Prison break. Ways to improve it.
Suggestion:
Here some feedback regarding the current state of the "Prison Break" feature.
While I enjoy the game, I feel there are two specific issues that make this mechanic frustrating rather than challenging.
I would like to suggest some improvements:
- "Camping" at the Police Station exit
Suggested fix: Either introduce a slight delay before the alarm is triggered, giving players a small head start, or implement a "no-camping" zone around the station exit where police cannot stand while the alarm is active.
- Inconsistent spawn location after escape
Suggested fix: It would be much better if the spawn point after an escape corresponded to the location where the character was originally imprisoned. This would add more consistency and immersion to the experience also will forse PD to jail in LS more often. They always try to jail SF or LV to avoid enemies.
Also in LS there is a prison, it would make sense to spawn there and not at the police station.
Another option could be adding multiple, random spawn for who escape. This makes it impossible for police to cover every single spawn and hard for the player to coordinate with other players to be helped.
Who benefits:
A game mechanic is only "fun" if the player feels they have a reasonable chance to succeed based on their own actions. If the outcome is predetermined by an opponent standing on the spawn point, the player feels cheated rather than outplayed.
Regard spawn suggestion, In a roleplay game, consistency is key to immersion.

Comments (5)
Implemented in 10.0.6 and ready for testing.
You can use
/versionto check if it should be live on the server.I support this whole heartedly; the server is supposed to make it more fun for all parties. I do believe that police should not just camp the exit, a randomnized spawning point of exit or whatever would probably be a good addition to the gameplay.
i support it for more fun
+1
Good idea
+ 1
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