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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:
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
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.
- Focus on the Fire Exit Door
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
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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