Serious Problem / Suggestions

Dear Development Team,

I hope this message finds you well. I’m reaching out to share a formal request on behalf of many within the civilian community, as recent gameplay changes have significantly shifted the balance in favor of MPS and RG forces, leaving civilians with limited tools, reduced impact, and diminished gameplay enjoyment.

Current State of Civilian Gameplay

Previously, civilians had strategic opportunities—particularly through rooftop raids—which allowed for creative engagements and dynamic encounters. While the patch that removed jump shots and the ability to hold rooftops was understandable, the subsequent LAS update unintentionally rendered roof raids completely unviable. Being wounded by a sniper shot without any way to heal, combined with our inability to have a personal LAS, left us with no way to recover or compete in these scenarios.

Although that was a tough adjustment, we accepted it. However, recent experiences have further worsened gameplay for civilians. When engaging MPS units, their immediate response is often to deploy PAVA spray or tasers. While understandable from a defense standpoint, these tools are currently overpowered. One hit from PAVA and you’re entirely defenseless, unable to react or recover. Taser effects are similarly strong and instant. These mechanics eliminate fairplay opportunities and make civilian engagements feel one-sided.

At present, the civilian role feels underdeveloped and sidelined. With the last several updates geared heavily toward enhancing MPS and RG, civilians have been left behind. Many of us find ourselves asking: what is the point of playing as a civilian if we’re meant to lose in every interaction?

Formal Requests and Suggestions for Civilian Improvements

To restore balance and encourage meaningful civilian participation, we respectfully request the following improvements:

Combat and Tactical Improvements
• Nerf PAVA spray: Reduce its range, duration, or cooldown to make it less overpowering.
• Introduce gas masks: Give civilians a way to counter PAVA effects through purchasable or craftable gas masks.
• Reduce taser effectiveness: Allow civilians a small window of reaction, or reduce stun duration slightly to support dynamic play.

Gameplay Quality and Anti-Griefing
• Anti-Teamkill System for Civilian Organizations: Just like MPS and RG enjoy teamkill protections, civilian organizations should also have an anti-teamkill system to prevent internal sabotage.
• Weapon Loadout System: Enable civilians to save and instantly equip a weapon loadout upon spawning. This improves efficiency, minimizes time spent at vendors, and reduces vulnerability to spawnkilling.

Expanded Civilian Mechanics
• Civilian-Specific Jobs or Roles: Introduce deeper roles (e.g., hacker, smuggler, courier) to give civilians purpose and skill-based advantages.
• Disguise/Identity Spoofing: Let civilians temporarily hide their name/ID or impersonate NPCs to escape or outsmart police.
• Reputation System: A high-reputation civilian could gain access to special items, areas, or NPC interactions, while low-rep players face different consequences or challenges.

We truly appreciate the hard work and passion that goes into maintaining the server and creating engaging content. Our only hope is to restore balance so that civilians, just like MPS and RG, can enjoy a challenging, rewarding, and fair gameplay experience. These improvements would not only help revitalize the civilian community but also make the server more diverse, immersive, and fun for all.

Thank you for your time and consideration.

Carlos

I like and dislike some ideas here.

With the massive nerfing of police through pava and taser I don’t think that should happen, as though they are powerful it is only at a short range and allows non-lethal from police and actual arrests as if criminals are shot they just refuse treatment and cant actually be arrested.

For the anti team kill I feel like this would just back fire as the most common method of getting someone out of cuffs is killing them and this would stop that.

And a weapon loadout system could be cool but should only be able to be equiped at a vendor as on spawn could cause alot of issues I feel.

I really like some of your ideas for civ, especially the civilian roles like hacker.

Would be very cool if there was a hacker mini game where you can open gate at BP and NSY and for example get more money when robbing ATMs compared to drilling them.

Also maybe the ability to lockpick cars and sell them at some kind of chop shop for cash would be cool.

I am not a fan of the disguise spoofing as it would just cause a lot of confusion and people thinking other people did things so a lot of false FPNs and arrests and stuff.

A reputation system could be very cool giving access to certain things. This would allow the more committed civ players to get rewarded like MPS are rewarded with extra equipment as they go up the ranks.

2 Likes

PAVA is fair as it is, and so is the taser. The point of them is to subdue someone, not give them a slap on the wrist. If you are complaining about the taser/ PAVA while having lots of long range guns, it really isn’t the tool’s fault.

The disguising will cause loads of lag with all the in-game NPC’s that would need to be added - so not viable for a game that is already very laggy. If you were to have a system where you could change your name, (appearance doesn’t matter since you can semi do that in-game already) it could work although it would take away from the “Reputation” thing you suggested.

The anti-teamkill I think would be a nice decision although implementing it would be difficult due to the removal of organisations, they would need to potentially add them back increasing the lag once again. So, just not aiming at someone is a whole lot easier and doesn’t make the lag go up.

I also agree that a weapon loadout system would be nice to save time.

4 Likes

Economy Suggestion

If there’s one major feature we think could elevate civilian gameplay, it would be the ability to farm money in higher quantities—but in a balanced and limited way.

For example: imagine if the artwork in BP could be stolen and sold to a new, hidden vendor located in an unexplored area of the map. This would create a high-risk, high-reward scenario. During the theft, MPS could receive a real-time tracker on the suspect, allowing them to respond dynamically. On top of that, other criminals could intercept and steal the stolen art from the original thief—making it even harder to cash out.

The loot could be randomized, similar to the Cayo Perico heist system in GTA V, encouraging variety and teamwork. This system would benefit both MPS divisions and non-div personnel by increasing activity, encouraging pursuit gameplay, and pushing deeper RP scenarios.

Example #2: Even something as simple as a market robbery could be redesigned to include more layers—like crowd control, timed safes, or police negotiations.

At the moment, the only real ways to make money as a civilian are: hostage situations, ATM robberies, Robux purchases, or firearm sales. Some of these require a high initial capital, and others are simply inefficient or not viable long-term.

We believe that giving players a new, balanced way to earn money would help maintain loyalty within the community. Let’s be honest—BP is struggling to maintain its player base. Compared to your newly released game that already surpasses 2,000 daily active players, BP has been around for over a year and still struggles to hit 1,000. While the target audiences may differ, it’s clear BP is due for a revitalization.

So today, we’re not just pointing out a flaw—we’re proposing a potential solution. Even if it doesn’t fully work, it’s a constructive step forward. We play this game because we love it, not because we don’t have other options. Trust us—if we didn’t care, we wouldn’t be here.


Performance Feedback

Let’s talk about performance. Despite recent updates and optimizations, lag is still a significant issue. I personally have a high-speed wired connection, and I still average a ping of 100–110ms on the US servers, which should be the closest to me. I acknowledge the great effort that’s already gone into improving server performance, but an extra push could really make a difference for a lot of players.

For example, removing the train could already be a huge improvement. While it’s a well-crafted feature, almost nobody uses it—it just doesn’t match the fast-paced, interaction-heavy style of gameplay the majority of players engage in. It’s been part of the game for a while now, but its usage has never really caught on.


Gameplay Balance: Taser, PAVA, and Aiming

Regarding the latest updates:

Taser: The taser is relatively balanced, although it clearly favors MPS gameplay. That said, it remains limited to close-range engagements, so its use implies tactical positioning and timing.
PAVA: This one is more problematic. In real life, PAVA doesn’t stop someone from running—it disorients them, affects vision, and causes confusion, but adrenaline often keeps the person moving. From personal experience, I can say it may daze you, but it won’t stop your legs. In-game, however, it slows you down drastically, which isn’t accurate or fair. We suggest removing the slowing effect and keeping the disorientation only.

  • Aiming Animations: The new aiming system affects all teams and seems balanced. However, it reduces the element of surprise for civs, which makes it even harder to outplay MPS forces. Civs will once again have to reinvent new tactics just to survive—a tough challenge in the current meta.

Thank you for reading all of this.

-Rautipo

2 Likes

I really like that artwork suggestion, would give alot more reasons to break into BP then just to go in for a gun fight.

Simple question for you then : Obviously there is a problem with the economy what would you suggest to fix it and explain it please.

I hate everything here

4 Likes

You know I can see the civilian standpoint but with civilian raids of BP/roof and other malicious activity’s leaves MPS, RG, and especially the royal family and the government have a non enjoyable for these people who pay lots of money for these game passes because they get killed relentlessly they can not do anything in public if police force is lowered as it is already very dangerous just to go to the coffee shop as anyone above MPS, RG, or the Civilian team on the player list and not just get shot which makes the game very unenjoyable for these people which are partially the reason why we get more updates with their VERY expensive game passes

And btw I am not trying to criticize your suggestion as I can see your point of view just maybe look more opened minded at other sides and the effects that it has on other people what you are asking for :slight_smile:

Nerfing the taser and PAVA is a horrible idea as the PAVA has been nerfed enough. Plus most shots from snipers on the roof can be healed by either a split or a bandage. Although, would be nice to receive more medical tools as a civilian.

1 Like

I am unsure what you and others are going on about, PAVA is massively overpowered whether the taser is on not and that is simply not debatable.

Buckingham Palace, when it comes down to it, is meant to be a roleplay game - not a deathmatch server.

Having read this, it either benefits Space Recon and other OCGs (anti-teamkill, gas masks, general requests to nerf MPS tools) or strengthens the criminal aspect of the game. In my opinion, there should be more interesting things to do for non-criminals beyond a couple jobs - there’s already more than enough roleplay interactions criminals can have, however if you’re just being a regular civ, you can either stand around and chat or do a couple of limited jobs. There should be more for regular civs to do that doesn’t boil down to shooting people or making it easier to shoot people.

As for the Reputation System, this more or less seems like a way for civs who have played the game more than others to feel superior to newer players.

Generally, despite the introduction stating otherwise, these suggestions seem to be a little detached from regular players issues (beyond some of the other suggestions like lag fixes and heists) and mostly just serve to benefit Space Recon, and in the process, reducing the game to a PVP game.

I understand where you’re coming from, and I appreciate you taking the time to share your feedback. However, I want to clarify that the suggestions made aren’t solely intended to benefit Space Recon or any specific group — they’re aimed at balancing the game overall and improving the experience for all types of players, including regular civilians.

The point about tools like PAVA, for example, isn’t about removing them or crippling MPS gameplay. It’s about ensuring they’re balanced in a way that keeps interactions fair and engaging. I get that if you’re a frequent MPS player and rely heavily on certain tools, you’ll naturally be inclined to defend them — that’s fair. But from a broader game design perspective, PAVA in its current form is overly powerful, and that disrupts roleplay and fair play. Anyone who’s played both sides of the coin should be able to recognize that.

These changes aren’t about pushing an agenda for one faction. They’re about balance, fairness, and improving the game for all players, regardless of their role.

Personally, I prefer the taser regardless of this - but yes, the PAVA is a very strong tool.

However, like I mentioned before, I think that this is only an issue in some players perspective. If you’re going to treat the game like an intense deathmatch game, then yes, PAVA is annoying. However, the game is not meant to be a combat game; it’s meant to be a roleplay game where combat is present from time to time. There are more than enough tradeoffs with the current tools the MPS have, for example;

PAVA

  • Cooldown after 8 seconds of spray
  • Limited range, more or less useless when chasing someone

Taser

  • Requires a direct hit
  • One time use, slow reload before it can be used again

On top of this, having a taser/PAVA out puts you at a significant disadvantage, especially with the new tool equip delay. You still have to switch between tools.

The focus is not and in my opinion should not be on what makes shootouts fun, but what generally makes the experience fun for the broadest group of players :slight_smile:

2 Likes

I respect your perspective and appreciate you taking the time to explain your view, but I have to strongly disagree on several key points.

You mention that the game is primarily a roleplay experience — which I completely agree with — but if that’s the case, then it makes even less sense for Armed Police (ARV) to be rushing armed civilians with PAVA. That’s not how it would happen in any realistic roleplay scenario. If you’re basing the justification on realism and roleplay, then you can’t ignore the fact that this kind of behavior completely breaks immersion. In real life, ARV wouldn’t be running at a potentially lethal suspect with pepper spray — they’d be using appropriate force or calling in the proper unit for the situation.

If someone wants to rely on close-range tools like PAVA, they should be playing as a taskforce or a response unit — not ARV, where they already benefit from powerful vehicles, stronger weapons, and armored protection. Sitting inside a bulletproof car, waiting for civilians to approach just to jump out and instantly use PAVA isn’t strategic — it’s exploitative.

Regarding the mechanics: yes, PAVA has a cooldown and limited range, but that doesn’t address the main issue. The tool is currently too powerful in the context of civilian interactions. You can’t run after being hit. Your inventory gets removed. You’re completely vulnerable. In real life, PAVA might impair vision, but it doesn’t stop someone from moving or accessing their equipment. That’s the core of the problem — it’s not about combat-focused gameplay, it’s about broken mechanics that don’t align with either realism or fair roleplay.

Again, I understand that if you mainly play MPS, you’re naturally going to defend the few tools you rely on. But from a broader and balanced perspective — especially for civilians — PAVA in its current form is being overused and misused, and it heavily disrupts the overall roleplay balance. A nerf is not about ruining gameplay for MPS, it’s about restoring fairness and making civilian interactions more viable and immersive.

Can we stop using chatgpt for replying kinda unprofessional

2 Likes

Let’s start by acknowledging the claim that this game is meant to be a roleplay…

Personally, I don’t believe this game functions as a true roleplay in any meaningful way. Here are a few reasons why:

  1. Police officers constantly return to scenes after being downed.
  2. Abusive players can’t be properly dealt with by commanding officers.
  3. The economy is based on purchasing money with real-life currency.
  4. (This may have changed) but Mo19 often wouldn’t react to being rammed.
  5. Everyone just stands around at BP.
  6. Hostage situations only succeed about 1 in 10 times — 1 works, 9 don’t.

This game may have been created with roleplay in mind, but the community isn’t playing it that way. And that applies to all sides — including LAS and every other team. For example:

  1. The King walks out of BP alone.
  2. Same for the Royal Family (RF).
  3. MPS misuse blues to skip red lights or just to reach BP faster.

I feel like we’re forgetting the foundation of the game: its community.

No hate, but I’ve seen many division members disagree with our ideas — and that’s totally fine. Everyone has their own preferences, whether it’s playing MPS, RG, or Civ. I understand that some of you want to keep overpowered elements as they are — and that’s your goal. We’re not here to force you to admit we’re right, but just to point out what we feel is unbalanced.

Back to my main point:

This game is not a true RP. If it were, for example, being in a Discord call during gameplay wouldn’t be allowed. Many things that seem like they’re meant to support roleplay actually break it entirely when you look closer.

Let me know what you think :smiley:

-Rautipo

3 Likes

I hate to be argumentative, but I think it’d be a shame not to reply to your message after you took the time to write it all out :slight_smile:

Regarding the reasons that you outlined as to why it’s not a true roleplay;

  1. This also happens in roleplay games, it is after all, a game
  2. This is an issue both specific to BP and just a general issue in RP games - while BP has more strict gameplay rules that are actively enforced, stuff like the handbook enforcement have since gotten a lot more relaxed - in line with other casual roleplay games. Abusive players can still be dealt with by COs if they’re ingame, who can cuff them etc., which is similar to other RP games.
  3. This - in my view - doesn’t really affect whether or not it’s a RP game or not.
  4. Guessing that you’re commenting on realism here - if it was meant to be “realistic”, you probably wouldn’t have civilians with the firepower of a small nation. At the same time, in RP games you have worse issue with people just going dodges, so honestly, I see this as a non-issue.
  5. That’s what happens in real life too :slight_smile: People are just standing around at Buckingham Palace. Tourists, police, royal guards - it’s not downtown, it’s Buckingham Palace.
  6. To be honest, in my experience then the MPS (especially new players) will more often than try to negotiate or in other ways resolve the hostage situation to the best of their abilties. It simply comes down to a lack of knowledge and experience most of the time.

As for the other points;

  1. The game is made of real people with their own line of thought. For the king to have an escort, it requires there to be people (Close Protection) willing to escort them around. If there aren’t any - tough luck, the king will just have to go out alone to the detriment of his safety, however I see the king flanked by close protection very frequently.
  2. As above, with the slight note that due to the limited Close Protection online at a time, they often focus on the monarch instead of RFs.
  3. Yeah, but this happens more frequently with new players. Serious players tend to do their best to adhere to the respective teams handbooks.

I’d like to mention that you’re opinions are merely opinions, not objectively correct as you seem to suggest it is - the notion that civilians should have access to the same amount of firepower or equipment as the police and the military is kind of crazy, and with that being said, it’s already very even. Personally speaking, I have 14-16 guns in the vendor - in what world does that make sense?

Is it unbalanced that;

  • Civilians have access to Ferraris, that can go 70 MPH faster than the fastest MPS cars with twice the acceleration?
  • Rules of Engagement allow civilians to freely jump MPS relentlessly - always giving them an upper hand in a combat situation?
  • Civilians can have as many guns as they’d like, including weapons like the AWP, Famas, Kriss Vector and the PPSH?

Again, it’s about perspective. And in my perspective, civs already have enough benefits to massively outweigh the drawbacks. If I had to pick between a pepper spray with limited range that can be defeated by the player standing a little further away, or being able to speed off in a Ferrari and shoot whoever I like with no repercussions with guns originating from foreign militaries, I know what I would pick.
In short, I don’t believe the game is unbalanced. Yes, the PAVA is a strong tool, but looking at the bigger picture, it’s more or less just a way to mitigate the circumstances that make its existence balanced. And tangent aside, I still don’t understand how your points proved that BP is not a roleplay game? If anything, it’s just a RP game with a lot of people who don’t know how to RP :wink:

1 Like

After reading your message I thought I would respond instead of Rautipo to your message, I appreciate that you’re taking the time to discuss it properly. I just want to clarify a few things from our side, because I feel like some key points are still being overlooked.

Yes, civilians have access to strong weapons, but that comes with a real cost and limitation. For example, the AWP costs 80 Robux per life — that’s basically $1 every time you die and want to rebuy it. That alone adds a natural balancing factor. So while the firepower may seem high on paper, in practice it’s not something you can spam without consequences. And let’s not forget: if you’re hit by a single sniper shot, you’re basically done — bandages and splints won’t even help you recover. Also if you would want to buy FAMAS, first of all its almost impossible to get a FAMAS, second it is very expensive (real money aswell) whilst MPS just spawns with free weapons and a loaded inventory all the time.

Now, looking at how the game used to play — civilians had way more ways to engage that were both fun and challenging for all teams. Roof raids, for example, created hours of engaging gameplay. Divisions like Trojans/GG/RMP weren’t just driving around or standing still but were actually being tested in dynamic ways. Climbing trees or getting on buildings wasn’t “bug abuse” — it made the game feel alive and gave everyone more tactical options. (It was bug abuse if you got onto roofs that were unaccesable) But for example horse guards roof was allowed first and it was actually super challenging and fun for the divisions to re-take that roof, and now sadly you can not access it because you cant climb trees like that anymore.

But nowadays, we’re seeing the opposite. Civs are mostly just stuck standing outside BP with nothing meaningful to do. And when they do try to engage — especially the more competitive players — they’re met with the same pattern: Trojans sitting in bulletproof cars, waiting for someone to get close, then jumping out with instant PAVA, and acting like it was some high-level arrest. That whole mechanic just doesn’t feel like roleplay, nor does it require skill like it used to.

I still stand by what I said before: PAVA in its current form is way too strong, and its use is often completely misaligned with how it would be used in a real RP environment. If we’re talking realism — which was the foundation of your earlier point — armed police wouldn’t rush a heavily armed civilian with pepper spray. If players want to use PAVA as their main tool, that’s fine — but then it should be done in the context of Taskforce or Response units, not combined with ARV-level equipment and bulletproof protection.

I get it — most MPS players will naturally defend PAVA, because it’s the tool you rely on the most. But from a civilian point of view, and especially for those of us who’ve been playing for a long time, the direction the game has taken just feels off. What used to be a balanced and engaging experience for all sides has now shifted to a one-sided system where civilians are severely limited, both in options and in fairness.

Lastly — it just doesn’t make sense that when you get pepper sprayed, you instantly can’t do anything. In real life, even if your eyes are burning, you can still run away or grab something to defend yourself. In this game, you get slowed down, your inventory is instantly wiped, and you’re left completely helpless. That’s not only unrealistic, but also completely removes any chance of reaction — which again makes the tool way too powerful in its current state.

1 Like

I will also reply if you dont mind :

  1. Issue of civilians having too many firearms:
    If having multiple guns is considered a problem, a simple solution could be requiring a duffel bag to carry more than one weapon. But this would just make civilians spend even more, and right now, everything is already extremely expensive. It’s easy to roleplay as a police officer—there’s a clear rulebook and a defined path. Civilians, however, have very limited options. You can do nothing and get bored at BP, quit the game in two weeks, or commit small crimes like robbing ATMs, earning barely 2k per hour—not exactly viable when everything costs so much. Or you can try to enjoy the game more seriously, like we do, by engaging other teams. I believe most MPS players want action too. Standing still at BP doing nothing isn’t exactly exciting, even though if this were a true roleplay game, that kind of idle behavior would be perfectly normal. In that case, just remove all civilian weapons and rewrite the game’s description—because right now it literally promotes criminal activity:
    2.*“Steal from an ATM or break into the palace as a lawless criminal!”**

  2. About vehicles and realism:
    We’re debating valid points, but I think the core of the issue is misunderstood. Regarding vehicles—I’ve rarely seen bulletproof glass in real life, except on government or Royal Family cars. From my experience, police car windows don’t resist bullets. An MP10 or even a M1911 should be enough to shatter them.

  3. COs handling abuse is unreliable:
    You mentioned COs can manage abusers, but that’s not really effective. For them to act, they need to (1) be online in your session, (2) see the abuse happening, and (3) actually intervene. Often, COs get targeted themselves or aren’t present where the abuse takes place, so in reality, this doesn’t work well.

  4. Discord and combat balance:
    I understand some of your points—having Discord can be an exception, and I also agree that it creates more interaction and fun for everyone. But saying that civilians have the advantage just because they initiate fights isn’t true. Most of the time, the other side runs away or retreats to a defensible position near reinforcements. On top of that, they have bulletproof vehicles, giving them constant mobile cover.

  5. Initiating combat isn’t an advantage:
    Starting a fight doesn’t mean we’re winning. Civilians constantly have to take huge risks:

  • Stay too close and risk being tased or PAVA’d
  • Stay too far and the enemy escapes
    Retreating is a valid tactic, but the reality is that initiating anything comes with high risk, especially with current balance.
  1. Vehicle limitations for civilians:
    We can’t shoot from vehicles, and if someone stands on top, the car literally flies off. That’s not an “advantage” by any means—it’s a limitation.

Yes, civilian vehicles are faster, but we’re the ones engaging the fight—we go to them. Being faster doesn’t really give us an edge, except maybe to chase or provoke, but we don’t need to go 165 mph or accelerate like crazy just to do that.

Meanwhile, MPS have access to the Junkle, a vehicle that’s practically unbreakable. Sure, it costs money—but so do Ferraris. So I don’t understand why Ferraris are seen as a civilian “advantage” when the other side has what is essentially an armored tank on wheels. The comparison just isn’t fair.

  1. Cost of playing seriously as a civilian:
    Every time I deploy and die, it costs me nearly 1,000 in-game currency just to gear up again:
  • Medkit: 500
  • Repair Kit: 250
  • Bandage & Splint: 200+

The total gets close to 1,000—and that’s without even including the cost of weapons. Fortunately, many of us have permanent guns, but imagine if we didn’t—or consider players who don’t have any. They would have to farm for 30 minutes or more just to afford basic gear before even thinking about engaging in action. That makes serious civilian gameplay punishing instead of rewarding.


Conclusion:
At the end of the day, we’re not asking for civilians to become overpowered—we’re asking for balance, recognition, and respect for the risks and limitations that come with playing this role. The current state of the game creates an uneven experience where one side has structure, protection, and support, while the other faces heavy costs, limited tools, and unclear direction.

Calling this a roleplay game means accepting the responsibility to support all roles, not just enforce rules on one side. If the gameplay encourages criminal RP through its very description, then the mechanics, tools, and consequences should reflect a fair and engaging system for everyone.

We’re not here to break the game. We’re here because we care about it, and we want it to be fun, fair, and alive—for all players.

1 Like

For real hahaha