We use cookies to ensure the best experience for you on our website. By using this website you accept our use of cookies. Ok Read more

Los Santos Roleplay Cops and Robbers
  • Home
  • Forum
  • Information
    • Beginners Tutorial
    • Server Rules
    • Privacy Policy
    • Server Map
  • Statistics
    • Top 25
    • Most Active
    • Server Stats
    • Top Score
    • Groups
    • Turf Stats
  • UCP
    • Dashboard
    • Profile
    • Messaging
    • Houses
    • Vehicles
    • Donation Items
    • Transfers
    • Tag Area
    • Support
    • Logs
  • Shop
    • Shop page
    • Donation items
    • Wearables
    • Memberships
    • Vehicle Addons
    • Vehicles
    • Houses
    • Apartments
    • Groups
    • Get Points
  • Donate
  • Game (UCP) Sign in
Lsrcr Forum • Changes to the arresting system - Page 3

Lsrcr Forum

Los Santos Roleplay Cops and Robbers
https://ls-rcr.com/forum/

Changes to the arresting system

https://ls-rcr.com/forum/viewtopic.php?t=127224

Page 3 of 3

Re: Changes to the arresting system

Posted: January 29, 2025, 5:55 am
by tamika
I didn't read every comment in this topic but what I do know and what I experienced many times from the criminal perspective is that when I was left handcuffed in situations where LEO players were killed by other criminal players around certain situations is that getting out of handcuffs is insanely difficult with no RNG luck whatsoever. Basically, what I am saying is that in some situations where it comes to a massive fight between multiple criminals and LEO players, where criminals prevail by killing LEO players in the area, it is still actually very likely that LEO players would prevail eventually by just reappearing at the area arresting me because my attempts to break cuffs could still possibly fail after 5+ attempts, which is very unfair balance. That is what I noticed from certain situations and honestly if there is anything to change, buff, debuff, whatever, it is that the percentage of breaking cuffs should dramatically increase when there are no LEO players around. It should maybe even automatically uncuff you if LEO players are not in the area (were killed by other criminals) because I can't seem to find it balanced where criminals prevail, I am left handcuffed and unable to move because sometimes I am stunned and unable to move so my only option is to spam breakcuffs command or hope someone's cuff picks function, which is also RNG. I suggest increasing percentages or auto handcuffs break after certain time if no LEOs are in your character proximity.

Also, removing shortcut commands such as /ar to its full length is completely useless. Whoever knows how to actually play the game will find no restriction in this because players prepare their commands prior the attempt of arresting someone.

That is so far my knowledge and experience on this topic.

Re: Changes to the arresting system

Posted: February 9, 2025, 7:48 pm
by Crimson
With current leos activity i guess this suggest would be fair. daily you can see 7+ leos online and no criminals and this is the point, when a someone check the TAP and found 7+ leos online with no criminals i dont think he gonna cophunt or take wanted. Changing arrest system would be fair. +1

Re: Changes to the arresting system

Posted: February 17, 2025, 1:27 pm
by CresP
This issue has been raised multiple times, yet no real action has been taken to address it. Back in 2020, Veen created a suggestion list ( viewtopic.php?t=107813 ) highlighting the problem of LEO's overpopulation in the server. Here we have 2025 and the situation remains the same if not worse.

Despite numerous complaints and suggestions from the community, no effective measures have been implemented to fix this problem. Ignoring the problem for years is unacceptable, and we, the community, demand a response and a concrete plan to resolve it.

All times are UTC
Page 3 of 3
Powered by phpBB® Forum Software © phpBB Limited
https://www.phpbb.com/