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Buff Mugging


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  • DarkRP Administration Team
3 hours ago, ShankNinja said:

-1 to OP and to Chris's counter-suggestion

I already have a hard enough time trying to come on and RP as it is being Prestige 20. If I try to RP with some new players, before I can even say anything "OMG PRESTIGE 20 HEY BRO CAN I HAVE SOME MONEY" etc. etc. etc....

A perpetual 200K target on my head won't help.

I can see people who aren't highly prestiged +1ing this suggestion. I got to my level back when Prestiging got you nothing. No hats, no points, nothing.
If I could go back and never prestige I would. I would rather be able to hide prestige levels than be worth 200K+ to any thief who sees me.

 

So for the people who are +1ing this, consider that his is how much currency costs in the store:

QGM5HQx.png

If I saw someone walking around that was worth 8$, I would nonstop be trying to mug that person. I don't think this is a good idea overall. This is just a punishment for progression.

 

I think the idea that higher-level players generally have more money definitely holds true by this though, and it’s why I think that taking prestige levels into account makes a lot of sense. I mean 200k to you (or me in fairness) isn’t a large sum of money and the cool down timers are there to prevent repeated mugs.

Low level players will continue to ask for money regardless of whether the mug system was in place or not. Mugging is a core mechanic of DarkRP and so it’s worth considering separately.

From a RP perspective, regardless of the mug amount, thieves will tend to target the wealthier players because they know they’re good for the money and more likely to just hand it over, just as in real life I guess. 

With regards to the store bought cash, this is heavily outdated in terms of exchange-rate. I think many people go by 500k per credit (I won’t buy credits for less than 1M personally).

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  On 12/16/2022 at 1:02 PM, ChrisRid said:

Just as a counter-suggestion, what if prestige levels were taken into account instead? So for each prestige, 100k was added to the total? This way it wont negatively impact lower-level players, while also offering a higher reward for mugging higher-level players who tend to have a lot more money? As a list of examples:

Level 10 Prestige 0 - $1000
Level 63 Prestige 0 - $6300
Level 10 Prestige 1 - $101,000
Level 63 Prestige 1 - $106,300
Level 10 Prestige 2 - $201,000
Level 63 Prestige 2 - $206,300
Level 44 Prestige 4 - $404,400 (If you mug me at my current level)

Expand  

This is a pretty damn good idea, I can build off of this and propose this..

you utilize the command /mug while looking at a player, and it'll automatically print

[Mug] Garnet is mugging ChrisRid for $83,100

(amount inserted automatically for a theoretical prestige 8, level 31)

 

 

Chris will then be presented for a UI reading "drop the amount" or "refuse"

Both options will print to chat,

[Mug] ChrisRid has been mugged by Garnet for $83,100

OR

[Mug] ChrisRid has refused to pay Garnet's desired mug amount, fight!

 

This will obviously need to carry a cooldown of 5-10 minutes, and be allocated for players in spawn/AFK




FUCK YES @Nutter
+1 one all the way, then instead of having the "wait 10 seconds gig" if they refuse you can just kill them instead of having to wait for them to pull a wep out. YES


Edit: Sorry Shank, but I believe you'd be a bounty of 2mil unless I misread (as prestige 20)
Even then, 2mil vs perk money for just dying? obv no brainer here, maybe we need an overhaul on mugging in general 
If anyone has played fivem before, if you mug someone you're allowed to rob their inventory as well, maybe something along the lines of that? 
I have no idea how this would work, but consider this;
If they manage to kill you, they cant rob the money off you, but could take items out of your inventory-now the obvious counter to this would be to stash it all in your bank. And hear me out again, maybe we limit the size of bank tabs so more players stash more items in their inventory.

If a low level robs another lower level, or maybe even a gun dealer who may have lots of guns in their inventory, it wouldnt even have to be about the money at that point, it would be worth it for the guns that might be in their inventory.

Again, obviously this is a starting point, and maybe even not that, I would want lots of input if we were to rework and add this in (not just a -1 from people saying oh no i dont want my rare rpg stolen out of my bank mommy help me!) ect. 

But as it stands, mugging for any amount over 30-35k isnt worth it as the player will always try to fight instead of losing perk money (assuming they had perks to begin with)

Edited by xFish
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18 hours ago, xFish said:

But as it stands, mugging for any amount over 30-35k isnt worth it as the player will always try to fight instead of losing perk money (assuming they had perks to begin with)

Exactly, I don't see a reason to make this any worse. Adding actual theft into the game when people are legitimately paying for credits on the store ( @ChrisRid you can't tell me you've never seen someone pay for credits on the store) seems excessive. If I'm not going to be able to play on my main without a constant 2million target on my head I'll be on an alt or not playing at all. I know there isn't anyone else who's prestige 20 but if there was I'm sure they'd agree with me.

I don't think there's anything wrong with the current mugging system either. It's been around for ages and is about as vanilla as a mugging system can get.

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  • DarkRP Administration Team
1 hour ago, ShankNinja said:

Adding actual theft into the game when people are legitimately paying for credits on the store

Mugging is a core mechanic of DarkRP and has been around snce the very beginnings, in fact it's older than DarkRP as it existed in the gamemodes which inspired this one. Nobody is forcing players being mugged to hand over any money, you can still counter, the system remains the same. The only change is a fancy new popup which automatically works out how much your being mugged for with the two options to either pay it or counter.

 

1 hour ago, ShankNinja said:

@ChrisRid you can't tell me you've never seen someone pay for credits on the store

In the 2 years I've played I could say I've seen maybe 3 people buy money from the donor store, on the other hand I've seen at least a hundred people sell each other credits for amounts varying from $350k to $1M per, with $500k per being the current average. I'd imagine more people bought money through the store many years ago when the exchange rate was preferable, but that's certainly not the case anymore.

 

1 hour ago, ShankNinja said:

constant 2million target on my head

So the 100k per prestige was my initial idea in my first post, and I'll admit that it could get too hefty at higher prestige's (it was aimed at the majority being prestige 0-5). 
Garnet's later post changed this idea to the more preferable system of using the ten-thousands to reflect the prestige level. This means it would be in the 200k region for you, not 2M. So for example:

Prestige 0, level 44 - $04,400 (put the 0 in for reference)
Prestige 1, level 44 - $14,400
Prestige 2, level 44 - $24,400
Prestige 20, level 44 - $204,400 (Your prestige level)

 

1 hour ago, ShankNinja said:

I don't think there's anything wrong with the current mugging system either. It's been around for ages and is about as vanilla as a mugging system can get.

The current system is good, and I'm all for staying vanilla. In fact I go out of my way to oppose anything which strays too far from vanilla. This however is essentially the same as it always was, just with a simple UI and taking into account a prestige level. The basic concept of mugging still remains the same. When you look around and see vapes, fancy weapons, hats / accessories, and the recent suggestion of a casino being added; this is pretty vanilla and old school. If anything it makes life a ton easier for new players by having a UI. Even the lottery system has a fancy UI and nobody opposed that change, this is like that.

Edited by ChrisRid
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