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Foraging imbalance

Dumpster diving currently seems to provide better loot overall than searching junk cars. One of the major incentives for reaching Foraging level 50 is unlocking the ability to search junk cars, but even at Foraging 100 I still find dumpsters to be the more rewarding option. I’ve also noticed that very few players bother searching junkyards anymore, while popular dumpster routes are consistently crowded with foragers. That alone feels like a sign that dumpsters are outperforming junk cars in terms of value. It would make more sense if unlocking junk car searching at level 50 felt like a meaningful progression reward rather than a less effective alternative. Buffing junk car loot slightly could help make junkyards worth visiting again.

charlesmarkulf about 3 hours ago

💡 Suggestions

PD/Tow Job Request Update - Quality of Life.

When requesting a tow currently, there is no option for police to select a duration for the impound once the tow truck driver drops off the vehicle, currently the tow truck driver completes the job and the vehicle is impounded for like 30m or whatever and a $150 fine. We should be able to request a tow for specific reasonings similar to how we can Seize vehicles for different crimes such as Felony Evading, Violent Felony, Illegal Parking, etc. that way we can implement tow truck drivers into more of our scenes rather than just seizing a vehicle and it disappearing and breaking the immersion. Basically just give PD options when requesting a tow so the vehicle can be impounded/seized in accordance with the crime that was committed. This will not only help the immersion of the scenes but also help give more people something else to do in the city, another way to make money, and better scenes/interactions.

vmood about 16 hours ago

💡 Suggestions

Update Towing

Story: So, I enjoy towing. Not enough people do it. But when I do it, it’s hard to tell what’s a local regular tow. And a call from PD asking for towing. When you accept a local tow, and start heading down to that area, I get flagged down a few times by PD on my way to a local tow and unfortunately I can’t just drop that tow call for PD. On top of that it’s the range of the calls with only one tow location. More variety of Truck. And invoicing My suggestion: 1) For Calls: is to have some type of other notification about the towing to show who is local, and who is PD. If routed to a local tow it should give you an option to drop that call and take the PD Call if they request it. 2) Locations: Having one in the middle of the City is great. But having one in Paleto Bay and Sandy Shores (someplace). Would be nice so drivers can queue up faster to a call. 3) Range: I’ve noticed that when I’ve waited for a call and it comes in, it be in Paleto or Sandy. I’m kinda a fan of it. But when it happens back to back to back, it gets annoying. It happened 5 times for me when I would go to paleto, just a different area in paleto. That’s where the whole paleto tow location come in handy to drop off the vehicle. 4) Tow Trucks: it would be nice to have more options, of a truck. Such as the snatch and grab (Repo truck) , another flatbed that allows more passengers instead of just one seater, a heavy wrecker to haul commercial vehicles such as the truckers with loads if stuck or can’t go up a hill. 5) Invoicing: Being able to invoice civs that need the help of a tow to a location or out of a tough spot. Or even repairs. It’s a long stretch to happen. But I can understand if it doesn’t happen. I figured I’d voice my suggestion

wolfinryan 3 days ago

💡 Suggestions

ATM issue with police

This issue has already been addressed in a post from 4 months ago, https://feedback.cityliferp.net/p/atm Seeing as time has not been a factor in its implementation I am here to readdress the issue as it recently happened to me on several occasions. I’ll evade the cops run down the timer, and I’ll even get the drilling the atm only for me to get to the end of the drilling and then all of sudden there isn’t enough police for me to get the cash. My suggestions is that if there is enough police for me to attach the rope and accept the risk factor and run until the timer is done, and even start drilling the atm, I should be able to get the loot I worked hard for and spent expensive materials on, as to maintain the continuity of the role playing experience. The lack of police shouldn’t prevent the access the loot if you already did all the prior steps and planning. Alternatively if the lack of police prevents me to loot the atm after achieving it, I should get back the mats and time used to start the heist in the first place.

._.yaga._. 3 days ago

💡 Suggestions

Rework Taxi Job Progression / Rewards

I wanted to make a suggestion regarding the Taxi job because after putting a lot of time into it, the progression honestly feels extremely unrewarding compared to almost every other job on the server. For context: I’m currently ranked #5 on the server for Taxi rides, with almost 300 completed rides, and after all of that I’m only level 34 out of 100 and have earned roughly $30,000 total. The issue is that both the money gain and XP gain feel incredibly slow. Nearly 300 rides is a solid grind, and it feels like the grind to max level is extremely out of reach. Compared to other jobs, the time invested versus rewards gained seems way out of balance. I’m not asking for Taxi to become overpowered or a money printer, but right now there doesn’t seem to be much incentive to continue grinding it when other jobs provide significantly better returns for less effort/time. Possible solutions: Increase XP per completed ride Increase payouts slightly Add bonuses for streaks Add milestone rewards every X rides Scale rewards better at higher Taxi levels I actually enjoy the job itself, which is why I’ve stuck with it long enough to reach top 5. I just think the progression needs adjustment because right now the grind-to-reward ratio feels heavily off.

koosh_ 5 days ago

3

💡 Suggestions