Vengy 100 Posted Monday at 08:49 PM Report Posted Monday at 08:49 PM (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 Monday at 08:58 PM by Vengy Quote
Mikey 170 Posted Monday at 08:54 PM Report Posted Monday at 08:54 PM A lot of the points you addressed are wrong, I suggest reading this https://wiki.olympus-entertainment.com/wiki/Altis_Police_Department#APD_Warrants 2 1 Quote
billdroid 1074 Posted Monday at 09:00 PM Report Posted Monday at 09:00 PM 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 3 1 Quote
Vengy 100 Posted Monday at 09:01 PM Author Report Posted Monday at 09:01 PM (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 Monday at 09:04 PM by Vengy Quote
Mikey 170 Posted Monday at 10:43 PM Report Posted Monday at 10:43 PM 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 1 1 Quote
Chief of Police xsmitherz 2245 Posted yesterday at 02:14 AM Chief of Police Report Posted yesterday at 02:14 AM 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. 1 2 Quote
Lucien 3363 Posted yesterday at 02:42 AM Report Posted yesterday at 02:42 AM average warrant experience 2 1 1 4 Quote
Mikey 170 Posted yesterday at 02:53 AM Report Posted yesterday at 02:53 AM 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 Quote
Pseudonym 384 Posted yesterday at 03:10 AM Report Posted yesterday at 03:10 AM 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 Quote
Vengy 100 Posted yesterday at 03:55 AM Author Report Posted yesterday at 03:55 AM (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 yesterday at 04:02 AM by Vengy Quote
Event Admin Millennium 6325 Posted 21 hours ago Event Admin Report Posted 21 hours ago On 3/9/2026 at 5:01 PM, Vengy said: doesnt change much tbh. They can just place a warrant on my buddy who I’m obviously with. On 3/9/2026 at 5:00 PM, billdroid said: It's randomized. You don't select who you put a warrant on. 19 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. When cops realize someone with a warrant is in a jet/plane they don't even bother to chase them. 1 1 Quote
Vengy 100 Posted 14 hours ago Author Report Posted 14 hours ago 7 hours ago, Millennium said: It's randomized. You don't select who you put a warrant on. 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. Honestly, I didn’t know it was randomized…this makes me feel much better. I thought I was being targeted lol. 10 hours ago, Vengy said: @ xsmitherz you need to work on your ability to convey a message using statistics. lol.. This was maybe a bit mean Quote
Exterminator 131 Posted 13 hours ago Report Posted 13 hours ago 12 hours 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. alright now you got the contraband kit outside of redzones please dont skull fuck civ, however optional: if APD warrants are buffed add a civ version of an "apd transponder" which shows a 3km radius of a random APD member until they get a signal jammer from an APD hq (cannot carry on them 24/7, does not save with Y upon death), costs 100k and requires advanced rebel Quote
Chief of Police xsmitherz 2245 Posted 13 hours ago Chief of Police Report Posted 13 hours ago 8 minutes ago, Exterminator said: alright now you got the contraband kit outside of redzones please dont skull fuck civ, however optional: if APD warrants are buffed add a civ version of an "apd transponder" which shows a 3km radius of a random APD member until they get a signal jammer from an APD hq (cannot carry on them 24/7, does not save with Y upon death), costs 100k and requires advanced rebel Personally I don’t think everything a cop has a civ should get. It’s supposed to be a game of getting chased by the cops not the other way around imo. The kit will be unlocked for use everywhere next update, so once that happens I’ll be closely monitoring the stats and usage to make sure it’s not ridiculous. Quote
SheriffJohnBeard 408 Posted 8 hours ago Report Posted 8 hours ago 17 hours ago, Lucien said: average warrant experience 2026 Screenshot Candidate Quote
Y A Y O 281 Posted 8 hours ago Report Posted 8 hours ago we all know one thing that civ's have that is really ridiculous 1 Quote
Eno 50 Posted 5 hours ago Report Posted 5 hours ago 20 hours 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. Another way to look at it: 29% cant be arsed and afk for 30 mins 27.5% cant be arsed and log off 18.5% cant be arsed and buy a jammer Warrant definitely deserves changing, but not necessarily a buff. A buff will only increase these numbers. What’s needed is an incentive for people to keep moving around the map with a warrant Quote
Chief of Police xsmitherz 2245 Posted 5 hours ago Chief of Police Report Posted 5 hours ago 19 hours ago, Vengy said: @ 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.. 1. I simply provided every means of a warrant ending. Take it for what you want. 2. Why not? It means the warrant was unsuccessful and the rebel got to keep their bounty. 3. Simply means that 25% of the time is a pretty low success rate for you to be complaining about it. 4. A large amount of successful warrants are completed in WZ where you are forced to lethal. If you are confused on other ways that someone might be lethal'd please read the APD Handbook. Welcome to the game of cops and robbers. 5. Is this supposed to be a point towards why it should be nerfed? Seems like you already know the strat for escaping. 6. Nothing in what I provided shows we forced a player to log out. If someone has a warrant on them and they happen to be logging out than it's going to be a statistic, as what I provided to you is the raw stats from our database on all warrant info. TLDR: There's already a warrant jammer in the rebel shop. If you have a high bounty and don't want to be tracked, buy one and use it. Last I'm going to discuss this. o7 Quote
Gwate 61 Posted 4 hours ago Report Posted 4 hours ago Ngl this feels like such a non issue. If you want warrants to be a valuable thing that gets cops and players active just make it a payout system. Cops start a warrant on a player and the player is eligible for like cash into their bank account if they aren't caught by the time the warrant is over. You can also make the circle of interest smaller so its a lot more fair for the cops to hunt down the player. It can be its own mini event tbh. If you buy a jammer you should just "lose" the event and not get a payout. Cops get an incentive because the circle of interest is smaller so its a lot easier to find a felon and chase them down. Players have an incentive to neither log off or buy a jammer because they can make money from it. I don't know the appropriate amount but I think like 500k is probably acceptable or even more if its like a fun concept and want people to do it more. I think the only thing you would need is a rule change. Like if a warrant expires and you're still chasing the person, you can't wave in more people to chase the person down after the last wave is killed. You'd need to let the chase end and either get PC from finding the person like you'd normally do or activate another warrant. Just my 2 cents though 1 Quote
Pseudonym 384 Posted 2 hours ago Report Posted 2 hours ago 11 hours ago, Exterminator said: alright now you got the contraband kit outside of redzones please dont skull fuck civ, however optional: if APD warrants are buffed add a civ version of an "apd transponder" which shows a 3km radius of a random APD member until they get a signal jammer from an APD hq (cannot carry on them 24/7, does not save with Y upon death), costs 100k and requires advanced rebel The factions are inherently asymmetric, embrace it instead of trying to make them more like each other 2 hours ago, Gwate said: Ngl this feels like such a non issue. If you want warrants to be a valuable thing that gets cops and players active just make it a payout system. Cops start a warrant on a player and the player is eligible for like cash into their bank account if they aren't caught by the time the warrant is over. You can also make the circle of interest smaller so its a lot more fair for the cops to hunt down the player. It can be its own mini event tbh. If you buy a jammer you should just "lose" the event and not get a payout. Cops get an incentive because the circle of interest is smaller so its a lot easier to find a felon and chase them down. Players have an incentive to neither log off or buy a jammer because they can make money from it. I don't know the appropriate amount but I think like 500k is probably acceptable or even more if its like a fun concept and want people to do it more. I think the only thing you would need is a rule change. Like if a warrant expires and you're still chasing the person, you can't wave in more people to chase the person down after the last wave is killed. You'd need to let the chase end and either get PC from finding the person like you'd normally do or activate another warrant. Just my 2 cents though yeah to add on to that it could be higher payout for each cop killed by the person who has a warrant. this is a good idea to turn it into a mini event where the civ can benefit, rather than just it being a nuisance Quote
Spoods 180 Posted 58 minutes ago Report Posted 58 minutes ago On 3/9/2026 at 9:42 PM, Lucien said: average warrant experience I'm dying this is so true Quote
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