
Gwate
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I'll flesh out what I was saying so it makes sense. I asked about kills because the kills from an rpg can ascertain certain things that crafting can't on it's own. Crafting stats can provide information on the frequency of RPG use. Is 500-700 rpgs usual? Is it usually 200? All that information is also not provided which sucks when trying to provide an exact critique. Kills also provide a better measure of things like effectiveness. I know RPG's are effective but how effective are they? Is the ratio between rpg kills and crafted rpgs 1:1? 2:1? Just because you can craft 500-700 rpgs, it doesn't mean that every rpg is being used effectively. Another thing that isn't mentioned but I can assume is who is often the target for RPGs? I got about 400 hours in Olympus which is still rookie numbers but have rarely if ever experienced rpgs. And considering APD is who asked for the change, I'm assuming RPGs are used against APD in Events majorly So we're nuking how easy it is to obtain rockets on a rather rare weapon (while increasing the drop of said weapon and ammo in events now for some reason?) because a small subset of events based players (AEGIS, SNEED, Teamplayers etc.) which are already highly skilled without RPGs, use this weapon the most and can get things like scrap easy because they are huge gangs that can bully essentially anyone they want to. Also, these big gangs aren't going to have issues forking over war points for rockets and considering these guys are almost unstoppable at doing events, they don't need to give a fuck about losing out on supressors or csats and granits because they can always get some more doing a BW which they are literally the only people who do these events. Note: I don't disagree with you gameplay wise that locking powerful things behind hard things is good and also rewarding gameplay. But if you want to actually target nerf these big gang guys, you should make it extremely rare to get RPGs instead of now increasing their drops in airdrops. So now that when your big gangs are doing events, they have to keep in mind that if they play too risky, they risk losing a very hard to obtain weapon. By doing this you don't nerf crafting yet directly nerf the group that the change is intending to target. I also agree crafting is sleeper but that's a skill issue. Cops and players don't check crafting spots. And you especially don't incentive people checking crafting spots by nerfing them. If you actually want those areas to be fighting spots, you could buff crafting or crafting to more active spots. I just gotta disagree. Scraping has never been easy. To get vehicles to scrap you have to fight people. And if you're against a tenacious group, people will chase you to scrap or re-spawn and camp scrap for you. Obviously this is a vibes based argument but almost all the time I've been to scrap and have not been contested, it was after a full team wipe on a gang who care too much about losing their kit on respawn. And this ignores my complaint that big gangs can almost completely uncontestedly farm scrap. I do like and actually agree with your reasoning that making scrap illegal allows APD to catch players. But then I'd just have to ask you after this change goes through, how often will APD be at abandoned factories after this change goes through? I can almost promise that most scrap ceased will be from civis driving from one place to another and having scrap in your virtual rather than being caught in the act at factory. And btw, I'm still more in favour to this change to scrap than nerfing crafting. This also ignores the fact that scrap is already a dangerous thing to do because every zone is already kill on site and if people want they can just kill you and take your scrap. As well you still have to contend with my argument that they should also make moonshine collection spots illegal too then because you can only use those items to craft an illegal item and in the process of obtaining your item, you have to break the law. Agree. But the better change is moving abandoned factories closer to hot spots to encourage fighting for scrap for crafting by not just APD but by civis. But that is neither here nor there.
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It's one of those things in the rules where its written so broadly that any interpretation can be given to it. Driving offroad being one of those interpretations.
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Not sure why the amount of rockets crafted is an important stat to mention. Wouldn't rocket kills be the more important stat? Has RPG kills seen a large uptick in use in the last 5 month span? Just because something is crafted a bunch doesn't mean there is an imbalance. Wouldn't it be smarter to make Launchers a more rare drop and leave rockets a craftable so you aren't taking value away from scrap? Ironically aren't you just increasing the attainability of said dangerous item? Having it occur more just means more launchers and rockets will exist on the server and more will trickle down through the black market to players. Doesn't sound well thought out. Why? Scrap is already a risk. The places you go to craft are big illegal zones. The places you go to scrap are illegal zones. Getting the chance to scrap things usually means you had to fight someone to get the vehicle in the first place. It takes time to craft items so if someone wants to jump you and take your shit they can. All crafting rooms are tiny cramped spaces that are third person peak abusable and can just be naded once to clear the room. This is actually the most retarded change I ever heard in my life. Also this isn't a heavy rp server, its a lite rp server. Just because you obtain it through illegal methods to craft illegal things doesn't mean you gotta make it illegal for what reason? Realism? Then shouldn't the moonshine collection spots be illegal since you need to drive off-road to get to them which is illegal and the items you collect are used to brew an illegal item. Why do we you gotta add another risk on top of 16 others.
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Snapple... started following Gwate
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PLEASE MAKE MORE RULES FOR COPS TO GIVE PLAYERS A BETTER RP EXPERIENCE
Gwate replied to FLIPPER ZERO 's topic in General Chit-Chat
That is the roleplay lol. There is gameplay limitations that kinda make it hard for cops to interact with players. Unless you want the realism of getting the new APD IDF cellphone message you like you're a Hamas soldier to pull over. I don't play APD and probably never will but you got to get in their shoes for a second. Getting code 3'd is engagement and engagement allows you to shoot or flee. Most people shoot the APD. So APD is already on edge and probably hates giving chairtiability to most players. Cop interactivity in the state of the game is also very low. I like to split engagements into two categories. Engagements where you bring the fight to someone and engagements where they bring the fight to you. Cops will mostly always interact with players in the latter. Cops are most present during things like federal events and other events. So the reserve, blackwater, narco drops, gear drops, red radioactive, pharmaceuticals, apd gold escorts and evidence locker escorts. Every one of these events force the cops to come to you. You set the terms for the fight and this fight is 9 times out of 10 going to become a shootout. People don't do hostage taking and negotiations anymore so that roleplay avenue isn't really there that much anymore So cops are stuck mostly fighting players who shoot them on site. When are times where cops can begin the engagement on their terms or as I say, when they bring the fight to you? Well its pretty short. You have generally 3 options. When you're robbing someone, when you're doing a run, and when you're driving to look for someone to vigi/rob. Note that most of the time, people won't give APD the chance to even roleplay after a code 3 since it's a shoot on site. So if you're robbing someone and APD pulls up, what is the incentive for APD to roleplay the situation? When you're doing a run or just driving around, what gives APD the incentive to pull you over and roleplay it out if they know that its 10x more likely you're going to shoot as soon as you're out your vehicle? APD as a role kind of sucks to play if you're a small fry to. Higher-ups toss you into situations first to die in the meat grinder and they get the glory. The small power you get being the role of a cop is going to be abused since your higher-ups fuck you and most players try to fuck you so why not abuse the power you have and fuck doing roleplay with people who don't roleplay with you. APD has little reason to roleplay. And I say this as someone who has tons of super fun roleplay moments with APD. Your soloution won't fix the role for APD, it'll kill the role because now you make it even harder for APD to get the chance to try and have fun roleplays with players outside of shoot-on-site events. Welcome to the concept that power corrupts, you must be new on earth. Yeah high ranking cops are often dickheads. Here is your soloution though, read the APD handbook and learn your rights such as trial by combat. If cops break the APD handbook, report them. And if Support protects them, post on the forum of the cops clearly breaking rules and Support refusing to do anything. You won't find much sympathy for Support on here and most people hate the APD here too. If you want to fix the issue of APD roleplaying, you need to fix a lot of other gameplay issues. While I have my own stance on how to do it, your soloution has a lot of flaws that ignore generally the limitations of roleplay interactions. -
Gwate started following Civilian Representative
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Decided to comment just because I'm getting interested in things like rules and gameplay but who on the civilian counsel was smoking crack rock to make that new coke idea? First, why is coke the run civilian counsel chose to do this idea with? It's self admittedly a popular but not the most popular run. So if its not popularity, is it payout? Coke pays out similarly to any double processed illegal. But unlike an illegal run such as frogs, you have to pay a fee if you don't own the cartel drug zone. Second, the gameplay regarding coke runs is already enjoyable and equally challenging. Coke field is surrounded by large hills outside of the red zone that gives ample coverage and abusable sight-lines that requires players to either set up on hills to provide cover or take the risk of not sitting on hills. Driving to coke black market if you choose to process right from field is also mostly offroad, making it a simple time sink in time and not including the risk of the distance or processing time. Coke Black market also has 3 distinct hills with sight lines on every side of coke market, forcing players to stay inside buildings or be shot. This doesn't include that the official coke processor has these exact same challenges. Three hills all outside of red zone which allows raiding players to choose how they engage. And coke is also a double process. So if you want more reward, you already are taking an increased risk of staying longer. Third, all we did is make it easier for APD and people looking to rob coke runs to interrupt in the process. So you're adding a cost to get the plant. First lets say you take an upgraded box truck to get coke. Same double weight means you're getting 180 coke in a box truck. 180 x 500 and now we already have an initial cost to buy the useless unprocessed coke, 90k. So if someone camps coke, you're losing that instantly. Second issue is how does box truck processing work? Do you have to go to an npc with unprocessed coke in hand and they'll spawn the box truck you drive around and process with? If that's the case, you're camped there as well. Have fun pulling out your box and getting hands up or died instantly as soon as you start driving. Second issue is the smoke trail. Its already easy to see a box truck, to hear one. We're now adding a smoke trail? So we made a slow truck thats pretty easy to rob , even easier a spot and rob and punishing players for trying to evade by stopping processing. THIS DOESN'T INCLUDE that if you're just unlucky, APD will just have a generalized location of where you are which won't be hard for them to to spot the SMOKING SLOW BOX TRUCK. APD isn't retarded, all they need is one person in a helicopter giving commands on the spotted box truck and now you can't ever escape or stop to process without cops showing up. And lets say you got lucky, APD couldn't stop you on the ground. HAVE FUN STORING because now you can't store if APD has a helicopter on you or else have fun getting your spot raided every single time you try to run off and store. Which means you're forced to drive directly from processing to drug dealer. Have fun trying to do that now with more cops and players possibly following you because even if you don't have a smoke trail anymore, YOU'RE DRIVING A FUCKING BOX TRUCK. In Summary, someone must have been taking coke IRL to come up with this idea. Btw, this idea works so much better on either the more popular drugs because you're now dispersing people from camping one drug spot or on the specialty drug like frogs or moonshine because frogs is already hotly contested. Increasing payout on an already extraordinarily hard drug to process safely makes it more balanced. Moonshine also already has a big payout. Making moonshine more active instead of farming simulator while keeping it's payout is actually healthy and makes that bottom quadrant of the map active. This idea can also work if the box truck is specialized and drives faster than other box trucks because at least we're giving players time to get away and relocate before actually processing. Future comments on things like these will be more organized in formatting.