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Balancing changes for vehicles in the Main lobby#663

As much as I agree with most of the update that reduces exploiters, there’s irritating flaws within the restrictions such as disabling all addon peds and handling features. I personally suggest rather than removing such a feature that made RSM standout from most servers, limiting the feature so that peds like Yoda aren’t allowed but human peds with hitboxes little or no different than a regular MP character or limiting the torque/power modifiers to values below x512, or limiting the handling editor in a similar manner would be a much better idea for those who want to customize.

As the update states, this was to prevent a “make-shift godmode”, where as I don’t believe that to be entirely true for most modifications that were previously allowed. Vehicles could still be damaged and blown up, enforcing a cooldown on all armored and weaponized was the best way to prevent that from happening, which I don’t understand how that keeps happening post-update. I recommend doing a Ctrl+F (keyword search) on such catagory of vehicles and keep their spawns timestamped with the users that spawn them on a regular basis to make sure nobody is using a client that bypasses cooldowns. I still believe the newfound cooldowns are more effective than before, but still need improving. With more vehicles that need to be added (such as attack helicopters with barrage missiles and other weaponized DLC/Addon vehicles), this would be enough to eliminate the exploitations.

Eliminating speed modifications was a horrible idea in my opinion of which I will justify. With this update, players are simply able to enter passive mode and drive off at ludicrous speeds, then come back and either run over or snipe unsuspecting players as they exit passive then re-enter after the cooldown is up. (which I unfortunately don’t have the evidence for that, best I can give is my word). If the limits were balanced between passive and PVP in the lobby, this would be less likely to happen, and you won’t be receiving multiple passive abuse reports. The separate chill/drift lobby exists for those who want to use the full extent of the handling editor and modifiers to drive to their heart’s content. Removing such features for PVP makes the playing field much more annoying to deal with when travelling. The maximized restrictions have made this server lost its touch, it’s no longer the mischievous server it once was a week ago, it became bland and irritating with this update. I don’t personally lack PVP skills as it may sound like, the problem is vehicle usage for PVP is just worse than before, there should be changes adjusted for the example that sedans can be modified but weaponized tanks and Oppressors cannot.

I hope the developers can understand what I’m trying to convey with this, RSM was the go-to place I could go to engage in fun, now it just feels more like a vanilla GTA V lobby. I hope to enjoy the Main lobby once again in the near future, I’m sure a good majority feel how I do but have no room to complain in the server, which is why I’m writing this suggestion on their behalf to make RSM feel more like it used to be, all that truly needed restricitng was the barrage helicopters, Scramjets, and other DLC/Addon vehicles that were being spawned over and over. That was the real feature abuse. Speed modifications were never a problem, or nobody was complaining about it as far as I know. These restrictions just made vehicular PVP unenjoyable in my honest opinion. I would appreciate a response that supports this suggestion, or provide a detailed counterpoint that justifies the current restrictions. Many thanks.

2 years ago
1
Merged Cars Power Multiplier#672
2 years ago
1
Merged ADD TORQUE AND HP BACK TO PVP!#673
2 years ago
1

Not entirely related to the topic, but I am adding this to make sure the post is taken into consideration by using my in-game and Discord name for this forum so that I am not seen as a random, unknown suggestor as I initially was (The Anon Vigilante). Also stating I have 232.4+ hours dedicated into this server and am well acquainted with my fellow regulars of this server incase those statistics are important for boosting consideration, which I personally believe all voices should matter, regardless of playtime, as long as communication happens. 👍 P.S. thank you Yonji for your continued help and support ever since my first days of RSM❤️

2 years ago
1

there’s irritating flaws within the restrictions such as disabling all addon peds and handling features.
Not all add-on peds are “disabled”, only the ones that are considered small and abusive (such as Yoda).

As for handling features, even though no one “complained”, it was still a valid issue for new players that hadn’t quite got the hang of the server.

Put yourself in the shoes of the average joe, where you expect someone to drive off normally, but instead speeds away in a Peel P50 going 300 MPH after they kill you. That’s not the experience that we want anyone to have, as it looks and feels unfair and unbalanced, and only drives away new players.

We understand that the point of the server has been to be a sandbox experience, but we’ve always tried to appeal to everyone and at least keep it fair for the confused newbies. You’re still able to spawn and do whatever you want, you’re just unable to use abusive peds and go 999 MPH in PvP which was generally frowned upon by the majority.

As the update states, this was to prevent a “make-shift godmode”, where as I don’t believe that to be entirely true for most modifications that were previously allowed. Vehicles could still be damaged and blown up

The handling editor was abused to make a vehicle stronger to take less time to blow it up. It will still blow up and get destroyed, yes, but at what cost? At least 10 direct RPG hits?

I recommend doing a Ctrl+F (keyword search) on such catagory of vehicles and keep their spawns timestamped with the users that spawn them on a regular basis to make sure nobody is using a client that bypasses cooldowns.

It’s impossible to bypass the cooldowns, and we are very confident of that due to reasons that we will not be stating here.

I still believe the newfound cooldowns are more effective than before, but still need improving.

We’re open to suggestions for adjusting cooldowns, for either existing or new vehicles that don’t yet have one. Just make another suggestion here on Nolt and we’ll see to it.

With more vehicles that need to be added (such as attack helicopters with barrage missiles and other weaponized DLC/Addon vehicles), this would be enough to eliminate the exploitations.

Let’s take a step back real quick and talk about these “exploits”. The exploits that were targeted with the handling editor changes in particular was “make-shift godmode” that players could and did abuse to make a vehicle strong to the point where you’d need to spend 2-5 minutes attacking it to blow it up.

What put the nail in the coffin for using the handling editor and engine multipliers in PvP was what I stated above - the unfairness of players having insanely high acceleration and speed, making it difficult for others to retaliate without spawning a vehicle and finding a tune/setup to compete.

We could mitigate these concerns if there was another lobby for PvP where statistics were not tracked and XP could not be gained, or a toggle for these features which would then un-restrict the now-restricted features. But for another lobby to exist (next to the two that are already available), there must be demand for it or else it will sit there dormant and become pointless.

The maximized restrictions have made this server lost its touch, it’s no longer the mischievous server it once was a week ago, it became bland and irritating with this update.

We’ve been asking people to join server #2 for the past few weeks (maybe even a month?) that these changes have been active on so we can get feedback (exactly like this post) that outlines any issues with the recent changes.

If there’s no feedback before it hits the majority of players (i.e, server #1), then we don’t know what will happen when it does. In this case, we assumed that people were fine with it (except for a few of course) and so we kept it in for this update, all because nothing was said about these changes until it was too late - and now we have an angry player base saying that the server has ‘lost its touch’. We have places for feedback, we have a dedicated place for testing people’s opinions on changes such as these, and yet neither was used… which is very annoying.

TL;DR: these changes have been on #2 for the past month, open for anyone to submit feedback on it - but no one did, and when it hit #1, it was too late, despite how much time we’ve been sitting on it and waiting for the feedback that never came.

We don’t want to ruin your experiences, and that was never the intention - the intention was to better balance the server for its purpose and make it less irritating to play on.

Despite this post being made, we are still unsure on how to resolve this. Do you want less cooldowns on vehicles? Do you want us to lift the handling editor restrictions? The multipler restrictions? Do you want us to only restrict it to a class of vehicles? We don’t know until you voice what you want us to do.

2 years ago
1

Starting by replying to the last paragraph, the cooldowns are fine, I completely agree with that being a game balancing feature and don’t think any change to spawn rate limits are needed. Although, I felt with the restrictions that there is a better way to restrict certain handling editor features instead of all of them at once. I’m unaware which values allowed the make-shift godmode (I’ve only tuned such that supported drifting and camber, for they make driveby kills stylish and fun).

As for the multipliers, I’ve mentioned the values could be restricted to not allowing x1024, but perhaps values less than x512 or x256, cars just feel too slow and make players with railguns and xm-25s have the unfair advantage.

If there’s not a way to disable specific values within handling editor for all vehicles, then I agree to limit the handling editor excluding classes such as military vehicles, armored vehicles, and any missile equipped vehicle such as Scramjets.

We can compare the votes on this thread (so far 9 upvotes and no downvotes as it is a fairly new suggestion) and the one that initialized the call for restrictions, which many downvoted. Even the one who started that thread backs this idea as it supports his second option to restrict handling/multipliers on those specific vehicles. I’m speculating from the votes and lack of verbal complaints from the community that they don’t want to complain against a feature that’s listed in an update. I know that feeling well, which is why I take the time and stand for my fellow servermates here.

I personally apologize for not being part of the second server’s feedback period, I haven’t been able to get on FiveM for that time period when those restrictions were in testing, that was around the time I was finishing my college semester given the date the inital suggestion was made by NIKTO. Had I been there, I would’ve sent feedback myself, taking the chance that my one voice (backed by a chunk of people of PvP that signed up with this suggestion forum to give their votes and added two cents such as the two merged threads above) could revert changes. I will personally do better on providing feedback when you call for it, as I too want a better experience for all members of RSM. You can kind of get the picture of how I felt when I came back to the change I had no idea about when I was on a small hiatus to focus on studying and exams, I was shocked to say the least.

I appreciate your very thorough response, if there is anything I missed or you need better clarification on, do let me know. I hope we can come to an understanding soon.

2 years ago
1

I use the handling editor a lot, and one thing i think could be chnaged is the number of speeds in a car. Another thing i find something annoying are cars that just redline the speedometer in every gear, what would be nice is going to the limit of redline and THEN chnaging gears, not before nor after. Idk if its understandable but, yeah thats it

2 years ago

We can’t do that @fontic - this is still Rockstar’s engine under the hood and we can’t change how it works.

2 years ago

Is there a “fun” server up that still allows this? It’s GTAV, a silly open world driving sandbox. Making it less chaotic seems backwards, but last I checked you ran multiple realms, so perhaps there is one that is still silly?

a year ago

I get you wanna have fun, but its not fun getting rammed constantly and players doing drivebys on you all the time with car that goes 999mph while im trying to 1v1 a friend or have a shootout with everyone in the area, for awhile we didnt have a problem with it, for 8 months actually, but now its gotten annoying and we dont wanna put up with it. when you finally manage to kill the player who going super fast after he has killed you like 10 times in row he just spawns his armored car to do it again, where’s fun in that exactly?

a year ago
1

Just to add to the discussion – Having been on RSM #1 for the best part of like 170 Hrs (I know that’s rookie numbers for some folk on that server) I full heartedly believe the speed moding on vehicles to be an exploit in a PvP setting. I’ll do my best to explain why in the following paragraphs.

Firstly, given that the moderators know of the speed boosting in close PvP fights, they are also aware of the laggy and possible teleports that happen due to this. For example, whilst you are speed boosting, you appear fine to yourself, but to others fighting you, you could potentially be teleporting around. Now of course, this is not the fault of moderators/RSM but of RAGE – and in my opinion, it seems that in certain situations, if you increase your speed more than what was normally allowed in the game, teleports can happen, I have seen this first hand on vanilla GTA with inverted MK2s (as they can travel much faster inverted than normal). In the scenario I mentioned above with an individual speed boosting in a close PvP fight with normal character HP - imagine doing the same thing, but instead this time the person you are fighting takes 10 direct RPG shots and is teleporting more than what you can keep up with. You can then start to understand how frustrating it can be.

Along with that example, people in close combat have the luxury of being able to shoot high rate of fire weapons, which can help in that situation but when tackling speed modded vehicles, you are severely limited only to weapons which you cannot spam. the BFG being so slow to hit a shot that it would be more sheer luck than anything if you managed to land a hit, and the railgun needing multiple shots, and even then, given that they are lagging, makes it difficult. Miniguns are also an option, but given the lag (which I will post a video briefly at the end showing how bad it can get) it makes it difficult, along with that you are having to aim I’d say precisely at a window to land a shot. I’d say it can be doable with minigun, but after you kill them, they can just spawn in another speed modded vehicle and the cycle starts again.
Simply put, it’s not fun, at all. It becomes irritating, repetitive and is exploitative. It is simply unfair in PvP scenarios.

Now, given that picture I’ve painted, what real chance do you have against someone in one of these high armoured vehicles? What can you do? In my option, if you only have the option of using the same speed mod back to counter what they are doing, or going passive/teleporting away, it’s clearly unbalanced. Not even jets can keep up with these glitched vehicles for Christ sakes.

If I were moderators, I’d disable all speed/drift handling mods for all combat/high armoured vehicles OR disable spped/drift handling mods altogether for the PvP lobby but keep it in the chill lobby. No one should be speeding across LSIA at 500 MPH in a car shooting people that takes multiple railgun shots to destroy it, to only get sniped out by a lucky shot and then spawn in another and keep doing what he done before, it’s a piss take lmao.

A vid showing how bad the teleporting can get:


(sorry in advance Polly lmao)

a year ago

I just miss doing this; changing car impact weight physics and giving it enough speed so I can drive with half-trigger pressed on the controller at normal speed, so I always have the extra trigger press for speed to ram. Fun gameplay for the chaser, and it’s lite-roleplay since cop cars typically are tuned higher and tend to ram cars in pursuit. Used to get on just to police the highways.

https://www.youtube.com/shorts/eByxuZIndbE
https://www.youtube.com/shorts/8b0sqHNnP1c

Still a fun server! I remember when the main lobby was the most populated though, also when there we’re no lobbies, just RSM 1 and RSM 2.

Every game with good movement makes changes over time to make movement slower and easier to follow for new players, and it’s the absolute worst trend in gaming.

a year ago
1

Hello
I think that it would be necessary to remove the menu preset and the multiplier in PVP because much of people abuses it and that becomes nonsense .

It would be necessary also to add I think a time of respawn of 5 minutes to all the vehicles with weapons like the warthog, oppressor etc… as well as the insurgent and the nightshark. And to finish the Cadillac nerf .

a year ago
3

2023.03.14 RSM #1

a year ago

Now, some vehicles got blacklisted from handling editor such as oppressor mk2 nightshark and few others also the whole military section, along with damage reduction to some op vehicles like sedan cadillacs.

9 months ago
Changed the status to
Completed
6 months ago