Opinions on V6 Bank?

sza

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I've heard a number of criticisms surrounding V6's Bank and thought it would be constructive to collect opinions & ideas about whether or not it should be improved, kept the same, modified, etc. Feel free to comment those below.


As someone who has experienced the raid many, many times as a cop and criminal, and from the perspective of wins and losses on both sides, I have not found it as enjoyable as I feel it could be and that is not to say that you cannot have lots of fun in its current state. Maybe some of you believe it has no faults and enjoy it as it is, nothing wrong with that either. Personally, I feel Bank could be improved via the following and am interested in others ideas:

  • Focus on the Fire Exit Door
Due to the Banks automated defenses in tandem with how long they remain active, a major pain point I've seen repeated is how the majority of the fighting occurs at this location until the shields are lifted and/or the money is collected and the escape routes are traversed. With a focus on containing the raid within the confines of Bank as long as necessary, and most recently the raid zone being reduced, not a whole lot can be done to change this outcome. Adding a second door is an option, but will surely end being the same problem, tipping the balance in the Police favor, raising the bar for success per party size, and making it more difficult for raiders to hold.

Instead, and less invasive, I believe the raid could benefit from having the time in which the shields are lifted after the drill is completed and the money collected reduced. The main exits of Bank act as a sudo escape route for criminals who choose to take that risk or test the mind game with Police response, but sometimes (or all the time - not 100% sure) the defenses take so long to lift that there have been times were everyone is just standing and waiting doing nothing at all. Neither side wants to push because the areas of combat are so restrictive and cheap in terms of good PVP, that you are likely to be one shotted by something you barely saw or had a chance to outplay anyways. Criminals have the supreme advantage inside Bank until the shields are lifted, Police have the supreme advantage outside Pumping and Regals, and the space in between can be a coin flip. It's really difficult to think of a way to solve this issue while still avoiding the old V5 city wide shootout, but at the very least this would allow both sides to make some form of decision more quickly

  • Escape Routes
The sewer system is a great concept, but I think it should be more than just 2 long hallways. If the map limits will allow it, I'm sure both sides could appreciate a large room format with various obstacles, things to hide behind, and more, or a combination of both (big rooms with some hallways), a bit similar to what you find at the end of the Pumping Stiation. The gameplay to surface from something like this has to be better than walking down a thin corridor to be one shotted though I could be wrong. The sewer system just doesn't feel very robust, and while I understand it's only purpose serves as a bank escape route, I'd love to see a better battleground for both sides.

Next, I believe the numerous vantage points of at least one escape routes could use some re-exploration and balance. Pumping Station has multiple headglitches and high-ground holds from 4 different cardinal directions surrounding the mere 2 exits you can take. You can be gunned down from rear City Hall bathroom area, the immediate rear City Hall overlook, the City Highway, and the grassy stone overlook near the PD. That doesn't include the very well off holds at the hobo area just across, the stone pillar headglitches inside the tunnel, and the holds at RC station. Regals on the other hand is a lot more simple, not nearly as bad, and I reserve commentary on how it could be improved (if even) until I experience more of it.

Lastly, I ponder the impact of a third escape route on the balance of the raid as a whole. Maybe a route that, via server code, is only automatically made available at a certain amount of PLPD online? Indicated by a lit up service light inside the sewers? Just an idea.


The opinions above are just things I could think of in the past hour or so and from my own personal experiences. They are also made with the assumption of a some what balanced & engaging PVP tied to a high risk reward being the over arching goal of the raids design. Feel free to critique, disagree, support, expand on, etc. :)
 
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V6 bank is cool, however I think a rework would be good.

I think everybody can agree that whilst robbing the bank it can become extremely repetitive for both Cops and Robbers, I feel like there could be some sort of new additions to the bank which makes it more 'interesting' in a way rather than fighting your way out of the tunnels or the fire exit, although I'm not too sure how there could be new additions, it's definitely a tricky one. Adding a new area for the sewer system to go through would just repeat of the same thing with the current exits.
 
The bank is fine as is. The amount of wins on each side from what i've seen is about 50/50 really just depends on who plays better. I don't think the shutter timer should be reduced personally. The biggest issue with V5 was the city wide shootouts which just ruined the experience for literally everyone not involved. The shootout should be contained for as long as possible to ensure other people are not impacted negatively. It would also just add more work for staff if the shootout isn't contained as the amount of 3.4 violations would skyrocket and increase the workload for staff and players having to make reports on players breaking 3.4
 
The bank is fine as is. The amount of wins on each side from what i've seen is about 50/50 really just depends on who plays better. I don't think the shutter timer should be reduced personally. The biggest issue with V5 was the city wide shootouts which just ruined the experience for literally everyone not involved. The shootout should be contained for as long as possible to ensure other people are not impacted negatively. It would also just add more work for staff if the shootout isn't contained as the amount of 3.4 violations would skyrocket and increase the workload for staff and players having to make reports on players breaking 3.4
Nobody is questioning balance or the amount of 'wins', it's about how fun it is to do. Currently myself and most of my org feel like we are forced to do it for xp not for fun
 
Nobody is questioning balance or the amount of 'wins', it's about how fun it is to do. Currently myself and most of my org feel like we are forced to do it for xp not for fun
Then find something else to do? It just sounds like you guys want to be able to run around the entire city and cause chaos like in V5 personally in my opinion. Thankfully Peeps ensured that isn't the case anymore
 
pls correct me if im wrong devs but im pretty sure they have changed the shtuters now so they just dont open at all until everyone robbing the bank is out. ur stuck then, tfu sniper holding pumping, no going regals or pumping, then stay in bank and have to fight out 1 exit with numerous head glitches. I can agree v5 bank was painful for anyone not involved etc as the city was off limits and no one wants that in v6, however there needs too be another way we can get out.
 
Correct me if im wrong but isn't there other ways to get crim XP? I don't waste my time doing crim. Got better things to do
well use ur 2 raids for the hour, and sometimes u cba too grow. easy way too get xp and have a shootout is bank. stealing cars is kinda pointless as most ppl have car security
 
you also get to kill cops while doing it for more XP
You can do that by raiding properties
well use ur 2 raids for the hour, and sometimes u cba too grow. easy way too get xp and have a shootout is bank. stealing cars is kinda pointless as most ppl have car security
When i was running around stealing cars there was no shortage of cars without car security to steal so idk what your talking about
 
personally both as cop and as crim bank raids used to take actual strategy however in v6 since its so closed off its just cops camp exits and crims try to fake an exit and go out another. sorry to the cms and peeps for another spam thread!!!!!

additionally i loved v5 bank raids as cop and crim, but now dont enjoy them near as much on either however i understand why they were closed off more and with such massive changes from v5>v6 obviously not everything would be loved.

ngl i think changing exits to be further apart and harder to get to it would be easier
 
IMO i love V6 bank compared to V5 however If im being honest I bearly seen the upstairs getting used for anything really, I be nice to maybe add something there, or a new escape root or something however im not a map dev idk how hard that would be and if it would even be fessable
 
Correct me if im wrong but isn't there other ways to get crim XP? I don't waste my time doing crim. Got better things to do
Are people not allowed to have variety in crim RP? A bank raid can be a fun way of doing this if its not done the way it currently is. Not something where you camp in a building for 5 minutes, then get camped at 2 doors for 10 minutes until eventually one team loses. We want a bank raid not a makeshift base defense that we have no storage to and no defenses.
 
Put your hat back on the blackhole in your brain is sucking in the town
Keeping the hat off actually allows me to use my brain. Most people don't want a city wide shootout. It was miserable and agony but i don't expect crim mains to care about the average player
Are people not allowed to have variety in crim RP? A bank raid can be a fun way of doing this if its not done the way it currently is
Oh they absolutely can. They can have plenty of RP if you guys knew how to RP. Ive had other crim mains do DUI crashes, neighbor disputes, and today i had think it was @Tarone Idrin (mohammed) do a drug overdose in the car which we roleplayed giving him narcan then rushing him to hospital in a PD vehicle. Your fun consists of CSGO like play. If thats what you want go for it but not everyone wants to be fucked over by a city wide shootout like it was in V5. I don't see any reason why the bank needs changed. Peeps saw the issue most people who aren't crim mains had with the V5 bank robbery and fixed it.

I feel like you guys aren't having fun because you got restricted by being unable to turn the entire city into the city of Chicago with rampant shootings 24/7 in my honest opinion
 
Keeping the hat off actually allows me to use my brain. Most people don't want a city wide shootout. It was miserable and agony but i don't expect crim mains to care about the average player

Oh they absolutely can. They can have plenty of RP if you guys knew how to RP. Ive had other crim mains do DUI crashes, neighbor disputes, and today i had think it was @Tarone Idrin (mohammed) do a drug overdose in the car which we roleplayed giving him narcan then rushing him to hospital in a PD vehicle. Your fun consists of CSGO like play. If thats what you want go for it but not everyone wants to be fucked over by a city wide shootout like it was in V5. I don't see any reason why the bank needs changed. Peeps saw the issue most people who aren't crim mains had with the V5 bank robbery and fixed it.

I feel like you guys aren't having fun because you got restricted by being unable to turn the entire city into the city of Chicago with rampant shootings 24/7 in my honest opinion
Hate to break it to you, if you add up the top orgs we make up 80% of the server at peak hours.

No one has asked for city wide shootouts, just more options when it comes to bank, if you bothered to read or wipe your cop main tears away you'd see that
 
For 6.1 we have halved the amount of XP you get doing a bank robbery. We have also reduced the XP you get from killing cops. You should be doing bank robberys because you want to, not because you think you have to. Hopefully now you will not feel like you have to do it to keep up with other orgs.

The current way the bank robbery works is not going to change any time soon. All evidence we have seen from our perspective (which involves observing how all kinds of players perform robberys, both hardcore and casual on both sides) shows we have achieved our goal of creating a bank robbery that requires more reliance on teamwork, and causes the least damage to those not involved (it is pretty well known that the robberys in V5 were a terrible experience for anyone not taking part). Whilst 6.1 does make some minor changes to the bank, the core is the same. We are always refining the system to make it even less disruptive and more balanced, but we like how it is developing.

If you find headglitches in any part of the map you should make bug reports on them.
 
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