that every person who has attended the bank robbery, if it's fully cleared (all vaults) gets x amount of cash for participating, even if they're arrested? That could make it pay off more even if you do get jailed, making it more fair. I think the frustration comes from being jailed before getting any money off, and obviously getting arrested straight off by dying I think it's too early to straight off remove kill-arrest, but rather try different solutions first, as in buffing the rewards and making it more worth-while to take part in bank robberies.
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Able to buy in bulk in Ammo Nation
Bunny replied to Markus's question in Suggestions / Changes - Archive
@Daryl said in Able to buy in bulk in Ammo Nation: The script itself would have to be changed to allow you to input the exact amount you want which isn't simple or worth the time. (its a super fucking old script) The workaround would be just changing the figures so you buy 100x M4 instead of 10x per click. Would that be more preferrable? Or, onKeyPress and set it on right klick, it buys the item 10 times? Shift left klick 20 times? I believe that shouldn't be too hard to add. Just an idea tho, to give more methods -
We used to have script along that method, but it was so buggy that it was cut out
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@yuriko The topic isn't useless, but presented solutions aren't the answer. The problem is that cop duty is only one thing, which is arresting.
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[SUGGESTION] Rules regarding BR
Bunny replied to Ramos's question in Suggestions / Changes - Archive
Yeah the realistic point isn't valid in SAES, rather think gameplay/balance instead of what's realistic -
[SUGGESTION] Rules regarding BR
Bunny replied to Ramos's question in Suggestions / Changes - Archive
@RAMPAGE I think there's not enough time to clean all the roofs outside br. There's basically two lines of defences to breach through. BR should be a challenge, but ramboing is just as unfun for crims. Personally, I'd add cops only gate in the bankn, new large room with props to fight in, pit a threshold hp in ramboing (50-75%hp -
I dont understand some changes on server
Bunny replied to gunslinger's question in Suggestions / Changes - Archive
@Cornelius Kill-arrest maybe annoying; but it's the only solution to make current BRs/JBs somewhat fun to participate as a cop. -
@JoGe We could remove all the V8's being one idea, or adding a v10 is also one. As for making rich people overpowered, I don't think so. There's luck involved, so you can get very unlucky. Most of the people are here rich anyways, so the money isn't a problem. Having 10-25% armour won't really be game chancing, but allow you to take bit more beating. Imagine having to buy around 10 Super gt's in order to get enough parts to craft one V8 in your vehicle. To another player, it might be 15 Super GT's in order to make V8. It depends a bit on luck, but it would make V8's price way better. This would also make groups like TMH have a good role selling those vehicles (they'd raise in price, since you cannot straight off buy them from mod shop) Not to mention, I don't think rich players mind having to spend more cash on stuff that would be worth while to get. If you want to buy straight V8 Car, you could contact another player who has already make a car with V8 (So basically he could use 10 super gt's, pay around 70mil for V8 car and sell it for 80mil as example, to get some profit, as the v8 would have more value as it cannot be straight off bought)
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Currently, the amount of money sinks are low, and you can straight buy off everything you need. What if you couldn't? That's where salvaging would take part in. You can salvage(destroy) your own vehicles permanently, in order to gain vehicle parts (1-3 different parts) There's common, rare and very rare part that you can get each time you salvage a vehicle. The costier vehicle, the better odds in getting the more rare parts. Why would you salvage your vehicles? We'd remove buying V8 and all that affects the vehicle handling/speed and add them as salvaging rewards. The only way you could be able to get V8 is by salvaging your vehicles, forcing you to buy different vehicles and scrapping them off in order to get parts. The better the car is, the more parts it requires. This would make V8 and the other add-ons way more valuable, and would give people something to aim for. Salvaging could also be used to make your vehicles bit more resistant to bullets. This could also work in weapons. You could salvage your AK-47, M4, Snipers in order to get weapon parts. Having enough weapon parts could allow you to construct small amounts of armour, knifes or satchels. In my opinion, this would be way more interesting way to gain valuable guns, other than just buying them straight off from a shop TL;DR: Forces you to buy way more vehicles in order to get V8, one vehicle won't cut it. You can destroy weapons to gain parts, which you can use to put V8 in your vehicles. Same for weapons. Puts some RNG in getting the vehicle parts, and selling V8 vehicles would be way more valuable in order to avoid having to roll for luck. Also puts a good market for vehicles
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I was thinking about makinh the jasom event back, but with mob gangsters instead. You have to pay x amount of cash so he spawns. The reward would be guns, having a chance to drop rpg and satchels Economy resets only works if we have sinks for it.
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@Razak This is not a discussion topic, But I do want to remind that decissions are made by the whole squad, not one individual. Please use PM to adress your problems next time.
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Most of the instakills with melee aren't overpowered, only in bankrobberies/jailbreaks in small corridors, even then you'll only get one and rambo fucks u up
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Postponed till tomorrow :(
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Rato the god: ust think the q traisao seginte and fuck and will prove it by taking me TT n know who was more dizen q was Odorian So everyone knows what you do to put me in the | and then I Tirao already Perceiving q q ngm me more in the game then q I pose to you guys and say goodbye and it was good while had fun with the guys especially (TBDs, Spetnazz, Shaun, Jasem, Shaun, Brazz, Nuno, Pitoco, Under, Sam, Thomas and greedy) Galera Then the day came and the Mouse was betrayed and stabbed in the back !! One day he will be back
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Bumbing this once more. If no interest in shown, we'll scrap this idea and turn it into something else
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11.8 DM Zone will be in Tierra robada!
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Bumbing this. We're now taking team applications!
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Half hour late, but it's DM Zone time!