D

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I wanna start this off by saying this isnt for drama or to shit on staff or devs. Most of this is gonna be problems relating to community and that need community input/fix. Ive asked loads of people on what they feel are the main issues in monolith currently and i will be listing the responses in 3 separate categories Those being below. I know this is a long list but i can't really fairly pick and choose which issues i should include if im asking people for what they think.

1) Dev based : (Needs developer fixes) - DB

2) Community : based (Needs community to fix) = CB


3) Staff based : (Needs staff to fix) = SB


Don't focus too much on the labels its just a way to organise it a bit. I'm gonna list the different members of the community told me. I got this information through discord and through an anonymous google forum. (If your issue that you say isnt included its because i either missed it or it was too vague or just insulting.

1) CB = Community based issues.

CB = Too much reliance on guns to get out of situations instead of rping. 2x = The reason people do this is because of the high jail time/police unprofessionalism. Not everyone acts unprofessional on police but a lot of the time if

you comply with police you can end up getting 30+ mins in jail because charges stack high. Lets say you run from a cop, civ is in the road and you hit them. Even if u then stop and the civ is fine. You can go in for 30 y roughly due to felony fleeing, reckless driving,
endangerment, assault. This could be fixed by maxing jail time at 30 mins. I fully get why jail time was increased but it hasnt had the desirable effect. I assume what was planned to happen was more passive rp and less frag/crime rp. This just isnt the case though.
Now people will just kill cops instead of rping because no one likes to be in jail with no guards or even with guards since there is nothing to do. To fix this imo jail time should be capped at 30 years, jail was much more fun on paralake/truenorth. Due to the constant rp,
i think this is because jail was connected to pd

CB = People focus to much on grinding more then actually rping. = People are gonna play how they want, grinding/frag rp isnt an always an issue. People always complain about Fragrp without actually giving reasons as to why its bad. There is good frag rp and bad.

CB = People being toxic without reason. = I think toxicity needs to be taken more seriously/bans need to be longer for it. Its fine to get toxic every once in a while, but some players on jobs (or on civ) will just get so un-necessarily toxic and if you report a lot of the time nothing will happen. I think the rules on toxicity/when it goes to far needs to be clearer. Could a higher up member of staff please outline the rules on toxicity and the punishments.

CB = Not as much riots/protests (not as much community interaction). = Riots/protests never happened often. Most of the riots/protests were based on real world issues. If its high pop and you have 5 people trying to start a riot with a good reason with ADs/msgs normally you can start something.

CB = People dont act professional on police. 3x = This does need work and i think everyone needs to realise that if you are on cop, you should act like one. A criminal shouting/swearing at you shouldn't mean you should do it back. I get its annoying and they are trying to provoke you on purpose but if you just stay professional then it will work out easier. I'm not saying that if you throw insults back at a criminal then you should be demoted, people just need to keep in mind that you are rping as police, you should be trying to act like them.

CB = Everyone needs to realise they are in the same community and need to realise we are all on the same side/team = This was heavily discussed during the Players V Staff thread and again i think this has improved a lot. There is still a small divide but among the main community (staff + players) most people do realise that as much as everyone disagrees, we are all trying to add to Monolith. If someone is arguing/disagreeing listen to their points and realise that if someone is disagreeing with something (as long as everyone is being respectful) they are doing it because they are passionate about monolith.

CB = Lack of bases since you get raided instantly and too high of a risk. = The lack of bases have decreased rapidly but normally this is because people dont wanna get raided by a big group of players. Idk how to fix this fully tbh. Ill try to elaborate in the next bullet point about frag rp.

CB = Too much (bad) frag rp. = Everyone loves to complain about fragrp but no one wants to say what makes it good frag rp and bad. Ill try to explain what good frag rp is and what bad frag rp is in imo. Good frag rp is when there is beef between orgs/players and they fight to deal with the beef or to just have fun in general. Being at war with another group of players is insanely fun and gives you a reason to grind and to play. It doesn't happen much anymore but that can be changed easily by the community alone. All you have to do is just have a group of people who are down to fight another group then just go at it. Id love to see more of this type of frag rp (Sometimes referred to as mafia fragrp). Bad frag rp is when people have a bank full of primaries and just go out in a car. Blast someone. They rinse and repeat. Imo its note even fun to do after a while. Ofc fighting cops can be fun but if you have a bank full of primaries and all you do every day is just get kos and then go and take it out, how is that fun. What are you accomplishing. This is again where i think having wars/beef between orgs is fun. Idg teaming with all the big orgs, ofc if you have friends in multiple orgs it is gonna happen, but even when those big org wars/fights happened it was mainly in rp and you still could be friendly with some people from those enemy orgs. So to fix this and to have more fun. Start some real beef with an org that is on a similar level to your org. Then go at it. Don't just spend your day driving with class 3s in a group of ten waiting for a cop to pull you over. It isnt fun and gets so boring but again people can play how they want.


2) DB = Dev based issues.

DB = Cooking/fishing got nerfed a while ago, good passive rp incomes they shouldnt have been nerfed. 2x = This has already been acknowledged and im pretty sure there are plans to change this in the future, (devs/higher up staff please correct me if im wrong here) changes do need to be made here since they were great passive rp skills. Cooking just takes too long right now.

DB = Focusing on the wrong thing. = Dev team is very limited/small. As much as everyone complains about this, everyone has a different vision for what they want monolith to be. Developers have to pick and choose what to focus on since again small team. Not really sure what to say here since im not a developer and i dont know what goes on behind the scene.

DB = What is the point of killing cops when they can just respawn and get the same loadout with no penalty. = I mean i see why this could be an issue but i think making it so cops get punished more when they die/comply with criminals will have a bad effect much like the jail time rise. To combat this maybe make cop guns lose % or just deal less dmg. Bank raids are basically impossible to win with 5 cops just spraying mags every second then refilling. (or just make it so cops can only use lockers at the PD)

DB = Taking too much dmg like getting tased/disorientated and going to 10 hp. = A suggestion on this being changed/nerfed has already been accepted by developers so i wouldn't focus on this too much anymore.


3) SB = Staff based issues.

SB = Higher staff shit talking players/insulting players (you cant hit back) = I think since the Players V staff thread this has improved a lot. Ofc it still happens but imo this is rare now and if it happens you can always speak to a different member of staff to report it/just have a discussion about it.

SB = Report time/forum response time. = Most staff are pretty active/response fast. Staff have lives as well + its exam season and this year has been super shit for that stuff. Some people do take too long but again reach out to a higher member of staff and ask them to have a look at it, everyone is trying to deal with their own shit and imo a big majority of reports get handled quickly.

Im doing this for community input on these issues. Please dont shit post or derail conversation. If it isnt related to one of these issues (or an issue that isnt listed but you think should be here) dont post it here. I want this to be a community discussion
 
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reckless

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balance vectors its a 10k weapon that outclasses high tier weapons people prefer using vectors since nobody wants to pay double the price for 2 more damage
 
D

Deleted member 10793

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balance vectors its a 10k weapon that outclasses high tier weapons people prefer using vectors since nobody wants to pay double the price for 2 more damage
To fix this maybe increase crafting materials for vector. The prices of guns are all community based so if devs make em harder to craft then people will charge more.
 

Thanewolfe

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Thank you, there is a lot of effort that went into this, this post raises some very valid points and the feedback is greatly appreciated.
 
D

Deleted member 10793

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Thank you, there is a lot of effort that went into this, this post raises some very valid points and the feedback is greatly appreciated.
Thanks, Id like the post to stay open since most the problems that people talk about in monolith needs to be fixed by the community
 

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Making this my opportunity to point out again the over reliance on shooting is due to the high profit high loss economy we have thanks to the long death timer, high insurance bills and high cost of guns.

Lowering these and maybe making a couple of guns considerably cheaper would make it far easier for people to choose between having fun and role-playing, or purely making profit.

Instead, what we end up with is people “having fun” by messing around and even rulebreaking while profiting from killing etc.
 
D

Deleted member 10793

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Agreed, put jail timer to 30 mins and death timer back to 3 and i think it would benefit the community a ton.
Making this my opportunity to point out again the over reliance on shooting is due to the high profit high loss economy we have thanks to the long death timer, high insurance bills and high cost of guns.

Lowering these and maybe making a couple of guns considerably cheaper would make it far easier for people to choose between having fun and role-playing, or purely making profit.

Instead, what we end up with is people “having fun” by messing around and even rulebreaking while profiting from killing etc.
 

Valentino

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CB = Too much reliance on guns to get out of situations instead of rping. 2x =
CB = People dont act professional on police. 3x

I don't think lowering the jail time will fix the fragging issue, it might help a bit but usually, people still would rather kill the cops instead of complying in my experience and I believe the reason for this is because why not? Sure you risk losing a gun but in most situations, the cops lose anyway since they don't tend to communicate and just show up to the situation one by one and just get 1v 4ed for example. Instead of what it should feel like, an organized 'overwhelming' force it's one cop showing up every so often and instantly getting killed. Besides it being incredibly easy to win against cops it also adds the "ah yes I am top fragger I killed the entire police force."

Like Steward said above going in the direct opposite of the things which should have decreased fragRP (the high risks) by making guns easier to get (I do think dying should still result in the same death timer and costs though) might incentivize people to not care as much about winning BUT at the same time it is still human nature to want to win and if you can why not do it? Also with making guns even easier to get you have the risk of even more people carrying class 3s and instantly shooting cops instead of rping since with a class 3 they knot they'll probably win anyway.

Now again I do think lowering the jail time would maybe help for when the player might only have a pistol for example but 30 minutes can still be quite a lot and most cops seem unaware they can and SHOULD CPR you and call a medic and arrest you. I don't think since I've been 'back' I've been revived and arrested a single time by police. So why not try and shoot the cops and if I die I only have to wait a few minutes instead of however long it might take for me to be jailed and released?

Now an obvious fix would be a whitelist (or at least expanding the chief one to a few more roles) but as we see from the chief whitelist, which I do like quite a lot, the infrastructure isn't there. Training appears to be random and every blue moon at best. I do think it could and should be expanded upon though and maybe make it a bit more structured and have more people who can facilitate training.

Another thing which may improve it is a police "license" not much unlike a driver's license, which people need to get before being able to become police. They would get this by answering a series of law-enforcement-related questions and when failed they should, in my opinion, have to wait a considerable amount of time to prevent brute-forcing. (I've seen this be suggested before so it may or may not have been added but if it is already a thing it should probably be more difficult+the waiting time between tests be longer)

And finally increasing staff punishments when police break rules. I've seen a few staff members do this, even though I think it could be a bit harsher, but at the same time, I've seen other staff be incredibly lenient with punishing police. It's inconsistent.

This brings me to another issue I would like to address though which is the inconsistency in rule enforcement. There was and probably still are punishment guidelines, a document I helped create, but punishment differences aren't my main issue (since most depend on someone's background as well) my main issue however is that I've been told and seen people be punished for certain things and another time they are allowed to do that same exact thing or at times it's even staff doing those exact things another staff has punished people for. Now I'm not entirely sure what can be done about this, making the rules clearer on certain things or having the bar higher on knowing the rules for staff might help as well (or probably instead just make the standards, in general, higher to become staff.)
 
D

Deleted member 10793

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I don't think lowering the jail time will fix the fragging issue, it might help a bit but usually, people still would rather kill the cops instead of complying in my experience and I believe the reason for this is because why not? Sure you risk losing a gun but in most situations, the cops lose anyway since they don't tend to communicate and just show up to the situation one by one and just get 1v 4ed for example. Instead of what it should feel like, an organized 'overwhelming' force it's one cop showing up every so often and instantly getting killed. Besides it being incredibly easy to win against cops it also adds the "ah yes I am top fragger I killed the entire police force."

Like Steward said above going in the direct opposite of the things which should have decreased fragRP (the high risks) by making guns easier to get (I do think dying should still result in the same death timer and costs though) might incentivize people to not care as much about winning BUT at the same time it is still human nature to want to win and if you can why not do it? Also with making guns even easier to get you have the risk of even more people carrying class 3s and instantly shooting cops instead of rping since with a class 3 they knot they'll probably win anyway.

Now again I do think lowering the jail time would maybe help for when the player might only have a pistol for example but 30 minutes can still be quite a lot and most cops seem unaware they can and SHOULD CPR you and call a medic and arrest you. I don't think since I've been 'back' I've been revived and arrested a single time by police. So why not try and shoot the cops and if I die I only have to wait a few minutes instead of however long it might take for me to be jailed and released?

Now an obvious fix would be a whitelist (or at least expanding the chief one to a few more roles) but as we see from the chief whitelist, which I do like quite a lot, the infrastructure isn't there. Training appears to be random and every blue moon at best. I do think it could and should be expanded upon though and maybe make it a bit more structured and have more people who can facilitate training.

Another thing which may improve it is a police "license" not much unlike a driver's license, which people need to get before being able to become police. They would get this by answering a series of law-enforcement-related questions and when failed they should, in my opinion, have to wait a considerable amount of time to prevent brute-forcing. (I've seen this be suggested before so it may or may not have been added but if it is already a thing it should probably be more difficult+the waiting time between tests be longer)

And finally increasing staff punishments when police break rules. I've seen a few staff members do this, even though I think it could be a bit harsher, but at the same time, I've seen other staff be incredibly lenient with punishing police. It's inconsistent.

This brings me to another issue I would like to address though which is the inconsistency in rule enforcement. There was and probably still are punishment guidelines, a document I helped create, but punishment differences aren't my main issue (since most depend on someone's background as well) my main issue however is that I've been told and seen people be punished for certain things and another time they are allowed to do that same exact thing or at times it's even staff doing those exact things another staff has punished people for. Now I'm not entirely sure what can be done about this, making the rules clearer on certain things or having the bar higher on knowing the rules for staff might help as well (or probably instead just make the standards, in general, higher to become staff.)
I think that the jail time would make people rp/comply more, + making people sit for an hour in jail just makes people log. A police license which you have to answer each time server restarts when u end up joining cop would be great. The main problem is the questions would need to be randomise. Police punishment is lenient and i think it would be great to have more guidelines on police punishment.
 

Credence

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I don't think lowering the jail time will fix the fragging issue, it might help a bit but usually, people still would rather kill the cops instead of complying in my experience and I believe the reason for this is because why not? Sure you risk losing a gun but in most situations, the cops lose anyway since they don't tend to communicate and just show up to the situation one by one and just get 1v 4ed for example. Instead of what it should feel like, an organized 'overwhelming' force it's one cop showing up every so often and instantly getting killed. Besides it being incredibly easy to win against cops it also adds the "ah yes I am top fragger I killed the entire police force."

Like Steward said above going in the direct opposite of the things which should have decreased fragRP (the high risks) by making guns easier to get (I do think dying should still result in the same death timer and costs though) might incentivize people to not care as much about winning BUT at the same time it is still human nature to want to win and if you can why not do it? Also with making guns even easier to get you have the risk of even more people carrying class 3s and instantly shooting cops instead of rping since with a class 3 they knot they'll probably win anyway.

Now again I do think lowering the jail time would maybe help for when the player might only have a pistol for example but 30 minutes can still be quite a lot and most cops seem unaware they can and SHOULD CPR you and call a medic and arrest you. I don't think since I've been 'back' I've been revived and arrested a single time by police. So why not try and shoot the cops and if I die I only have to wait a few minutes instead of however long it might take for me to be jailed and released?

Now an obvious fix would be a whitelist (or at least expanding the chief one to a few more roles) but as we see from the chief whitelist, which I do like quite a lot, the infrastructure isn't there. Training appears to be random and every blue moon at best. I do think it could and should be expanded upon though and maybe make it a bit more structured and have more people who can facilitate training.

Another thing which may improve it is a police "license" not much unlike a driver's license, which people need to get before being able to become police. They would get this by answering a series of law-enforcement-related questions and when failed they should, in my opinion, have to wait a considerable amount of time to prevent brute-forcing. (I've seen this be suggested before so it may or may not have been added but if it is already a thing it should probably be more difficult+the waiting time between tests be longer)

And finally increasing staff punishments when police break rules. I've seen a few staff members do this, even though I think it could be a bit harsher, but at the same time, I've seen other staff be incredibly lenient with punishing police. It's inconsistent.

This brings me to another issue I would like to address though which is the inconsistency in rule enforcement. There was and probably still are punishment guidelines, a document I helped create, but punishment differences aren't my main issue (since most depend on someone's background as well) my main issue however is that I've been told and seen people be punished for certain things and another time they are allowed to do that same exact thing or at times it's even staff doing those exact things another staff has punished people for. Now I'm not entirely sure what can be done about this, making the rules clearer on certain things or having the bar higher on knowing the rules for staff might help as well (or probably instead just make the standards, in general, higher to become staff.)
monolith is a semi serious role play server and adding more whitelists will not fix the problems.
 

Valentino

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monolith is a semi serious role play server and adding more whitelists will not fix the problems.
"semi-serious" in my opinion is a bit of an overstatement but why don't you think extending the whitelist would help fix or at least improve police conduct?
 
D

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"semi-serious" in my opinion is a bit of an overstatement but why don't you think extending the whitelist would help fix or at least improve police conduct?
Nah i think more whitelists is a bad idea. Tbh they havent worked amazingly for chief.
 

StewartJames

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The problem isn't cops. I've been watching since the start, and misconduct increased as a result of higher costs of death, as cops suffered dying more at the hands of criminals and also pd/civ relations went downhill as cops became more suspicious. Whitelisting won't help that, only increase the divide.
 

Jordan Vercetti

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The problem isn't cops. I've been watching since the start, and misconduct increased as a result of higher costs of death, as cops suffered dying more at the hands of criminals and also pd/civ relations went downhill as cops became more suspicious. Whitelisting won't help that, only increase the divide.
Your going to say that only because your main role on the server is sitting on cop 24/7. Your not going to see the "problem" when your apart of it.
 

Jordan Vercetti

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This thread actually was made really well so good stuff. Again, at the end of the day people for some reason fail to remember that they're playing a video game. Some police go on for hours attempting to catch a group of people that they have no evidence on solely because their bored or feel some type of way towards those people. Police don't realize most of the time that they have nothing to lose while the people they're targeting or fighting can lose hours of gear that they grinded for. Whitelisting police would help the problem in some aspects as Valentino said but again I don't think it would be that good of an idea because some people only get on to sit on police and if they cant do that without having to go out their way they might as well just go find a new server to play on. I think to have the police force fixed in different ways is by enforcing police blacklists a lot more. Since chief is whitelisted give the chief and option to not only demote, but blacklist people from police for maximum up to 24 hours. This isn't to give the chief more power but also not waste admins time with problems that could be handled in game. Currently the chief job is just used so people could feel like they have bigger balls then anyone else but it would fix the police force if they actually needed to focus on fixing the PD instead of going out and killing people like any cop job can do.

With the staff based issues, I feel like staff talking shit isn't that big of an issue. Like I said, people fail to realize that monolith at the end of the day is a video game and if you feel like you getting shit talked is something that shouldn't happen then you shouldn't be playing video games. Staff that talk shit in the first place, in my experience, don't care if you talk shit back because either 1, their chill about it, or 2 they cant do anything about it. I understand some staff in the past like to target players because of their RP experiences which everyone knows shouldn't happen but there's nothing we players or community managers like PMX can do about it unless we get enough evidence for it or sit there and talk to the staff you feel like is targeting you. Also remember, all of that shit can be avoided in the first place by just not talking shit. Too much blame is put onto the staff members when everything that happened could've been easily been avoided by you.
 

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People dont act professional on police
While this happens in real life, it doesn't translate well into Monolith since oftentimes, you have illegal items. For example, I was being tailed by two cops all the way from the bank, to the hardware store. I made the mistake of running a stopsign, and I pulled over to take the ticket. Instead, the cops wanted me to get out of the car, I assumed to search me, so instead, I fled, since I had all my cocaine supplies on me, plus my rifle. Later, the same cops started harassing my friend since he had a holster, wanting to search him when he had a G36C on him, so we had to kill those cops. In real life, I don't think many people carry automatic rifles and cocaine production supplies, so you can see how poorly it turns out in a game where producing drugs is popular.
 

ArcticSalad

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There are a lot of points here, so I'll only focus on two of them as I have a lot of experience in these areas.

CB = Too much reliance on guns to get out of situations instead of rping. 2x = The reason people do this is because of the high jail time/police unprofessionalism. Not everyone acts unprofessional on police but a lot of the time if
you comply with police you can end up getting 30+ mins in jail because charges stack high. Lets say you run from a cop, civ is in the road and you hit them. Even if u then stop and the civ is fine. You can go in for 30 y roughly due to felony fleeing, reckless driving,
endangerment, assault. This could be fixed by maxing jail time at 30 mins. I fully get why jail time was increased but it hasnt had the desirable effect. I assume what was planned to happen was more passive rp and less frag/crime rp. This just isnt the case though.
Now people will just kill cops instead of rping because no one likes to be in jail with no guards or even with guards since there is nothing to do. To fix this imo jail time should be capped at 30 years, jail was much more fun on paralake/truenorth. Due to the constant rp,
i think this is because jail was connected to pd
I've been part of this community since 2018, therefore I have had experience with the timer at 30 minutes and also 60 minutes. I will start off by saying that charges stacking high is the offender's own fault. A police pursuit does not need to result in multiple additional charges. You do not need to drive so erratically that you endanger or harm the lives of others. The offender has the power to choose how far they are willing to go, and in turn, choose how long their sentence is.

I will say that 30+ minutes for the charges you mentioned, 1. Felony Evasion (felony), 2. Reckless Driving (misdemeanor), 3. Reckless Endangerment (misdemeanor), 4. Vehicular Assault (felony), is too high. Myself and other officers that go by the same standards would typically sentence the individual to at most 20 minutes on these charges. Unless you're committing murder it should be pretty difficult to get a jail sentence over 30 minutes given that the arresting officer has some idea of what they are doing.

Changing the maximum sentence does not solve the issue of officers issuing incorrect jail sentences, all it changes is the scaling. The only thing this does is let people who deserve longer sentences off easier. I think this is something that we, as a community, need to strive towards working on. Although I am frequently on the server as a supervisor and doing my best to keep an eye on these sort of things, perhaps it is time I once again take a more proactive stance on spreading awareness and information.

Additionally, If someone is going to kill an officer to get out of their jail sentence, they are going to do it whether the maximum timer is 30 minutes or 60 minutes. Changing the jail sentence will not change this, as it is how many players choose to play the game. However, what I have found that has changed since the increase to 60 minutes is that criminals seem more willing to act a bit smarter and also quit before they get themselves in any deeper. Overall I think the change has had a positive effect on roleplay.

DB = What is the point of killing cops when they can just respawn and get the same loadout with no penalty. = I mean i see why this could be an issue but i think making it so cops get punished more when they die/comply with criminals will have a bad effect much like the jail time rise. To combat this maybe make cop guns lose % or just deal less dmg. Bank raids are basically impossible to win with 5 cops just spraying mags every second then refilling. (or just make it so cops can only use lockers at the PD)
"What is the point of killing cops when they can just respawn and get the same loadout with no penalty" - This is probably one of the most misunderstood things about officers on Monolith. Dying as an officer is the penalty. Myself and many others play as officers purely for the roleplay aspect - I absolutely despise shootouts. It's incredibly frustrating to be hopelessly gunned down for simply trying to roleplay, and then having to spend 15-20 minutes respawning, yelling at the mayor for budget, gearing up, and trying to get our cars back (assuming they are in one piece and where we actually left them). I have no idea what you think nerfing officer's weapons is supposed to accomplish - we already get very limited ammunition (unless you buy your own from the gun store), worse weapons and significantly worse kevlar as it is.

When it comes to bank robberies, people's experiences vary. Personally, I'm pretty sure I've lost far more bank robberies as an officer then actually won. Not every bank robbery needs to turn into a massive shootout straight out of the box though. If people plan ahead, time it well, prioritize buying themselves additional time until the drills are finished, and have a proper escape strategy, they might have a better chance and avoid a massive shootout in the process.
 
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"What is the point of killing cops when they can just respawn and get the same loadout with no penalty" - This is probably one of the most misunderstood things about officers on Monolith. Dying as an officer is the penalty. Myself and many others play as officers purely for the roleplay aspect - I absolutely despise shootouts. It's incredibly frustrating to be hopelessly gunned down for simply trying to roleplay, and then having to spend 15-20 minutes respawning, yelling at the mayor for budget, gearing up, and trying to get our cars back (assuming they are in one piece and where we actually left them). I have no idea what you think nerfing officer's weapons is supposed to accomplish - we already get very limited ammunition (unless you buy your own from the gun store), worse weapons and significantly worse kevlar as it is.
I think the main issue is that when cops can just keep getting infinite ammo in a bank raid. Keep in mind all the issues i listed are from other people. I dont think cops need to be punished for dying like i said, but i dont think cops should be able to resupply anywhere other then PD
 

StewartJames

Monolith Senior
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Your going to say that only because your main role on the server is sitting on cop 24/7. Your not going to see the "problem" when your apart of it.
I've been specifically tasked with improving this PD and have been A/B testing a range of different approaches. I've also researched other communities approaches and what's worked - what has strongly stood out is that an effective chief that is aware of all situations, a low sense of division between normal players and cops, and lower losses for criminals all lead to a better force.

I guarantee if we tackle these issues things will improve.

Policing is for the most part a responsive role in this game, (intelligence led policing ultimately involves giving cops an unfair advantage in this game and so is not viable unless you want to give cops drones and trackers) and so their conduct generally relies on the behaviour of the people they deal with.

The other option for intelligence led policing is stationing foot patrols in key areas to increase engagement: this is what used to happen anyway, we didn't need to enforce it to bring order to the city.

High loss means less role play and more people simply trying to profit or regain their losses. That means to a cop that all they get to interact with is someone trying to get away and spend their time, or a criminal. A year ago with lower losses, cops could have funny chats with the community and provide things for shops or local events. Now they either get told to go away or get shot. As such, they turn to their fellow cops for entertainment and this can lead to misconduct.

As such a temporary fix might be to reintroduce more role play enhancements, but these were met with complaints again due to the losses and interruption to money making they caused.

Things didn't use to be like this - monocommunism/monosocialism is the answer.

Case in point - most successful fivem servers with healthy happy communities of cops and civs often give players a spawnmenu and a set of rules for its use rather than making them pay. They're props for roleplay: making them a target corrupts the goal of having fun role play.

We've done as much as we can for cops, whitelisting the chief and introducing harsh punishments. Ultimately however, we risk leaving them with not much to do. On paralake people were happy to mess with detectives and new players for laughs. Now, if you're not within the org already you'll either be mugged or stabbed for snitching due to a paranoia of losing profits.

We didn't use to be like this.
 

Damp Eggplant

Monolith Grinder
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SB: I understand that staff are human too, but sometimes I feel that the power they have gets to their head and sometimes I believe the staff forget that Monolith is meant to be fun for everybody no matter who you are. It sucks because I have changed for the better but I have a staff member that is on my tail and procedes to torment me at every step, chances are never given by staff- and the usual response is that they have already given you a chance, but the truth is that they set you up to fail. There is such a constant threat of punishment for a lot of old time players that it makes it hard to balance having fun and stressing over the possibility of punishment.

This is actually an interesting thread: it is very similar to the thread I made a while back titled Player vs Staff, which gained severe traction. I believe that the problems surrounding staff seem to persist despite promise of change. It seems especially so, since a member such as yourself @Tye who is very active and never breaks rules, is reporting the issue. I am glad that someone that does not have dirt against them can properly bring up this issue.

Cheers
-Rob Santoro
 
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