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Warrants need nerfed


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Posted (edited)

Just gonna get right to it, warrants are OP and annoying as hell. I would love to see them removed but that won’t happen. However, I think the community might agree on nerfing the system. 
 

1) Costs APD nothing to place a warrant and civilians have to either immediately quit playing the game or purchase a warrant jammer. This creates an unbalanced system.

2) No cool down on warrants, I have had a few warrant placed on me, bought a warrant jammer and within 5 min had another warrant placed on me. Bought another jammer, used it, then a warrant was placed on my friend with a low bounty. Again, unbalanced system. 
 

edit: there is a cool down but can just place the warrant on fellow gang member to essentially bypass this. 

3) I may be mistaken but I don’t believe there is a bounty minimum for warrants, so if you want to find a gang just start spamming warrants, costs nothing. 
 

4) The 3km zone that apd claims makes this system balanced is bs. If the zone has rebel outpost in it, the apd are just going to check that first. With a ghosthawk.
 

5) Warrants are hurting small gangs. Police are usually rolling 8+ members deep and unlimited lives. Our gang has usually 3-4 people online at a time and frequently has high bounties. We don’t even want to play once our bounty gets high and we don’t want to sit in jail to clear the bounty either. 
 

Edited by Vengy
Posted
9 minutes ago, Vengy said:

Just gonna get right to it, warrants are OP and annoying as hell. I would love to see them removed but that won’t happen. However, I think the community might agree on nerfing the system. 
 

1) Costs APD nothing to place a warrant and civilians have to either immediately quit playing the game or purchase a warrant jammer. This creates an unbalanced system.

2) No cool down on warrants, I have had a few warrant placed on me, bought a warrant jammer and within 5 min had another warrant placed on me. Bought another jammer, used it, then a warrant was placed on my friend with a low bounty. Again, unbalanced system.

3) I may be mistaken but I don’t believe there is a bounty minimum for warrants, so if you want to find a gang just start spamming warrants, costs nothing. 
 

4) The 3km zone that apd claims makes this system balanced is bs. If the zone has rebel outpost in it, the apd are just going to check that first. With a ghosthawk.
 

5) Warrants are hurting small gangs. Police are usually rolling 8+ members deep and unlimited lives. Our gang has usually 3-4 people online at a time and frequently has high bounties. We don’t even want to play once our bounty gets high and we don’t want to sit in jail to clear the bounty either. 
 

There are 2 warrant slots, each has a 30 minute cooldown when it is completed or a warrant jammer is used. 

there is a minimum bounty of 750k to get a warrant placed on yoU

it is a 3km radius zone so it is huge, most cops can’t check rebels and the ones that can are not allowed to check a redzone with a ghost hawk the first time

hope this helps

  • Like 2
Posted (edited)
10 minutes ago, Mikey said:

A lot of the points you addressed are wrong, I suggest reading this

https://wiki.olympus-entertainment.com/wiki/Altis_Police_Department#APD_Warrants

I searched warrants on wiki and couldn’t find this. Thanks for sharing.

 

doesnt change much tbh. They can just place a warrant on my buddy who I’m obviously with.

3 minutes ago, billdroid said:

There are 2 warrant slots, each has a 30 minute cooldown when it is completed or a warrant jammer is used. 

there is a minimum bounty of 750k to get a warrant placed on yoU

it is a 3km radius zone so it is huge, most cops can’t check rebels and the ones that can are not allowed to check a redzone with a ghost hawk the first time

hope this helps

3km is not large by any means when you have a helicopter or plane and use deductive reasoning. 
 

most of the time there is a sergeant+ online, at least in the evenings when I play.

Edited by Vengy
Posted

There has been tons of ideas for it in the past, maybe take it up with civ council? A previous idea was giving warpoints to the suspect for killing cops while warrant is active, I always liked that idea. Maybe ask @ silton  or @ Cowboy- for more insight

  • Like 1
  • Chief of Police
Posted

Lets take a look at the stats @ Vengy

Over the last 6 months:

Warrants Started: 734

Target Escaped: 213 (29.02%)
Target Lethaled: 176 (23.98%)
Officer Logged: 137 (18.66%)
Target Jammer: 137 (18.66%)
Target Logged: 65 (8.86%)
Jailed: 5 (0.68%)
Pardoned: 1 (0.14%)

Another way to look at it:

Warrants Started: 734

Successful Warrant (Jailed or Lethaled)
181 / 734 = 24.66%

Failed Warrant
553 / 734 = 75.34%

 

From what I can see, if anything the system needs to be buffed, as the suspect gets away about 75% of the time.

  • Skull 1
Posted
38 minutes ago, xsmitherz said:

Lets take a look at the stats @ Vengy

Over the last 6 months:

Warrants Started: 734

Target Escaped: 213 (29.02%)
Target Lethaled: 176 (23.98%)
Officer Logged: 137 (18.66%)
Target Jammer: 137 (18.66%)
Target Logged: 65 (8.86%)
Jailed: 5 (0.68%)
Pardoned: 1 (0.14%)

Another way to look at it:

Warrants Started: 734

Successful Warrant (Jailed or Lethaled)
181 / 734 = 24.66%

Failed Warrant
553 / 734 = 75.34%

 

From what I can see, if anything the system needs to be buffed, as the suspect gets away about 75% of the time.

TL;DR: skill issue

Posted
56 minutes ago, xsmitherz said:

Lets take a look at the stats @ Vengy

Over the last 6 months:

Warrants Started: 734

Target Escaped: 213 (29.02%)
Target Lethaled: 176 (23.98%)
Officer Logged: 137 (18.66%)
Target Jammer: 137 (18.66%)
Target Logged: 65 (8.86%)
Jailed: 5 (0.68%)
Pardoned: 1 (0.14%)

Another way to look at it:

Warrants Started: 734

Successful Warrant (Jailed or Lethaled)
181 / 734 = 24.66%

Failed Warrant
553 / 734 = 75.34%

 

From what I can see, if anything the system needs to be buffed, as the suspect gets away about 75% of the time.

dawg literally pulled the reverse uno

Posted (edited)

@ xsmitherz  you need to work on your ability to convey a message using statistics. 

Officer logging shouldn't be included, lets add that back in. 

You argue that people should be caught more than 25% of the time? What is the target sucess rate? 50%? Is this meant to be an overpowered tool? 

Your stats also show that lethals are the highest reason for a successful warrant, this tells me that it is likely you lethaled multiple of the fugitives' gang members in the process, costing the gang several kits. On the flip side the APD can only get a fugitive via tasing 0.68% of the time, which means you are basically a gang with unlimited resources killing people that have a warrant 99.32% of the time. 

'Escaping' can also mean the player just got in a plane or helicopter and had to stay mobile for 30 minutes. 

8.86% of the time, you force a player to log off a dying server? lol..




 

Edited by Vengy
  • Event Admin
Posted
9 hours ago, Vengy said:

doesnt change much tbh. They can just place a warrant on my buddy who I’m obviously with.

9 hours ago, billdroid said:

It's randomized. You don't select who you put a warrant on.

2 hours ago, Vengy said:

'Escaping' can also mean the player just got in a plane or helicopter and had to stay mobile for 30 minutes. 

you are quite literally always in a plane. The only time you aren't is when you are robbing a cop. When cops realize someone with a warrant is in a jet/plane they don't even bother to chase them.

  • +1 1

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