Geo_Zeus Posted 7 hours ago Share Posted 7 hours ago 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. 1 4 Link to comment
Giacomo Barone Posted 7 hours ago Share Posted 7 hours ago +1 What kind of mugger is stripping their victim naked lmao, just accessories makes sense 1 Link to comment
Hg0tros Posted 7 hours ago Share Posted 7 hours ago (edited) I actually read the whole thing, making clothes non-muggable and saying actions during a mug don’t count as FearRP or PK doesn’t really make sense to me. From a roleplay perspective, going against people who are trying to rob you is literally putting your life at risk, so I definitely think it should count as PK. As for the money system, I think it makes sense, but if they add a rule like that, everyone’s just gonna keep their money in the bank and stop carrying cash. Instead of this, Im more in favor of fixing the inconsistencies in the Mug Char and Mass Mugging rules. The main reason is that there are a lot of players whove been in the community for a long time, follow all the RP rules, but still end up getting perma banned because of how flexible and unclear the mugging rules are. Even right now, there are a couple ban appeals pending from well-known and respected members of the community because of this. Edited 7 hours ago by Hg0tros 1 1 1 Link to comment
Rifsfth Posted 6 hours ago Share Posted 6 hours ago So your saying I wouldn't be able carry 10 million dollars around with me everywhere I go anymore... 2 Link to comment
Geo_Zeus Posted 6 hours ago Author Share Posted 6 hours ago 32 minutes ago, Hg0tros said: I actually read the whole thing, making clothes non-muggable and saying actions during a mug don’t count as FearRP or PK doesn’t really make sense to me. From a roleplay perspective, going against people who are trying to rob you is literally putting your life at risk, so I definitely think it should count as PK. 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? 1 Link to comment
Cash Posted 3 hours ago Share Posted 3 hours ago -1 This just ruins mugging as a whole. Mugging is a calculated risk with a high danger but a high reward. Mugging is super dangerous but if you die during a mugging your faction should try and press the muggers if they know who they are. This just ruins so much risk on the server Link to comment
Mike Brown Posted 2 hours ago Share Posted 2 hours ago The real question is why does custom clothing hold so much value? Doesn’t that just make the server pay to win? You pay a couple hundred for a custom clothing item then sell it for millions of in game dollars. Just seems a bit retarded, and in terms of getting a nitrp ban I think most people would prefer a temporary ban than losing a character that they’ve spent 100+ hours grinding on. Link to comment
ix_crazy_xi Posted 2 hours ago Share Posted 2 hours ago didnt read it cba i love having mugging chars Link to comment
Mike Brown Posted 1 hour ago Share Posted 1 hour ago 5 hours ago, Giacomo Barone said: +1 What kind of mugger is stripping their victim naked lmao, just accessories makes sense Clearly you’ve never been to Brazil Link to comment
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