Geo_Zeus
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Everything posted by Geo_Zeus
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I wonder what @Mike Brown has to say about this.
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Or you just wait the 1 minute and 59 seconds it takes for the vehicle to despawn
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Obviously Hooters. Always for the RP of course...
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My bad mister administrator
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FUCK drug cases and all that bs be a MAN MAFIOSOS DIDN'T USE LITTLE CASES TO HIDE THE DRUGS MAKE IT SO WE CAN STUFF IT IN OUR PRISON WALLETS RP examples: /me unzips pants /me bends over /me lubes up reefer baggie /me spreads cheeks etc. Sorry if this might fall under ERP for some of you, you guys make me SICK
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Shit like this has been suggested millions of times but them MFers want us to suffer
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Idk about the punching and the sitting, but they could add like a driving test you have to pay for and complete to get your license. That way you need to get money somehow to get the license and also have to pass a test before being able to access the car dealer NPC.
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Yeah i get your point, I guess you gotta pick the placings and weigh out if it's worth having it vs not.. Good points though!
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I did think about people blocking the pad, but they could just add the same rules the current pads have where the cars get despawned. Also I think this suggestion would fix the limited parking issue since the cars won't actually be parked in the spots, they will just be deposited in neverland until you go back to get them!
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Piggybacking off of @SuleG2's suggestion about car despawn times, I wanted to bring up something i've suggested before, but only in a comment. What i'm suggesting is being able to add car spawning pads at a valid place in or close to your property that could be used as "temporary parking" for your business or your employees. The spawning pads can also come in the form of parking meters that can be added to appropriate spots of your business or around the map(i.e The motel parking lot, jewish deli parking lot, 7-12 etc) That can be used for either a flat fee or a fee based on the time the vehicle is "parked". The way the system could work is as follows; You "deposit" your car at the private spawning pad/parking meter and can only take it out once afterwards. These pads wouldn't be able to just spawn in your vehicle, the vehicle must have been placed there in order for it to be retrieved. Both the spawning pads and the parking meters could be purchased by businesses with IRL money through the server's store, or they could be bought/rented out with in-game money from the government. I belive this Suggestion isn't just for QoL, but it also allows for some RP and works as a business opportunity.
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Yeah that's not happening gang There's already enough lag that comes from vehicles, i don't think the despawn time will ever be changed.
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Nuclear
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This dude cannot for the life of him stay unbanned
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What a character arc. Bravo. +1
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Char skills / Training pamphlets / Training Magazines
Geo_Zeus replied to Cheems's topic in Suggestions
MafiaRPG -
Check other apps that got accepted, see what they did and get an idea of what the community wants to see.
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Yeah this suggestion is very Mike Brown-esque. I like it. +1
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Wait... there's weird glitches and inconsistencies on this map? nooooo
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The PK suggestions are aimed to combat abuse(i.e pk hunting) and to balance the entirety of mugging that, imo, is balanced on the mugger's side.
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Yes aka if the mugger is not careful and is caught by a third person that knows the person getting mugged, it's a PK. That's because if that is not the case then there's 0 risk for a mugger. For the person getting mugged, i am suggesting an even worse punishment than the mugger. I am saying that the option of retaliation while a gun is pointed at your face and you're alone is completely unrealistic and should instead be treated as a FailRP and NITRP ban.
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I agree with that, the only reason I suggested it is cause I don't agree with the balance of the rules right now and I think those changed would help even stuff out you know?
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Mugging char this, PK hunting that, i'm sure most of the community is tired of this discourse floating around every other week. I think the mugging system and rules are flawed in some ways and a bit of an overhaul will lead to an overall net positive for the community. I want to preface this by saying, I do not believe my point of view in the matter is particularly biased in any side of the mugging. I do not have any interests in mugging people and haven't done so in years and the last time I was mugged was back in 2022. Hopefully that absolves the "mugger trying to get a buff" or "Dude got mugged and is crying about it" replies and we can all get together and focus on a change that can be even for both sides. NEW SYSTEM First of all, the server needs a system for muggers to be able to steal people's pocket money. Of course it would need to be balanced as to not make mugging insanely profitable and cause an uproar. The way I'm thinking about it is; If the person getting mugged has 2000$ or less you can mug all of it, if they have more than 2000$ you can mug the 2000$ + a percentage of the remaining money they have on them(for example if the person has 5000$ on them and the percentage is set at 50%, the mugger will get 2000$ + 3000 * 0.5= 3500$. A hard-cap should be implemented to a specific amount that is deemed fair(a good amount would be a hard-cap of 8000$ imo). What's great about a built-in mechanic is that it can also be moderated much easier. For example the logs could clearly show timing between muggings or the system could have a cooldown tied to the person using it. MUGGING NERFS Clothing items should not be muggable, they are one of the main reason mugging is so profitable and one of the main reason why someone would break the rules during a mugging(e.g low-risk, high-reward mugging characters, LTARP to not lose valuable clothing etc.). If the new system suggested is to be added, and clothing becomes un-muggable, mugging can get more balanced profits and the person that gets mugged will have little to no incentive to not rp the mugging. That being said, maybe accessories like chains, hats, rings, watches etc. should remain muggable for the sake of the RP(it's entirely unrealistic to be all jeweled up at all times and in a situation where you can be mugged). ADRESSING PKs IN MUGGINGS I believe breaking FearRP during a mugging should not be met with a PK, it should be treated as a "harsher" FailRP/NITR violation. The easiest way to PK somebody is to mug them. Mugging rule 17 states "You may not mug the same person more than once within a span of 30 minutes." and for a group of people trying to PK hunt that makes it way too easy to do so. With the current rules a person could make a brand new character, get a gun, find someone to mug and potentially get a 100k+ profit out of it, while the person getting mugged by this new, worthless character has 2 options; Retaliate and possibly lose your character or just hand over all your valuables to this new worthless character that has nothing to lose. I believe the way the punishments should be are as follows(provided that the afformentioned changes have been implemented); -If a person is alone and held at gun point during a mugging, any attempt at retaliation should be faced with a FailRP and NITR punishment. -A person attempting to mug someone is to be PKed ONLY by a person or a group associated with the person being mugged while the mugging is taking place. -If there is more than 1 mugger and a person or group associated with the person being mugged attempts to retaliate(aka each party has more than 1 person involved) that should escalate to a "group conflict" where no PKs are administered. Let me know what you agree with, what you disagree with, what should be added or removed etc.