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PandaHut Roleplay #13 Checkpoint Removed

Unread postPosted:December 28th, 2016, 7:39 pm
by Agent74
Hi there,

Anyone who has played PandaHut RP #13 server in the past couple of days would of noticed that a Police Checkpoint was recently added North of Alberton.
And after taking Player concerns into consideration I have removed the Checkpoint. It did cause a few problems some of those were having Police constantly online to keep the doors open, many players just drove past it, caused a bit of lag due to entities placed around it.

I intend to replace the Checkpoint with something else that will improve Police Gameplay without destroying normal RP. Whatever I come up with will go through Queenie and Josh before it is fully implemented.
I hope you are glad that the Checkpoint is now removed but expect something else to takes it place (Not exactly another CheckPoint).

We appreciate the Feedback you gave us about the Checkpoint. :party: :party:
Sorry if it caused any inconveniences.

Re: PandaHut Roleplay #13 Checkpoint Removed

Unread postPosted:December 28th, 2016, 7:44 pm
by Helena
It was kidn of useless anyways. One guy used no clip to skip it right in front of us. right outspace?

Re: PandaHut Roleplay #13 Checkpoint Removed

Unread postPosted:December 28th, 2016, 8:31 pm
by Loxtonjoel
I have also encountered problems with a checkpoint just south-east of Wellington Farm. The owners placed walls that blocked the road and barbed wire fences a bit along the sides. I have warned them not to block the road and destroyed the walls that did block the road.

Re: PandaHut Roleplay #13 Checkpoint Removed

Unread postPosted:December 29th, 2016, 12:03 pm
by Agent74
I have also encountered problems with a checkpoint just south-east of Wellington Farm. The owners placed walls that blocked the road and barbed wire fences a bit along the sides. I have warned them not to block the road and destroyed the walls that did block the road.
I removed the "Checkpoint" as it caused a lot of lag (Over 300 entities in a small area), the barbed wire fence was dangerous and the Checkpoint has no beds or lockers inside so it was not a base either.

Thanks for letting me know about it
:party: :party: