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Showing content with the highest reputation on 08/26/2021 in all areas

  1. Short description: Track the amount of time Player A spends around Player B using a list of people the character spent their time around the most, organized by total time spent. This is primarily keeping track of Player A and Player B's amount of time spent together as an investigative tool in-case the two interact on other characters in efforts to asset transfer, or if Player B joins for the first time and is banned shortly after for say, DM, but spent 45 minutes of their 1 single hour of playtime with Player A. A logged warning (or "flag" for short), would indicate this level of interaction and make investigating how they acquired access to the asset/server much simpler. Detailed description: There are many reasons for wanting to track inter-player interaction. What I've surmised from speaking with different admins about such a system, is that there doesn't exist currently a way to track if two players spend time together across different characters by itself without extensive log diving and reviewing things like common factions, /friend'ing, etc. This proposed system would enable a clearer insight into the legitimacy of several things, including: ______________________________ There was recently a big investigation regarding OOC arranged firearm sales, but a little known method of firearm transferring that is much more difficult to track is through arranged muggings; Robberies or scams where the participants are OOC friends and using it as a way to asset transfer PF firearms, drugs, etc without suspicion. Through this system, the robbery/firearm trade action would ideally flag a logged warning message in the admin's chat that these two users having spent a great deal of time together on their other characters including if they are /friend's. This appearing in a similar way to the existing potential asset transfer warning (The warning where Player B has a gun, trades it to Player A, then re-acquires it on Player B's other character.) While this behavior on it's own is not immediately cause for concern, it would highlight key details for the investigating administrator should there become a need to investigate. ______________________________ Players that write very little to no English, but somehow passed the initial application exam are a common problem here at GTA:W. This is an issue that remains prevalent, and could potentially be solved using this system. Here are two examples: ---Player A wants their friends to join, but their friends are from a non-English speaking country, and do not care to write in English nor do they make an effort. The friends are attracted by the many RPG elements of GTA:W, and receive help from Player A to join. Now, potentially several Player B's have managed to bypass the initial gate and use their copy pasted emotes and terrible English in various situations until they're eventually manually banned- but not until after they've had enough impact on others to get reported. Using this proposed system, being able to discern with who these new players interacted the most, we can use the flags we made before to identify a likely person of interest, staff would then know to investigate other instances of this happening with similar flags linking to Player A's account. Enough people banned whose primary interaction was with Player A, staff may then find through a brief investigation (excluding candidates that are say, taxi drivers or bartenders) that Player A may have been the one bringing them in. This information should be logged separately and reviewed after the system flags Player A after reaching a metric of enough banned players. ---Player A needs members for their gang, or needs help acquiring assets to bolster their group in some way. They invite Player B (or several Player B's) to come on and help them. Player B does not roleplay or have any interest in writing a character here. They want the LSRP fun time Player A promised; guns, robberies violence. Player A provides them a written application to submit in place of their own answers, and Player B has successfully bypassed the initial entry requirements in doing so. Finding who let the Player B's in must be tremendously difficult since these people have no prior metric with us; as a completely outside entity joining for the first time and having been given the means to gain entry by an unknown Player A. Assuming a plagiarism check already occurs, an application for entry organically written by Player B's friend, Player A, would not raise any alarms. This is especially useful in cases of DM, or the immediate sort of havoc caused by innumerable trolls we see daily. The 'not here to RP' crowd. If someone joins and is only here for an hour before they are banned for this behavior, being able to discern who this person interacted with the most before being banned might paint a clearer picture as to how they bypassed the initial system to have their fun. Who gave them a gun, who picked them up from the airport, etc. (Excluding their victim(s), the police, taxi drivers and bartenders.) Having this highlighted and tracked would make the job of the investigating administrator much easier. ______________________________ On the topic of asset transferring, a tremendously difficult thing to track is asset transferring items that did not originate on the receiver. e.g. Player A gives a gun that Player A doesn't need to Player B's alt via an arranged mugging, or by literally just giving the item to them. From what I have been told, this "organic" transaction currently does not trigger any out-of-the-ordinary log messages, because in this scenario Player B never possessed the item on any character. Manual review is required to see if these two have interacted extensively on their other characters, and without a player's tip to look into it initially, will likely never be investigated as a result. With this system, Player A and Player B would be flagged in the logs as having frequent interactions/trades across other characters when the firearm/money transfer happens. e.g. Player B changes to their other character, and arranges themselves on a dimly lit street corner at night. Player A drives over and initiates a robbery/scam, acquiring a useful asset that Player B wanted to give to Player A (PF firearm, drugs, money, etc). With the way the system is currently, this would go virtually undetected short of checking extensively through the logs to see if they had interacted prior. It would appear to be a standard robbery. However, this doesn't have to be the case. If when initiating the /rob on the other player, the previous flag we created indicated that these two spent a lot of time in proximity to and trading with their other characters, that robbery should then be flagged for potential review in the logs by staff to verify it's legitimacy. If this occurs enough times, or by exceeding a high enough amount of assets without an appropriate amount of interaction, this could be deemed as suspicious with specific points of interest by the system flagging it rather than relying almost entirely on the advanced detective work and user reports for an administrator to dig through megabytes of .txt logs investigating. ______________________________ Commands to add: More logging 🙂 Items to add: N/A How would your suggestion improve the server? More accurate metrics to discern who banned players have interacted with the most, and to sus out asset transfers between users who interact together frequently across other characters. Additional information: the tl;dr is, if you rp with your friend on a set of characters then mug/scam his other character to get a free PF gun/ammo/money, that should be easily tracked by the script based on how often you interact with your friend as users overall. I am not an administrator, and am liable here to be completely incorrect on my information with regards to if this sort of investigative flag system exists in this capacity or not. This sort of system could already be in place, and if it is, I'll gladly remove this topic myself.
    5 points
  2. Short description: System like /gloves but for a high vis vest. Detailed description: Currently, the only available high vis vest for civilians is the dirty ones that look like you just pulled them out of the trash, and one I can only assume is for government use. Would be nice with a clean version too for civilians to use when they're say, stopping to help at a car crash, when they're out hunting. Brief moments that shouldn't have to take up a slot in your outfit. (Like how my duty belt here is now gone, replaced with the vests below) Undershirt IDs: Dirty green and orange: 59 (var 0 & 1) Orange gov: 181 Commands to add: /hivis <cleangreen / dirtygreen / cleanorange / dirtyorange / none Items to add: A clean green or orange hi-vis vest option for civilians. How would your suggestion improve the server? Just like the gloves, it'll give a great simple way of keeping yourself safe in traffic without having to take up part of your outfit. Additional information:
    4 points
  3. Might be best adding the ID's of said "undershirts" to make the devs' job easier but hey, can't really say no to it. Your character however, freaks me the fuck out.
    3 points
  4. I'll be short. @Karner PS: And of course... @Wuhtah @Adv @Pepper @Soup ... oooh yeah and @KV Based.
    3 points
  5. https://face.gta.world/posts/159394
    3 points
  6. Support. The Mini 14/30 are commonly used by liberal police agencies that don't want to look militaristic. They're also very popular in civilian circles in states that ban civilian possession of AR-15s (California, New York, New Jersey). Fun fact, it also holds the record for killing the most Federal Agents!
    3 points
  7. Short description: Revamp /hairtie like animation wheel Detailed description: Allow people to select what hair they want to use. I'd like to see a bit of diversity in how male and female characters are using the hair styles. And even ability to change them, without having to stop by the barber shop. A number of 6 to 10 slots, if possible. Commands to add: N/A Items to add: N/A How would your suggestion improve the server? Players won't be limited by the current /hairtie Additional information: N/A
    2 points
  8. Merchandise now available at SeoulTrax Streetwear & Records
    2 points
  9. I'll lock this as it's turning into the usual /bad debate. We don't plan on removing it from donators, it's our main source of income for the server right now and the huge loss that would come from it would be hard to catch up from any other new perks. The company still need to survive and put funds asides for the future as explained in multiple threads about it.
    2 points
  10. If this could be implemented in a way that makes sense then I absolutely support this!
    2 points
  11. 2 points
  12. Drug Money Termite Saenz
    2 points
  13. I think a good idea would be to only have this information visible if building permission is turned on and then hide it if building permission isn't given to tenants. That way it's visible for when mappers are busy, but people can hide it to RP tenants if they wish to do so.
    2 points
  14. I accept that and it's a correct argument, but it's also an incredibly slippery slope. The reason I speak so adamantly on the topic is because, from the way I and many others see it. The overall belief of some people on the other side boils down to "Criminals are garbage, the server would be better without them". They can't say the quiet part out loud, so instead they promote fixes that would completely ruin the experiences of hundreds of players, including myself and I'm not even doing anything wrong. Look, I'm all for a senate that evolves IC but there needs to be checks and balances, certain things like legalizing weed sounds like a great idea but trust me it would fuck over a lot of people. I was one of the main weed growers for a few months and trust me, the market would not sustain itself. There will always be subjects and things that are off limits from change on this server. It's not about catering to a specific side, it's about keeping the game enjoyable for the majority. I want to clarify, I'm for target changes to the punitive consequences. Messing with the amount of time people spend in prison will always be a part OOC/IC process. In my suggestion, I am for increasing the punitive consequences for arms trafficking because I know, the characters who could be investigated and charged with it are likely characters/players who can handle longer stints of development in prison. I also know that the vast majority of suppliers and major faction are for RICO investigations, as long as they are fair. But if we're talking increasing punitive consequences across the board for say all violent crimes? It'll never work because the people who are really causing the most problems? It won't put them in jail, it'll just put one of their characters in jail. They'll simply continue fucking with people on the street with alts.
    1 point
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