*inhale*
dialogue boxes that take up your entire screen and wont allow you to move unless you click "Close".
I don't know if you're referring to specific dialogs, but that's literally how dialogs work in SA-MP....
before I left after dying you'd normally respawn in the PD, now you need to do some "reports" which make absolutely no sense. All you are doing is decreasing your spacebars lifespan - you get nothing from it, the server gets nothing from it and neither does any other player get anything from you. Mashing your spacebar to respawn is insanely annoying and does nothing but consume precious time. This is NOT real life, its a game
This was added to balance the fact that criminals have to waste time in jail as a result of 'losing' to cops, yet cops can't seem to 'lose'. This was a big complaint from players. What else could we make cops do for a couple of minutes? Wash their balls in the showers?
what was the point behind moving the option to become a cop from the reception to the "locker". I spent a good 10 minutes if not more looking for the place to switch over to a cop before a friend of mine came in clutch. What was wrong with the previous system? Walking up to the reception and becoming a police officer in an instant was more convenient than ever. The walking time is meaningless.
It make no logical sense. Police officers don't go up to the reception desk and suddenly change outfit. This was for realism. You're making a big issue out of walking 5 steps.
The fade in and fade out animations have been around forever and I never really understood why they are needed. I'm pretty sure they are there to make the transitions less awkward however I speak for a lot of players when I say that they arent necessary. When playing a game that's been released in 2004 I'm not exactly expecting the sickest most smooth of animations so even if its awkward I believe its far better than waiting out a 5 second fade in and fade out screen
It is a basic thing in every game you play. It's to hide things loading, it looks nice. Again, you're complaining about something very insignificant.
While I'm here I'd like to talk about the dialogue box system. I don't know the works behind it however a system similar to crazybobs would be amazing. Instead of big, ugly and annoying boxes that not only block your movement but also take up your entire screen small pop up boxes on the players' left side of the screen would be far more convenient. You can navigate them with numbers instead of cursors but that would be up to Mike to decide.
CBCNR's 'dialog' system is horrendous. Getting players to type in numbers to select things is terrible UX. Allowing players to run around with a menu on their screen is equally as bizzare. Have you ever played any games that aren't SA-MP? Tell me another game that has a menu where players have to type in numbers to select things.
- Robbers need to have a clearer identity in the game. The only reason this class exists is because of the bank which is practically the only place worth robbing and when thats unavailable to rob players resort to deathmatch or various other activities which arent even robbing. There needs to be a lot more variety or options the players can choose from.
Finally, you make a valid point. I know more robberies are needed.
- Certain activities require too much for so little. For example, having to refuel your car shouldnt be a matter of you leaving the car and holding down space bar but rather just parking your car right by the fuel checkpoint and holding still until your car is full. I reiterate, It's a game things dont have to be so realistic.
Features like this make the game more interesting and challenging. It's not just for realism purposes. It's also functional -- you can't just go on a cop chase indefinitely, you realise you're going to run out of fuel and this creates another factor to think about.
I'd also suggest a change so that arrests are performed in a more timely fashion rather than having to chase an unarmed warrant for entire minutes whose sole purpose is to annoy and waste [blah blah blah, I got bored of reading]
This is not Call of Duty. Every game does not have to be super fast-paced to work. Have you ever played single-player GTA SA? Do you think that's fast-paced? Because it's not.
In the time it took you to write this post which you know 99% of I won't agree with or action, you could have walked from the PD reception to the locker room about 500 times.