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Kraethas

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Everything posted by Kraethas

  1. This is a very true statement. And I actually have a character that has a reason to (they and) reapply for a CCW at some point. My question is, assuming I do, and assuming I fail, and assuming I feel I shouldn't fail, how do can a character go over the mistakes they did in order to get educated when we cannot even ask for the questions we did wrong? I had discussed this exact thing with Jeroen months ago and he looked into some of my failed tests - plural. Tests - and I didn't get any actionable information out of it other than "you made a mistake in the Xth question and the Yth question that are clearly mentioned in the penal code a d SHAFT code". Am I supposed to screenshot my entire test progress if I want feedback? Isn't that also disallowed as it may lead to question leaking?
  2. And you selectively pick and choose what to focus on. I work with data. The things you have offered so far in this thread are data even if they're not numbers. The fact that there's only three potential outcomes in looking into numbers is not a narrative. The pass/fail ratio can only have gone up, down or stay unchanged. Calling my own points a "narrative" is a choice, sure. Maybe not the friendliest, but a choice nonetheless. One that conveniently allows a certain mindset to remain focused on their own "narrative" while ignoring most other input.
  3. The data is old. You did an analysis of pass/fail rate using a set of questions and a set of answers from some people. Since then, the questions are the same but the set of answers are not because of two reasons. One - OTHER people took the test and Two - due to the fact you're using a question bank, the probability of two people having the exact same text is small. Therefore, the two data sets are not similar. They share a similar set of parameters - the unchanged questions - but nothing else. Therefore, the data you used to draw your conclusions represent accurately the population of the server historically up to the point of your analysis. We are 4-5 months past that point and like you said, you no longer have access to data to run the analysis again and determine if there is something different or not. All this, however, is irrelevant. Because there are only two possible outcomes compared to back then. Either the pass/fail ratio is the same or it has changed. If it is the same, then we're back to what I already said - removing the difficult trick questions since it won't affect the pass/fail ratio. If it has changed then it has either changed up (more people succeed) or down (more people fail). If it changed up, then removing the difficult trick questions won't affect the pass/fail ratio. If it has changed down, then removing them may positively affect the pass/fail ratio. From a data analysis viewpoint, there is no detriment to be had in removing questions that are tricky. And I don't want to sound like a smart ass. Handling data to provide insights that lead to strategic decisions is my actual 9-5 day job. I am an analyst
  4. Weapon Specialist apps are open every time IFM opens the supplier Apps. They exist, I suppose they may be hard to find but I cannot comment on that. Truth be told maybe they're not considered as lucrative as gun or drug suppliers, but hey they do exist. As for the OP,big +1 if it's possible to change.
  5. You "had" access to the data you needed. By any definition of data analysis, 4-5 months old data are old I would. But I cannot. Because the questions are confidential. How convenient I'm sure. We do however have clear confirmation that trick questions exist. Because "if they were removed there would be negligible change to the test's pass rate". The more this continues, the more the entire thing begins to paint a bad, and negative picture on what should be and supposedly is a service that wants to cater to RP and help people.
  6. That is impossible to know since FLD are the sole holders of relevant data and you won't share them on grounds of the test's confidentiality. But even if we take your reply at face value, and "most people do not fail on trick questions", then there is STILL no reason for them to exist because: A) SOME people fail on trick questions and B) Is the purpose of the test to determine a person's ability to detect and correctly answer a trick question?
  7. If "taking out the trick questions" would have a "negligible change in the pass rate", then there is obviously no need to have them in, in the first place. If the test's goal and purpose is "understanding laws and regulations surrounding concealed carry", then by default you don't need trick questions. In the end of the day, you can limit CCWs for poor "Good Clauses" and leave trick question situations to be handled IC. If someone actually ever happens to find themselves in such a situation, it will spark RP to have a lawyer explain to them what they did wrong, over a legal process to get any charges dismissed and not lose their permits. But TL;DR, I'll repeat my first sentence: If taking out the trick questions would have negligible change to the CCW test's pass rate, then there is no purpose to keep them in, other than to make some people's life difficult for no reason whatsoever. and that goes against to the whole "FLD officers love handing out permits to people"
  8. I'd willingly get ajailed to take part in this. I volunteer as Tribute.
  9. This is an excellent post with ideas on how to differentiate yet still bolster county RP. And housing out here will ALWAYS be an issue. Perhaps next wave of county houses, PM should maaaaybe offer incentives to people to move OUT of the city to come here?
  10. I appreciate the feedback (and concerns) so far! Keep it coming and maaaaybe something might come out of it? 1. It's not exactly inspired by RD:W, but over "there" there was the "one hour cooldown" to avoid people being farmed from robbers. And it sounds familiar. /displaycrimerate or any other way to indicate would work, mine was just a first suggestion. 2. For forum reports /arob could also write in the logs the current crime rate so admins can look it up. Same for deaths, which is tied to your #3. 3. I used /arob as the inspiration of this, but ultimately any "crime" could work. i.e. /arob, /vbreakin, /breakin, or deaths occuring in the area. The idea is that the more things happen that cause a ruckus, in the same way that "invisible npc's" might report a stolen NPC car today, "invisible npcs" might report the crime. It is then a matter of tweaking thresholds / rules to hit the sweet spot. 4. The crime rate counter should decrease automatically, as an indicator of how fast things go back "to normal". Of course, if people continue to commit crimes in the area, having the crime rate to decrease by 1 over X time but at the same time increased by 3 due to people shooting it out, means that the final tally will be a +2, and not a decrease. So player count in the area will affect this directly. For the first three bullet points, what I can say and will keep saying in many of these discussions, is that the fact that a portion of the playerbase are little shits that like to cheat doesn't mean that new things shouldn't be considered for implementation. If someone uses an alt to tweat the local crime rate, it can be logged, found and punished. If someone /arobs their friends to tweak the crime rate, same thing. If someone "border camps" - report. It's not like people aren't doing something similar like "border camping" today, only they're ... Y'know, parking their cars a block away and camp rich areas. For the 4th bullet point, yes, not all crime is the same and if something like this gets implemented, then the type of crime can affect how fast or how slow an area lights up. Performing 5 car jackings over the span of an hour in a place like Vinewood hills would be equal to shooting one person dead in the same area, for example. This is not a worry. It is already covered in the rules, under restricted crime zones. Local groups who claim ownership in the area are still free to operate however they like. It's the GUESTS that cannot perform robberies and kidnappings. Again, thanks for the feedback guys!
  11. This thread inspired me towards this. take a look guys, and comment if that makes sense?
  12. Detailed Description So this suggestion is triggered from a couple of sources. One, the discussion here: Two - this rule from Red Dead World (even if it's going away) https://imgur.com/a/RaUSXqy Three - This map Four - The constant need of some people asking for more unrestricted robberies, versus the constant need of some people asking for more restricted robberies and this tug of war of "Realism" The suggestion: Step 1: Implement a variable in every scripted neighborhood in the server called "crime rate” Whenever someone uses /arob in the neighborhood, crime rate increases by 1. Every X hours (2? 3? 4?) crime rate decreases by 1. Step 2: Implement a second variable per scripted neighborhood called "profile". Profile should have three values. Low, medium, high. Step 3: Implement thresholds in each neighborhood. Different ones. Poorer, more Dangerous neighborhoods should have much higher thresholds. Rich, high class neighborhoods should have much lower thresholds. Step 4: Whenever "crime rate" passes a threshold, the profile of the neighborhood rises a level. Low to medium, medium to High. Likewise whenever it drops from a threshold, it goes down a level. Also each neighborhood can have a minimum level - Low for Chamberlain hills for example, medium for Vinewood, etc Now, get this: - Allow unrestricted robberies in low profile areas. Change the rules in favour of the robbers. These are the dangerous spots of the city. Good, honest people shouldn't be walking here. - Allow the use of vehicles in medium profile areas. - Treat High profile areas as "Restricted Crime Zone" where muggings and kidnappings happen only with admin approval. More rules can be in place or NOT be in place, as needed. For example areas with significantly high thresholds which mean a lot of crime can happen there, will be grittier. A rule can exist for example that in low areas, robberies-turning-to-firefights lead to PKs, not CKs. Relevant Commands/Items /checkarea will give a message depending on the current crime rate / profile. Low: "No sirens can be heard in the area" Medium: "The occasional siren can be heard passing through" High: "You can hear sirens patrolling the area nearby" How will it benefit the server? A Dynamic crime rate by location means that the civilians can congregate at locations with lower thresholds where robberies will be by necessity less. It emulates the "high class" areas of the map. It still allows criminals some leeway in performing crime there but without escalating the situation to "farming". Further, LEOs can get some notifications of areas that light up as high profile, indicating the need to go on patrol there as enough robberies took place for people to notice. In a way all sides get what they want and makes the server VERY dynamic. Today's hotspot is tomorrow's spot to avoid, forcing the crims (and civs) to gravitate to different locations around the map rather than focusing on Mirror Park one.
  13. The thing is, no matter how open or public an area is, we're expected to RP it as we see it and not as it should be. So if you're getting robbed in the middle of Eclipse Boulevard, broad daylight and Nobody is around? Nobody's around
  14. Nobody's arguing about crime in the restricted areas bruh Both sides are arguing over what's happening in places like Vinewood Hills. Y'know, where rich people live and robbers would love to be allowed to roll 4 deep outside a house, do the deed and get in their getaway car waiting in the driveway
  15. This is actually quite funny because here's the thing. SOME legals want more restrictions (and I agree with the crims on this. More ooc restrictions would be bad). And then there's some OTHER legals that actually want LESS restrictions. But so much so that crims want more than them. Case in point Fear RP. The big ol' can of worms. Legals want to be allowed to stand their ground without the fear of CK. Crims wouldn't want this to happen ever because then they lose their #1 major advantage in any civ-crim interaction. The ability to report and demand a CK if a robbery leads to a firefight and the civilian dies along with 1 or 2 of the crims. Situation gets ruled in favour of crims due to Fear RP, civ gets CKd, crims make refund requests. End of the day one player's ENTIRE story arc is cut off abruptly because they didn't want to act like scared NPCs
  16. But it's alright to keep farming the same old tired portion of the playerbase, who - if you start farming them with less restrictions - will also see it as nothing than an invitation to leave? And in turn nuke the server's population? I mean, no matter how many topics are opened for this, no matter how many times we discuss it under no matter how many prisms, the fact remains that as long as there is a portion of the playerbase that sees another portion as nothing other than NPCs to "farm" and "Roll an RNG for a free gun", nothing will change. Things are not equal for all involved. Equalising them is obviously not wanted though, and regulating "equalisation" through rules is frowned upon ... But only by the players that would love to keep on farming. On a totally different note? Every time something like this comes up, there is someone linking a video from LA News citing how many LA gangs set out to rich neighborhood to rob. And the video shows a number of gang bangers robbing cars. Not sticking up people in the middle of the street. Because there is a difference between: A robbery A burglary A theft (grand theft) A home invasion And an Assault.
  17. For a while. Yes. Then there would be several CKs as a result of this. On all sides. Legal, criminals, LEOs. Then reality would start to sink in. Are you really going to hit a mark, if they seem suspicious, unprotected by your Fear RP rule, knowing you may end up CKd? Are you really going to stand your ground in a robbery, knowing that if you don't take them all out you may CK, if you're a civilian? Are you really going to try and solo or 2-man that 4 deep sedan as a LEO knowing you MAY end up CKd if you die? After an initial wave of death matches, when the first few CKs are dished out, people won't need to "RP fear" any more on ALL sides. They will feel it. And they will gauge if they should be: - Robbing civies so much - Trying to be cowboys in robberies so much (this is the ONLY thing that is happening today - civs will get CKd for dying during a robbery) - Trying to be RoboCops and taking on too many without reinforcements Couple that with "If you die you're forbidden from returning to your old group or faction with your next character for 3 months minimum " and suddenly we'll see "The Great Los Santos War" and afterwards, things will be better. Because robbing civies for "easy" guns or cash won't be the meta anymore. Because it won't be easy.
  18. As much as this helps, this is word for word, rule 17's relevant bits. Some of your examples are actually pointed out word for word. It's just that, like GoddessOfLife said, it's impossible to be 100% on top of ads, and that's where /report comes in. You may NOT use /ad for the following under any circumstances; * looking for work ads, which can be put on the forums; * ads looking for roommates; * illegal advertisements of any kind; * ads selling or buying legal firearms or other legal weapons outside of a licensed business; * ads regarding the selling/buying of machetes * selling/buying bugs/trackers * ads selling/buying extended clips * ads regarding selling/buying narco checks * asking for rides; * making requests; * asking questions. [ ... ] Examples of breaking the rule: * making an advertisement to purchase firearms; * advertising the sale of knives or lock picks when the person selling does not have a licensed business to do so; * advertising the selling of marijuana; * making an advertisement looking for a date or along the lines of "a fun time"; * making an ad about looking for an eagle from the desert, implying you're looking for a Desert Eagle; * advertising the search of a hitman to take someone out.
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  20. A sad +1 for the death of the more complex alarms system and the revenue it generated for security companies for a limited time.
  21. It takes less than 5 minutes to drive from middle of Hawick to Grapeseed. In other words: hello chopped car without chance of detection!
  22. Model 15 is a .38 But overall, +1 to adding more guns to PF holders that would be legally obtainable in real life. I'll The option to play a gun collector with more than just 9mm would be awesome 😎
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