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RockingJohnson wrote:Most of the criminals in the server are equipped with BM items which includes cuff kit/tazeref.If you would bother reading the whole paragraph, you would have noticed that we are talking about new comers that can't reach the blackmarket, but as you didn't bother to read, I won't bother to explain to you.
These things are enough, but if we go for reducing the /cuff chances, it would be making the cop side loose some plus perks.
-1
Snipaxxyy wrote:Chances of breaking cuffs are enough and I don't see this idea very ideal for our server. Criminal class has overwhelming amount of features to encounter cop attacks which I find unfair, implemention of this would make it even more unfair.There are many ways to operate this command, I just suggested it.
Not randomly there's score requirement to access Blackmarket, it's there on purpose to encourage people to continue playing in the server to achieve the ability to access Blackmarket where a criminal's paradise is. Blackmarket items are very cheap and they've dropped a lot ever since the last economy update we had.
A point I would agree on is failure of cuffing based on player's cop rank.There are currently 9 cop ranks :And chances of successing to cuff are, as follows:
- Officer
- Detective
- Sergeant
- Lieutenant
- Captain
- Major
- Inspector
- Deputy Commissioner
- Police Commissioner
We should as well increase requirements to achieve these ranks. This would definitely encourage people who actually love cop skill to play as cop and otherwise for the opposite.
- Officer & Detective - 6/10
- Sergeant & Lieutenant - 7/10
- Captain & Major - 8/10
- Inspector & Deputy Com. - 9/10
- Police Commissioner - 10/10
Nikola wrote:I don't know if you've noticed but every time a new suggestion is implemented on either side cop or criminal, it only leads to further nerfing and suggestions, and in the end, either side will not be satisfied at some point.How could you even compare your situation to the suggestion?, you're a SWAT member and you have no limit with your abilities, how could you say that you can't face against two players?(when it has no connection to my suggestion).
Yesterday two criminals killed me and other three LEOs, I was in SWAT skin, the thing is I couldn't even approach them because of shocks, taze reflectors etc, I died good three times before they got finally arrested (cop arrested them, because I couldn't do a thing as a SWAT due to cuffs breaking a lot). My point is at least from my perspective as predominantly LEO player that in many instances if you take one on one encounter between criminal and LEO, the criminal is going to win. You talk about new players getting arrested, but you don't mention new players who chose to be cops, who get obliterated by a cophunting team and eventually figure out it's just not worth it being a cop.
I am hoping you guys will finally start to realize this is a cops and robbers server, the point of being a robber is that you have a chance to make much more money and score compared to a cop, but there is a price to pay for that, which is jail. You guys just dislike going to jail so you keep on suggesting numerous nerfs to underpower the cop side so you could enjoy even more money and score.
Let's not forget that same as you, cops also want that and deserve that.
-1 On the suggestion.
Nikola wrote:I don't know if you've noticed but every time a new suggestion is implemented on either side cop or criminal, it only leads to further nerfing and suggestions, and in the end, either side will not be satisfied at some point.Please note that the suggestion is made to increase criminal activity and to assure that new comers would stay longer time enjoying the gameplay in the server we're not targeting the cop class to get it nerfed, /cuff command failure is more realistic than sending a player to jail, but if cuff failure exists, it would be more a "balance" rather than calling it a "nerf".
Yesterday two criminals killed me and other three LEOs, I was in SWAT skin, the thing is I couldn't even approach them because of shocks, taze reflectors etc, I died good three times before they got finally arrested (cop arrested them, because I couldn't do a thing as a SWAT due to cuffs breaking a lot). My point is at least from my perspective as predominantly LEO player that in many instances if you take one on one encounter between criminal and LEO, the criminal is going to win. You talk about new players getting arrested, but you don't mention new players who chose to be cops, who get obliterated by a cophunting team and eventually figure out it's just not worth it being a cop.
I am hoping you guys will finally start to realize this is a cops and robbers server, the point of being a robber is that you have a chance to make much more money and score compared to a cop, but there is a price to pay for that, which is jail. You guys just dislike going to jail so you keep on suggesting numerous nerfs to underpower the cop side so you could enjoy even more money and score.
Let's not forget that same as you, cops also want that and deserve that.
-1 On the suggestion.
Snipaxxyy wrote: A point I would agree on is failure of cuffing based on player's cop rank.There are currently 9 cop ranks :thisAnd chances of successing to cuff are, as follows:
- Officer
- Detective
- Sergeant
- Lieutenant
- Captain
- Major
- Inspector
- Deputy Commissioner
- Police Commissioner
We should as well increase requirements to achieve these ranks. This would definitely encourage people who actually love cop skill to play as cop and otherwise for the opposite.
- Officer & Detective - 6/10 9/10 because only newbies are this rank, and it's really hard at start
- Sergeant & Lieutenant - 7/10
- Captain & Major - 8/10 7/10
- Inspector & Deputy Com. - 9/10 8/10
- Police Commissioner - 10/10 8.5/10 everyone is this rank these days, it wont make any difference if it's 10/10
Mr.Mrsos wrote: +1viewtopic.php?f=620&t=50556
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