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  1. Five-oh

    i would be really curious about what those guidelines should entail, in your opinion.
  2. Five-oh

    sounds like you're more worried about a level playing field than realism, in which case you could simply suggest that radio usage should have to be roleplayed at all times - which naturally would result in the usage of keybinds.
  3. Five-oh

    i doubt it. i just think there's a great double standard between what's expected from roleplayers with a criminal background vs law enforcement. i don't see anyone in an uproar when the former don't stop to type out in detail what their characters do during a shootout. it's commonly accepted to conclude the action parts and determine the outcome of a "hot" situation, before roleplay is resumed using text. there is a time and place for in depth roleplay, a shootout, whether you like it or not, is mostly not a situation promoting it. i say mostly, because there are rare instances where the circumstances, or an extraordinary effort from both involved parties allow for it.
  4. Five-oh

    have you never seen cops shooting/getting shot at, while reaching to their shoulder/radio to yell for help. what do you suggest is the correct way to rp radios, lol.
  5. Five-oh

    that's not entirely unreasonable, and has definitely happened irl. only difference being, that the urgency and struggle isn't exactly portrayed on teamspeak. i think that's where your expectations become a little unreasonable.
  6. Five-oh

    generally speaking, law enforcement trains their officers to deescalate. although there is plenty of evidence suggesting LEOs (all over the world) still respond to hostility in kind, ranging from verbally antagonizing a person, or writing a citation were, had the person been more cordial, there would be none, all the way to outright physical aggression. also: comparing UK to american law enforcement isn't reasonable, they're wildly different. lastly, cussing out LEOs isn't illegal, but it should come as no surprise that things can easily be misconstrued in order to fabricate grounds to detain/arrest. one of the reasons why many people in the States are afraid of the police, or at the very least, don't want anything to do with the police. i'm not saying every officer behaves that way, but it's certainly not unheard of, and has more to do with how a character's portrayed, as opposed to any OOC agenda.
  7. Five-oh

    i'm a little torn on this myself. i appreciate the time and effort that's gone/going into creating a life-like economy, but i'm not so sure on whether it supports a richer atmosphere for roleplay. i mean, players log onto the game to have fun, while portraying concepts for their characters, some of which involve certain types of vehicles, houses or other material values, but given the current economy, they either invest right from the get-go with the 5k hourly paychecks or they have to actually do jobs such as trucking, fishing and so forth. assuming that a majority of players have maybe, like what, 2-3 hours a day to play a videogame, logging onto gta w to grind it out, might just not be their idea of fun. it certainly wouldn't be mine. the alternative to proactively making money, is to roleplay smt you enjoy, and patiently saving up ~$800 an hour to get to where you want to be, minus anything spent along the way. assuming you very rigorously save your money, you'll have up to 80k after 100 hours of playtime. 100 hours on 1 particular game, is a LOT of time, not to mention that 80k won't necessarily get you far. most, if not all apartments or houses certainly won't be in your ballpark yet. then there's the argument that you could spend time, working in player-driven establishments - fair enough, that's an option. implying it fits your character, you could be a bartender, or any of the sort, and make good money within a few dozen hours. personally, while i enjoy portraying grounded, realistic characters with some sort of employment, i don't really enjoy the thought of committing hours of roleplay to a mundane activity, such as working behind a counter, and the likes. i also think there's a certain deficiency between roleplaying characters doing illegal activities and characters involved in legal activities, such as law enforcement. with the later you earn a reasonable ~2k and upwards, while roleplaying primarily, and p. much exactly what you (more than likely) registered on the server for. with the former, you're looking at an arguably low demand for anything and almost everything (except firearms) career criminals make their living off. like for example, you probably won't have a steady flow of regulars trying to buy drugs from you. you can't make a reasonable living off of stealing or robbing houses, and fencing things you obtained. so from that point of view, i'd like a considerably higher, steady income in the forms of a saving's feature. one that lets you focus on roleplaying whatever you're interested in, and has money related issues on the back-burner. from there on, it would be up to player's discretion when it comes to how they roleplay their character's financial situation, within reason ofc - which is something they'd have to do anyway, if they'd go from amassing money on one character, and then rp'ing a poorer one on the same account.
  8. Five-oh

    anecdotal stories, or scenarios rather, lacking context are incredible valuable in an argument, as we all know. perhaps it's just time to hop off the double standard bandwagon, and recognize that, while law enforcement factions have a greater responsibility given the power they have over other players, which is why they're always going to be heavily scrutinized over every mistake, they're also not so different from any other officially recognized faction. they judge a player and a character based on their application and brief initial impressions, and let's just be real, good first impressions are easily fluked. that goes for any faction though, i've seen my share of mobsters, gang homies and whatnot, go from roleplaying a textbook example of their brand of rp, to the complete opposite when they felt comfortable to do so. it's only as time goes by, and reports from faction members AND outsiders pour in, that factions sort out those that aren't up to par. official LE factions and illegal factions arguably have a equally high standard for roleplay, although with one key exception: literally ANYONE can just apply. there aren't weeks or months of vetting in the form of roleplay preceding the possibly of entering the faction's "inner circle". you, as in neither the player, nor your character have to be exceptionally smart, charismatic, original or particularly imaginative in order to get in with law enforcement. is just a job, if you look at it from IC perspective. and as long as your character fulfills the requirement, there are arguably more factors in place ensuring you get a fair chance at employment, than restrictions. all of the above just comes with the nature of emulating LE agencies, and those are just some of the difficulties that come with it. and unless you have a revolutionary concept in mind, with which we could change all of that, it's probably gonna stay that way too.
  9. Five-oh

    but it's not remotely the same. if there were a platform with which we could handle lengthy paperwork, like contracts and the sort appropriately while remaining in-game, we would. but as far as fighting goes, we've got everything in the game required to do the deed. voluntarily taking it elsewhere and essentially away from the server, simply because it's not up to your personal standard isn't reasonable. going down that road, we might as well move racing oriented activities to Forza, cause it's got a wider selection of cars with realistic handling, and take gunplay to whatever realistic shooter that floats your boat. i get where you're coming from and it's not like i don't understand what you're trying to accomplish, i just wholeheartedly disagree with your approach. i'ma be outie too, don't think i can add anything new to the discussion at this point. no hard feelings, gl dude.
  10. Five-oh

    difference is that an ig internet isn't simulated (as of yet), meaning there are a number of things (like online applications) that just aren't feasible. given the means to portray any of the above while ig, we would likely do just that. as far as combat goes: we have an actual gameplay mechanic in place, as well as other tools (/me, /do etc), along with the imagination of the playerbase, if click-fighting isn't to their liking.
  11. Five-oh

    i'd be inclined to disagree in regards to how irl radio stations and music is used ingame, as it's just sort of a filler, if you will. it doesn't discourage roleplay, as the "action" still takes place in-game, as it should be. simulating or live streaming interactions that should take place in-game is the direct opposite of that. i mean, i'm not a big fan of GTA V melee combat either, as a matter of fact, even GTA SA's melee combat has a bit of an edge over it imo. but it is what it is. but hey, should you find enough players interested in that sort of thing, and server management doesn't deem it against the rules, more power to you. personally i'm just not a fan, because it takes away from ig engagement.
  12. Five-oh

    generally speaking people log onto a game, to play that specific game. i mean, don't you think this is a pretty ridiculous concept: a venue full of characters on a roleplay server, not roleplaying, because their players are afking, watching a stream of p. arcadey mma game.
  13. Five-oh

    so you enjoyed the pawn shop scene in Pulp Fiction, I take it.
  14. Five-oh

    my thoughts are going to be a bit subjective, considering i'm not in the faction, thus much of my experience being based upon a handful of isolated incidents and/or videos put on public display, but here goes: the main concern for me, as far as law enforcement factions goes, has always been the usage of voice comms, or worse, its substitution for in-game interaction. i mean, i understand that there's a certain necessity for it and i'm not about to argue the fact in its entirety - but personally, i would appreciate if the lspd would make it abundantly clear that voice comms are only to be used under very rare circumstances - such as active foot or vehicle pursuits. anything beyond that, including tactical solutions or rather shots fired in general, i would prefer if it were handled via in-game forms of communication - from start to finish. while i'm sure the faction has strict rules in place to regulate the usage of teamspeak etc in theory, i'm equally sure there are individual channels for patrol partners to talk to each other during patrol, given that the talk remains ooc unless special circumstances dictate otherwise - which (imo) only lends itself to players substituting dedicated in-character interaction for ooc chat/banter. players talking to each other through unofficial means of voice communication would be difficult to regulate, i get that, but i just think there's a huge difference between sorta endorsing voice comms or generally disallowing it, with the exception of a number of dedicated channels for fast paced situations only. i can really only ask seasoned pd roleplayers to look back on their 1st patrols with newer faction members, and evaluate the way they usually play out. because in my past experience, it's usually a whole lot of ooc getting-to-know-each-other, unless you specifically remind folks to keep it to a minimum - in short, grouping people in voice chat goes hand in hand with the expectation of actually utilizing it and as such endorses the practice, resulting in roleplay becoming an (perhaps occasional) afterthought. tl:dr voice comms are the bane of meaningful and well paced roleplay, i would ask that you (as faction leaders) do your utmost to limit it to an absolute bare minimum. i fully expect i will be told that voice comms are kept in check for the most part, and while i don't question the good will behind that statement, i believe that limiting voice chat to (even more of) an absolute minimum would lead to a noticeable increase in quality and frequency of in-character interaction.
  15. literally have to send in-character applications and go through in-character "exams" for any of those factions, other than the player being (arguably) more thoroughly vetted on an ooc basis, if only for the fact that all of those sort of crucial factions require a certain level of maturity and experience (in theory) from members.