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Five-oh

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Everything posted by Five-oh

  1. LSRP RBF Trekwon Carter LSPD / GND Jarek Knight, Anthony Roccisano, Duane Harris, Cristiano Batista SASD Rayland Roccisano It's crazy nostalgic seeing some of the names pop up in this thread. Like legitimately, the last time I seen em was playing together back in 2009 and having a blast playing for straight HOURS. Most of those/us folks will have grown up by now and started their own families. It's only natural, but also a little sad, knowing that a majority of people (and former greats) won't have the time to play as regularly as they've done in the past, and that those times are long gone.
  2. the act of metagaming isn't necessarily intentional or with malicious intent, proving the latter usually is pretty difficult too. so whenever there are tools (e.g. /melow) that remove metagaming out of the equation (intentional or unintentional), i'm all for it.
  3. you're 100% right. although for me personally, it would be worth the trade off.
  4. personally, i would love to have a script in place that lets you pick a number of languages (within reason) for your character, and have the script automatically make words, and sentences, impossible to decipher unless they belong to a language your character speaks. people will argue that that's rpgish, i suppose, but i don't always see that as a bad thing. managing OOC knowledge that shouldn't impact the course of IC events is difficult, and players are bound to be effected by OOC knowledge whether they do so knowingly or by mistake - especially when it's so blatantly in your face as is the case with foreign languages.
  5. i figured there was smt preventing what's suggested? but yeah, I'm all for it.
  6. ok, i now get what you're trying to argue. we're just going to have to agree to disagree on this one. i'm saying the dispatcher's response, as in the automated line, should relate to an actual player's response and not be predicated on the eventuality that a player may respond.
  7. as of right now, you get an automated line, regardless of if, or when someone is coming. i mentioned this in the initial post as well.
  8. you should notice that i already addressed the detail of how the notification/dispatch could manifest itself ingame. (caller gets the automated message to "hold the line", after he picked the service he needs and briefly describes what's going, followed by another line "x department is enroute" folloed by automated /hangup.) at least have the decency to really read the details of suggestions, if you're going to call them dumb.
  9. that's something i can get behind with, but that's also an purely IC issue in my book. when a dispatcher routes you to a call IRL, you can't just haphazardly cancel response on your own accord. the least you could do is advise and have another unit take over. which is something that could easily be done over /r, after all we're all well acquainted with roleplaying our calls in a way that implies dispatch Involvement, when in fact there is none. let's say something severe happens, you'll have a valid reason for your delay in response (from both and IC and OOC perspective).
  10. i wasn't criticizing anyone in the slightest, if that's what you're getting at. units being tied up, unavailable or just not ingame is perfectly fine. the purpose of my suggestion is for people to know when, and more importantly, if somebody is headed their way, as opposed to an automated scripted answer that doesn't necessarily correlate with what's going on.
  11. i think over-policing is down to a low(er) frequency of crimes taking place and/or 911 calls being made, and not so much the fact that specific areas are patrolled more than others. more often than not an hour +/- will go by until a 911 call or other incident pops up, resulting in a high response, whereas on other communities you could be very selective with what you respond to, knowing full well that the next incident is right around the corner.
  12. i was under the impression that many LEOs use the /niners script anyway to quickly route to the location of a 911 call. to avoid an "extra" step, you could simply merge the steps and rephrase it to "Mark on gps and show responding.". i'm also sure, that some basic info could be added to the /niners script, as far as what 911 calls were made and when, which would be pretty helpful regardless of the outcome of the initial suggestion. Other than that, yes, PD/SD and FD leadership would have to agree to make this pretty much a mandatory step, in order for 911 callers to benefit from it. I can't speak for any of them, but they're welcome to voice their opinion on the matter.
  13. don't you think there's a great difference between coming to terms with the end of your character and settling on a new one, when you are ready to do so, as opposed to others telling you, that your character is done or unrealistic? to me, this whole system looks like a similar concept that was once utilized to de-script entire factions, albeit on an individual level. it just seems driven by a misguided ooc agenda of fighting off crime, when in reality it should be promoted (at least imo). and for the most part, i just don't see the need to increase punishment on players that dedicate their time to roleplaying career criminals. they already get mandatory, hefty fines and are confined to jail roleplay for (imo) mindbogglingly long terms. adding to that, that being a criminal isn't even lucrative or remotely easy money, compared to the legal job opportunities and scripted jobs - i'm starting to ask myself why anyone would commit to the illegal side. instead of this point system, i'd rather continue as is, let career criminal roleplayers be and deal with extremely unrealistic portrayals via admin intervention. also, everyone in favor of this implementation is touting more realism, which sure enough, it is more realistic, but I have serious doubts that those people are in touch with the majority of players, who engage(d) in illegal roleplay, and probably don't frequent these type of discussions as much. everyone with the "don't do the crime, if you can't do the time" mentality, you guys gotta get past that 10 y/o GTA roleplay argument - or at the very least, lose some of that bias directed at illegal roleplayers and apply your high standard to every player across the board. might as well enforce roleplaying injuries for longer duration hospital stays, implement 1-month suspensions for law enforcement roleplayers who were involved in a shooting and so forth.
  14. Suggestion template Short description: When calling 911 irl, the dispatcher will typically let you know that people are coming your way and how long you have to wait until help will arrive. Depending on what type of situation you are in, this will help determining the best course of action. (e.g. if you are in conflict with people, do you remain at location or do you flee the scene? / if your house is burglarized, do you barricade, flee, or fight for your life? and so forth) While we're probably not going to be able to incorporate an approximate time into those scripted responses, unless you guys would consider adding automated, but rough estimates based distance. One thing we can do however, is let the caller know that emergency services are on their way. Detailed description: As of right now, we do have the OPTIONAL /niners cmd, with which we can easily navigate, and mark ourselves responding to calls for our own use. I suggest the following additions: - making it mandatory practice for all emergency services to mark themselves as responding, when they tend to emergency calls. - adjust the current automated 911 response, to where it will do something like ask you to stay on the line, and then notify you (possibly with a 1-liner) that emergency services are on their way when a member of FD/PD/SD marks themselves responding to your call. As opposed to hoping for the best, and perhaps not realizing that there's a lack of fire department and/or law enforcement faction members or that they're simply tied up with other incidents. Commands to add: "Just" implement a notification to the 911 caller, similarly to how players are informed when a cab is responding to their call. Items to add: N/A How would your suggestion improve the server? Gives players a tangible response, as opposed to a "x department is on their way", when that may actually not be the case at all. Deter people from leaving a scene, because they'll assume that no one will show up after a few minutes. I realize it's not always feasible to imitate rl practices to a T, but I feel that this would be a reasonable compromise between realism and practicality, w/o adding too much of a burden on emergency services. Using /niners to attach yourself to a call is a quick process imo. Additional information: N/A
  15. you'd think that we're actually trying to rid the city of criminals from an OOC standpoint, judging by some of the responses in this thread. i mean, the dedication to cutting down crime is laudable and all, but let's not forget that players committing their characters to the criminal lifestyle is a big part of what keeps the server going. with that said, i'd rather have to roleplay with characters that have arguably exaggerated criminal backgrounds, than being too efficient with policing the server, and thus having no one to roleplay with at all.
  16. I just never enjoyed the process of paying for imaginary items. Like, I'll be fine with paying actual money for a mechanic for working on my car, but only because the vehicle ends up (actually) being modified. I however don't find thorough mechanical rp interesting in the slightest, similarly to how I wouldn't be intrigued by someone pumping out /mes about working on my house's electricity or plumbing. If the party's willing to engage in conversation with my character throughout, it's a bit less stale for me personally. But I understand, that managing the manual labor, along with holding a conversation can be a bit taxing - which is why I suspect laborers usually wanna get it over with asap. I actually find it interesting, that people would be willing to spend real currency, on imaginary things of value, as opposed to offering imaginary currency and suggesting not actually paying script-wise. With that said, roleplaying the really (imo) mundane parts of life doesn't really interest me as a player. Let's say I wouldn't pay the bills, and the lights would be cut, I couldn't care less. I don't spend my time on having my character cook at home or vacuuming. And I've always had the theory that, while lots of players like to applaud other players dedicating themselves to roleplaying the more mundane things of life, there usually isn't much of an audience actually participating in the long run. tl;dr I think this concept would die out really quickly, besides the mandatory bits players would be forced to engage in (say, you lose your house if you don't pay bill x). So it's a strong no, from me. I would suggest offering repair or manual labor services in game. I presume you'll find little to no actual interest in the topic.
  17. Telling you rn, you're sadly mistaken. We've seen the results of being lax towards car robberies on other high population (and high standard) servers, which is: your car will 100% be gone if you leave it (visibly) parked outside overnight. every night. car alarms going directly to law enforcement will be so frequent, they'll literally stop responding, especially when location and car are repeatedly triggered over a longer time span. if you have the alarm go through your phone, interruptions are going to be constant, to the point where it's more of an OOC nuisance than the occasional IC bad luck. this is just one of those instances, where a realistic approach (being able to break windows/easily accessible tools in shops) would lead to an unreasonable outcome.
  18. Medical RP is pretty niche. There aren't going to be many people who enjoy it, but those that do, usually seem very committed. I'm glad that players sign up for that type of roleplay, because it factors into making the server more realistic. But in all honesty, there isn't much you could do differently to make things more enjoyable for myself. I don't enjoy the medical jargon, and/or the longer stretches of passive roleplay, as in the medics (in-depth) roleplay while they deal appropriately with an injury. Most of it doesn't mean anything to me and if the medic asks specific questions via /do, I'm gonna have to tab out to research an adequate response. However, I don't ask the medic to hurry or to skip anything, because I know they provide a "service" to the GTA W community, and I don't think that myself not enjoying their specific brand of roleplay should hamper their experience on the server. Lastly, I think medics should just up & leave when people take unreasonably long to every /do question pertaining to their injury. I know I would.
  19. I'm gonna go out on a limb and say that barrier's intentional, so that players have to engage in some more thorough roleplay before they can get those tools, as opposed to buying a tool from a shop for $100 or worse, just being able to kick the window in and hotwire a car. because if this were the case, you would have your car stolen every time you left it somewhere for a few minutes tops. god forbid you have a car alarm installed, because having to run out of a place every 5 minutes, to shoo somebody away that's in the process of breaking into your car gets really, really old, really, really fast (both from an IC and OOC pov). so while i understand where you're coming from, i would hate for that floodgate to be opened.
  20. Theoretically speaking, Los Santos should be considered a very dangerous city to live in. So I really wouldn't have an issue with just about everybody carrying a weapon, licensed or not. But in reality, I've been robbed at gunpoint less than 10 times in several 100 hours on GTA W on different characters. During my time as a deputy (roughly 2 months now), I never even had to pull out a gun, never mind actually use it. And it would appear that many LEO rpers both in SD and the PD, who've played the game much longer than myself, share that experience. So overall, coming from earlier platforms, where I could and would have to shoot people dead in the double figures p. week, I think the mentality around gunplay is pretty solid on GTA W.
  21. The absence of crashes 100%. I remember I used to get really frustrated with crashes interrupting roleplay, to the point where I'd hate commit to longer scenes. Also player population. When I started, there were just time windows were I thought there was no point to logging in, other than to grind or drive around aimlessly to kill time. As is, I feel like you could play in any timezone and get some roleplay in.
  22. My approach to the city is 1:1 with how I treated GTA SA. I don't rp a bunch of passers by when there is none, or rp witnesses to a crime when there are none. I also don't drive like there's traffic ahead of me, if there is none and so forth. That doesn't mean that Los Santos is a ghost town from my IC POV. All it means, is that at that particular point in time, literally no one is around me. I think taking things for what they are, as opposed to expecting an equal imaginary concept is the only reasonable way to go.
  23. i can drive like an asshole at 60 mp/h, just saying. not to mention that, as in rl, people will get familiar with the locations of speed cameras and hold off on the gas for that short stretch, only to gun it right after - only difference being, that traffic slows down speeders irl, whereas on GTA W (or rather GTA V's huge map) there is no traffic to speak of even at peaks of 600 players, which is precisely why people race everywhere. so while i appreciate the determination behind wanting to get people to drive more realistically, i doubt implementing speed cameras will be worth the time & effort.
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