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Messages - Matthias

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1
Approved Suggestions / Re: More levels
« on: March 27, 2021, 12:39:16 pm »
I already suggested this to be implemented as part of 2.0 and it was approved.

https://mikescnr.com/forum/index.php/topic,6907.0.html

2
Your in-game nameMatthias
Their in-game nameDimitri19R0
Date & Time of incident (UTC)27/03/2021 12:00-13:00 GMT
DetailsJumped onto MCNR for the first time in a few days and doing my usual cop work.

After a long car chase with Dimitri19R0 I chase him on-foot and repeatedly taze him. Every single time he keeps moving like nothing has happened.

Initially I thought it was something to do with the fact he is climbing objects whilst being tazed but throughout it becomes apparent something is off.
This is particularly noticeable when I tazed him while running down the stairs and standing still at the end.

He claims it is lag but I think he is using an animation mod of some kind - (the server-side hitmarker noise & feedback in text every time give me that confidence...)
Was giving him the benefit of the doubt / confused initially - you can see he doesn't think he has any mods installed :-\

Honestly a bit cross about this / ruined my session. Would very much appreciate seeing a recording from his end if he has one.
Evidence (Images/Videos etc.)https://drive.google.com/file/d/1r1FJWHdU2298wt98iIFZXlmfwOHiTghC/view?usp=sharing

3
Greetings,

Was wondering who rejected this suggestion & what the rationale was for doing so (given this was rated highly / responded to positively including by some Staff) ?

As far as I understood it vehicle armour is not intended for vehicles such as the Seasparrow and accordingly a fix is pending / planned for this - which is good.

However, in the meantime surely it makes sense that obtaining vehicle armour where it is clearly unintended and confers an unfair advantage be covered in the rules in the interim ? For example under exploit / bug abuse.

I've seen a few players doing this now.

@Flyburger Apologies for raising this in the #rule-clarification channel of the MCNR Discord Server - I didn't know I could respond to a rejected suggestion on the forum and couldn't think of anywhere else to ask about this. Noted going forward. 

4
Accepted Complaints / [RA]Lovecraft S.W.A.T Van water-cannon abuse
« on: March 20, 2021, 03:16:30 pm »
Your in-game nameMatthias
Their in-game name[RA]Lovecraft
Date & Time of incident (UTC)20/03/2021 around 15:03 GMT
DetailsWas chasing after L[3]VII trying to claim a $5000 bounty when I got rammed by a S.W.A.T Van and continuously sprayed so I couldn't do anything at all.
Evidence (Images/Videos etc.)https://drive.google.com/file/d/1ZzfGzLdk-ws_2dbYrzKrQ-mi17QzRipM/view?usp=sharing

5
General / Re: Introduction
« on: March 19, 2021, 03:52:18 pm »
Hello there boys. Im Jaffar just an Samp Roleplay Server's Influencer. Im happy to be here since i have played Mike's CnR long time ago. Now i am back for good.
I will be happy to see everyone IG.

Welcome to MCNR Jaffar - glad to have you back! ^.^

When did you leave / what was your old name?

6
Rejected Suggestions / Re: Disabled Police Officers.
« on: March 19, 2021, 03:15:29 pm »
Well in that case you boys really need to watch this cop's that keep instantly abuse the rules.
I'm not Staff but I regularly check the forums - and they seem to deal with Player Complaints very swiftly / fairly.

There are a number of people who have received job bans within the last calendar month which reflects the Staff enforcing the rules pretty well.

If you have a grievance it's fairly straight-forward to bring that before Staff via the proper procedures. They cannot be everywhere all of the time but the Staff seem to do a pretty good job on MCNR.

Fun fact: I thought the subject "Disabled Police Officers" was asking for representation of wheel-chair-bound law enforcement for a few seconds. :P

7
Rejected Suggestions / Re: Disabled Police Officers.
« on: March 19, 2021, 03:09:08 pm »
The PSO (Public Order Offence) system already allows Staff to implement job bans which preventing players from being able to use the applicable job (usually police) on a temporary / permanent basis.

8
This was already suggested and looks like it is planned (in Approved Suggestions).

I already plan to add some sort of way to drag a suspect to a vehicle but it’s not so easy in SA-MP. Once I figure out how I’m going to do it I’ll add it. I have some ideas in mind. I have higher priority things to do at the moment.

Source : https://mikescnr.com/forum/index.php/topic,504.0.html

9
Hi @Trauma

I thought I had responded to this already but apparently not.

I am not asking for there to be a change to the xp required for unlockables :
Quote
"So there is no confusion - my suggestion is not to increase the requirements in terms of unlockables (skins, vehicles and weapons), which I think are fine as they are."

As for there not being a "need" this is true - but ultimately I believe it'll make long-term progression viable and give people that continuous positive feedback loop.

The alternative is reaching lvl 100 in the 2.0 server and that being where it ends.

10
Rejected Suggestions / Re: Three suggestions
« on: March 18, 2021, 11:02:54 am »
Quote
Suggestion number 1: add posibility to have bullet proof vest in inventory, maxium 2, prevent use armor with bounties and 6 stars and add in confiscated weapons after exit from jail.
This would be convenient but I have concerns about abuse - as a whole there are firearm shops / police departments widely available so not sure it is necessary.

Quote
Suggestion number 2:  add posibility when quit game inside your house, when entering again in server join in owned house.
You can actually set your spawn location in /settings including to properties you own. Not exactly the same as your suggestion but will allow you to spawn at a owned house when joining the server.

Quote
Suggestion number 3: add two stars mode ticketable instead arrestable.
Not really a need for this because the /bribe feature functions similarly to paying a ticket - absolving you of your wanted stars. Hope this makes sense.

I like the sprit of your suggestions but rated 2/5 from me - sorry...

11
The ability to buy planes is an upcoming feature. This was already suggested.

https://mikescnr.com/forum/index.php/topic,6823.msg32691.html#msg32691

12
It is relevant to mention that the /rappel /abseil commands exist to allow groups of law enforcement to get the drop on criminals.

Not sure how useful this actually is though since I've yet to see people do it (though I am sure I will find a find to try it out with me sometime).

Not an inherently bad idea but not really sure what this would change as a whole given you need to be on-foot to perform an arrest.

Decided not to rate since I'm indifferent.

13
Approved Suggestions / Re: Suggest boombox/radio stations here
« on: March 11, 2021, 01:42:58 pm »
Good afternoon,

It does not seem that there has been any suggestions to date and so I thought I might share mine - even if hesitantly.

Personally I am a regular listener of BBC Radio and was wondering if it could be added ?
A list of .pls URLs (have tested a few and they do seem to work) : https://gist.github.com/bpsib/67089b959e4fa898af69fea59ad74bc3

BBC Radio 1 - contemporary rock/pop and youth-targeted
BBC Radio 2 - wide range of music, talk, comedy, news - find it has a lot of older music
BBC Radio 3 - arts/high culture - classical music/jazz
BBC Radio 4 - news, current affairs, talk, books religion (You can use http://open.live.bbc.co.uk/mediaselector/5/select/version/2.0/mediaset/http-icy-mp3-a/vpid/bbc_radio_fourlw/format/pls.pls for LW which includes Daily Service/Yesterday in Parliament)
BBC Radio 5 - sports, basically. There is a non-UK version which will probably be wise to use due to sports rights shenanigans.
BBC Radio 6 - various alternative music (e.g. rock, funk, punk and reggae)

Personally I tend to jump between 3 and 4 depending on the time of day though I used to be a big 2 listener.
One of the key reasons I'm suggesting these is because they do not have adverts (except for their own services/events) and offer more variety (as much as I love 'America's Country' for example their playlist gets very repetitive and it is the same three or four adverts every hour catered to my local area).

To segway into a couple of things I was curious about : could it be made possible for us to use our own .m3u / .pls URLs if these are too niche to be added ?

And a heads up one of the things I was planning to suggest was a "MP3 Player" i.e. boombox but only outputting audio to the local client (so that others cannot hear).
This would be useable in and out of vehicles. If you want to shoot that down before I suggest it - feel free.  ♥

I will confess this seems like a long-shot. ^.^

Matthias.

14
Greetings,

As a self-proclaimed achievement whore - one of the main reasons I enjoy playing on MCNR is the levelling up as a player / public service ranks and hunting for achievements.

Currently level 100 is very easy to achieve (I did so in two weeks of regular play).
My suggestion is that when the great-reset of version 2.0 comes to pass that a change to the levelling system be implemented.

Specifically allowing you to gain levels beyond 100 even if it is just for the sake of, for example, a small cash bonus or for "level achievements".
There are many ways to go about this in terms of what rewards should be available and I leave that to the capable hands of Mike if this is accepted for 2.0.

So there is no confusion - my suggestion is not to increase the requirements in terms of unlockables (skins, vehicles and weapons), which I think are fine as they are.
Otherwise it would give more experienced players too many advantages / gloating-rights.

This suggestion is simply to allow players to feel a sense of progression beyond level 100 and to have that burst of satisfying euphoria as their numbers go up with the "Mission Completed" music accompanying. :P

This could be implemented in a linear fashion where each additional level requires the same amount of experience points or could be scaled per additional level.
My only comment on level scaling is that it should be done carefully.

If the proportional increase is too much it will make getting additional levels too challenging.
For this same reason a "cap" should be set on the xp required for the next level in order to avoid a situation where levelling up becomes too infrequent and challenging to be fun.

Kindly rate this according to your opinion and offer your thoughts on the matter if you feel so inclined,
Matthias.

15
this issue has been taken to mike already, all helicopters should not be able to buy armour, it's fix is currently pending (most likely in the next update)
Hiya @GtaFreak.

It is good to bring attention to the fact this is a known bug and a fix is pending for it.

I think @denim's suggestion was to make it so that using the vehicle armour bug exploit is explicitly (well known) as against the rules in the interim.
This is so that players who do this are aware and there is possible recourse for the victims.

We don't know necessarily how long it will be until this is fixed.
My personal opinion is that PSO & loss of a rank or two would be sufficient (given that police combat air-vehicles require rank 10).

Rated 5/5.

16
I was reluctant to raise this given it floats between bug and suggestion depending on whether it is a design choice / oversight (or a combination of the two) but after some reflection I decided on it being a bug report.

https://i.imgur.com/m9lV4Hc.jpg
At the moment all of the towns in Red County (Palomino Creek, Montgomery & Dillimore) have stores with Dillimore effectively having three (gas station and two interior ones)!

The exception is Blueberry which has no stores at all but a open-world place that has a bar menu despite using the "store" blip icon.

1. Therefore there are a couple options to resolve:
--> a. the blip icon should be changed to the "bar/club" one to more accurately reflect what is sold.
--> b. the menu of this place should be changed to accurately reflect the "store" blip icon.

If a is chosen I deeply believe a store with interior needs to be added to Blueberry for immersion & practical reasons (see above & many player-houses nearby).

Finally the /gps locations need to be added to incorporate preferred resolutions from the above list (the current location is not listed anywhere on the GPS locations list right now).

Many thanks,
Matthias.

17
A pretty small/basic suggestion - at the moment you only get told the value of the lotto jackpot and the number you've chosen when you purchase the ticket.

Personally I find myself sometimes wondering which random number was selected / what the current value of the lotto jackpot is but have no way of doing so other than memorising the values.

My suggestion is to include the information "the lotto jackpot value is currently <$jackpot_value>" and if applicable "You already have purchased a lotto ticket for to-day: your number is <#>." when you run the /lotto command.

This could either be added into the help-box or given as a text line in the chat - I leave the wording / implementation up to you, Mike, if this is accepted.

Possibly you could incorporate the jackpot value into the reminder / non-winning messages during the day too.

Matthias.


18
but tell me the vpn story dude
i am confused vpn on=ban?
Not staff but thought to respond.

A lot of people (in general, this is not specific to MCNR) use VPNs for malicious activities because they think it gives them anonymity.
For that reason many VPN services / I.P addresses are blacklisted in many places due to malicious activities logged against them already or automatically as a precaution.

I do not know if that is a factor in this case but I would not be surprised.

19
General / Re: One thing that I dont quite understand
« on: March 03, 2021, 05:23:18 pm »
It sort of depends to a degree on how you interpret the following :

Quote
Taken from https://mikescnr.com/forum/index.php/topic,20.0.html 03.03.2021
Cop Hunting Rule:
killing a cop is not allowed, even if you are most wanted, unless that cop is chasing or attacking you. If a cop is RUNNING AWAY FROM YOU, you should not be attacking them Unless they recently attacked you.
- You may kill them if the oppose threat to you (kill, arrest, chase /etc)
- You may kill them if they are a group and one of them is attacking you
- You may kill them if they get very close to you
- You may kill them if they camp outside the bank or your house

In the first clip you drove an armoured SWAT tank into the middle of most wanted suspects and sat there.
I would say you weren't an active threat but a reasonable one - you could have fired that water-cannon at any time.
My personal view is that if you decide to approach a group of most wanted players that is the expected outcome if you're not fleeing. They likely assume any cops coming near-them are there to engage them lol.

Second clip they're clearly friends / in a group - you're trying to ticket him which is sufficient.
As for magda_gta it doesn't matter that they're innocent, teaming between civilians is allowed, and he was clearly trying to help his friend from the cop trying to taze him.

Third clip same as above - a group assisting each-other.

Fourth clip - you went into a bank that looked like it was in the process of being robbed by a large group of players.
A bit unnecessary to kill you but it is understandable given they don't know the situation outside / you are an immediate threat to them while they are felons / most wanted lol....
You can go to ATMs which are all over the place to deposit - no need to risk your life at the bank.

In all four cases you are a solo-cop dealing with a group - see my previous advice on groups for reference.  8)

20
General / Re: One thing that I dont quite understand
« on: March 03, 2021, 03:38:26 pm »
It's just that in the few days I've been playing the meta of the server is quite different to what you would expect from rules. For instance it's nothing weird seeing cops just straight attacking arrestable(orange) suspects even though rules dictate otherwise.
From my personal experience, you are correct, it isn't unusual to see that.

I put it largely down to an unfamiliarity with the rules and the tendency for less experienced players to follow the examples of the more experienced ones.
I'm optimistic that the culture is shifting in a positive direction though.

Most people were very nice and gave me a few tips and payed their tickets but I was also murdered 3 times just trying to give tickets. I also released a guy from jail, then I went outside the PD and I stood AFK for a second because I was eating and the same person I had released from jail killed me outside the PD entrance. As Matthias said, when somebody aims or shoots at you then they get a wanted level, but that also means that they have the advantage of always being able to pull off the first shot before you have time to properly react. Later I was handcuffing somebody and they were able to escape before I could cuff them and they killed me again. I also noticed other cops weren't even bothering with trying to arrest people and they were just flat out killing them because it was safer than trying to arrest them. I know that there's a taser but I haven't tried using it because I very quickly learned my lesson. NEVER BE COP! It really is very discouraging to play as a cop since you are very disadvantaged and you will be getting attacked by anybody who feels like they want to kill you for any reason. Some people in the chat were trying to give me tips and they were telling me that as a cop you should only play in a team or that you should pick your battles carefully. Basically telling me that I need to only try to arrest the easy suspects while the suspects who have weapons are untouchable. I guess that playing as a solo cop is a guarantee death sentence.

Not having a tazer seems like a fundamental error to me especially if you are dealing with ticketing suspects where it's much easier to get close to them with a tazer ready in-case they try to pull anything funny.
The tazer renders the player helpless and free to cuff and if you are dealing with a single suspect it is game-over for them. They can escape cuffs by resisting arrest but it's not too hard to taze them immediately again.

Operating as a cop is definitely challenging - though for me that makes it all the more gratifying when bringing brains to a situation results in a positive outcome.
It isn't for everyone.

The fundamental goal is to arrest the suspect where it is possible - when engaging it's important to read the situation to know how to respond.
The incentive for orange players NOT to shoot you is that it is easier for you both to do a bribe.

Lone suspects are less dangerous and are more likely to give themselves up and be terrible drivers.
Groups are much more dangerous - in cars they will drive-by you and on-foot an innocent player might wait nearby and ambush you whilst you try to arrest their friend.

Having lots of cops to deal with a suspect will improve your odds substantially but solo-cop is viable if you read the situation. As a general rule it you are unlikely to succeed against a large group (and that is no fault of the server's mechanics).
Personally I dislike combat in SAMP and I have often joked that the only player with a lower K/D ratio than me is the Vault Guard. ;D

Some cops use excessive unjustified lethal force - which is against the rules.
Some people kill cops without a valid reason - which is also against the rules.

This. I love the idea behind the script with cuffing and even escorting suspects to jail for bonus but as things stand now, there's no real practical application for it.

I like how the server encourages teamplay but I think something should be done so solo copping is more viable option or at least you dont just get shot down by anyone who feels like it.

Just feels a bit too "teamdeathmatchy" to me, but if that's what server administration is after, I respect that. Just giving my tree fiddy.
You'll soon learn the people that are most likely to shoot at cops - it is usually one of the regulars. :P

I guess it's possible your experience was different to mine - personally I am more likely to solo-cop or only play with close-friends because other cops have a habit of taking down suspects when it is viable (and sometimes even less risky) to use a tazer/revive in order to get a successful arrest. Sometimes they flagrantly break the rules which is frustrating to be complicit in too.

Right now I think the server mechanics have a good balance - more serious and it'd be too restrictive and boring & less serious and it'd be "GTA SA Police Drive-by Simulator 2021" .

The issues that are being complained about are a part of the server's culture - regulars like to team-up and shoot at cops trying to ticket/arrest them.
In response you can team up with lots of cops and over-run their militia which is a lot of fun to do too.

I couldn't argue that cops are "unpopular" though - it is simply that the ratios vary over time. Sometimes there is only one or two cops online and other times they make up 2/3 of the active players.


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