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Mugging for greed and why it's good

The first time I joined the server, I was "lured" into an apartment under the false pretence that I was with friends, where I was subsequently robbed for all my starter gear and stabbed to death regardless of my cooperation (I gave them everything I had), to be NLR'd and have a fresh character with absolutely nothing.

Didn't join for 6 months after that. So don't blame me when I think mugging for greed is not good.
That sucks so fucking hard LOL. Jesus. Why not allow mugging for 'greed' and add a point on the ruleset where you can only take a certain amount of valuables? Instead of ending up like Swoots here :ROFLMAO:
 
The first time I joined the server, I was "lured" into an apartment under the false pretence that I was with friends, where I was subsequently robbed for all my starter gear and stabbed to death regardless of my cooperation (I gave them everything I had), to be NLR'd and have a fresh character with absolutely nothing.

Didn't join for 6 months after that. So don't blame me when I think mugging for greed is not good.
Thank you for showing the problem isn't the rule, but the playerbase.

People rob for greed either way, if you have the rule or not, but by making the rule less strict so that someone can mug for greed, but sharpen the rules where else they shall be needened to be sharpened and hammer down on individuals who ruin the gameplay cycle or others.
 
I've literally never once seen a good story come from mugging on any server that allows it. On the contrary, I've seen nothing but upset and frustration.

"Well its a chance for you to tell a story of revenge!" - here's the thing though; I don't want to tell that story and almost nobody else who gets mugged does either. Why should I have five of my items stolen because I dared walk around the map alone and someone managed to walk up behind me and paste a /me? What does that add?

Literally nothing.

Its not fun, and anyone who says otherwise will very quickly change their tune when it happens to them, I can guarantee it.

Edit: Before someone says it, mugging cops is different. Cops get a refund and its a lot harder to get a cop alone to steal their shit to begin with.
 
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I think this would be alright but only if its in the city, like the streets/plaza/apartments. its a bit counter intuitive but since cps rarely patrol slums i think it should be done this way. that way everypony is happy. the average slummer wont get robbed 5 times in 1 day, and the greedy robbers can rob and will have to be creative instead of just cornercamping in the slums.
 
I think this would be alright but only if its in the city, like the streets/plaza/apartments. its a bit counter intuitive but since cps rarely patrol slums i think it should be done this way. that way everypony is happy. the average slummer wont get robbed 5 times in 1 day, and the greedy robbers can rob and will have to be creative instead of just cornercamping in the slums.
Honestly not a bad take despite how counterintuitive it is.
In this case though muggings should be considered a general crime I think. The point of this ruleset is defeated if you're allowed to mug with only 2 CPs on
 
Also I have an obvious question; what stops someone coming up with a bullshit response to any staff member asking why they mugged a particular item? Are they gonna log hunt and cross-examine my character/reasoning?

"Why did you mug that gun when you wanted food?"
"My character took the weapon to avoid being shot when he's escaping, and he's unarmed and with how dangerous the slums are a firearm is a big upgrade."

That sounds perfectly logical to me, and I pulled that out of my ass in five seconds - but it could also be complete bullshit and I actually just wanted a gun so used the food as an excuse to get my real prize.

I'm sure you can see why this would get very easily abused, especially because its plausible enough (and common enough) that staff wouldn't have a reason to say that mugging wasn't valid. There's only so many ways of sugarcoating "I OOCly wanted a gun/gear" which is what it really boils down to.
 
The first time I joined the server, I was "lured" into an apartment under the false pretence that I was with friends, where I was subsequently robbed for all my starter gear and stabbed to death regardless of my cooperation (I gave them everything I had), to be NLR'd and have a fresh character with absolutely nothing.

Didn't join for 6 months after that. So don't blame me when I think mugging for greed is not good.
Yeah, that's really bad. You shouldnt have been killed, and they shouldnt have been allowed to take everything you had.

Instead of allowing muggers to take *everything* players have, I think it would be best if they could only take certain items (like how CPs can only confiscate certain items in a pat-down) OR we could have it so muggers are only allowed to take a percentage of the players inventory, so players with a small amount of items in their inventory don't lose much while players that made the mistake of carrying a whole bunch of stuff into the slums instead of keeping it somewhere safe will lose more. Actually calculating how much the mugger would be allowed to take would be a pain though.
 
If muggers are limited in what kinds of items they can steal are just like how CPs can only confiscate certain items during pat downs, I'd imagine we'd end up with a few situations where players would get mugged only for the mugger to find out the player has nothing they can actually steal, so the mugger gets nothing and the victim gets PK auths. It'd make mugging someone even more risky, you might not even get anything out of it.
 
Mugging for greed should be allowed, but since theyre willingly putting themselves in a risky position and for some fear RP I believe that it should have harsher IC Retaliation options then just nlring them. Especially in the moment, when the server opened again I had a big problem with muggers in the slums. You'd get rid of one and more would just show up, and more, because there was no consequences and the characters could be thrown away.

Mugging for greed is OK, but in return the person doing the mugging should be at higher risk.
 
Mugging for greed should be allowed, but since theyre willingly putting themselves in a risky position and for some fear RP I believe that it should have harsher IC Retaliation options then just nlring them. Especially in the moment, when the server opened again I had a big problem with muggers in the slums. You'd get rid of one and more would just show up, and more, because there was no consequences and the characters could be thrown away.

Mugging for greed is OK, but in return the person doing the mugging should be at higher risk.
If the mugging rules were modified, some good risks for muggers would be:

-If you mug someone and they figure out it was you that did it, the victim and possibly their allies or any vigilantes are able to PK you.
-You are limited as to what you are able to take, you cannot steal all of a players items, you can only steal specific items (similar to how CPs can only confiscate certain items during pat-downs). So there is a chance you might not get anything good, or you might not get anything at all.
 
Mugging for greed should be allowed, but since theyre willingly putting themselves in a risky position and for some fear RP I believe that it should have harsher IC Retaliation options then just nlring them.
Whilst this sounds like a good idea, the problem with this is that statistically speaking if you're being mugged in the first place the other party has a weapon that threatens you and you don't have anything in response. Otherwise it wouldn't be a mugging in the first place, it would be just combat. So retaliation looks like a viable option but it actually isn't.
 
Mugging for greed should have never been banned or not allowed. Nothing makes me more upset than this.
 
Personally, I already lock up anything worth jack before going somewhere dangerous, so I treat it like a very real threat even when it isn't, but there's a couple problems that I see with the idea of this stuff.

The power dynamic that exists between assailant and victim is massive in these cases. Let's assume that the person who mugged you isn't in a group numbering four people or greater and is literally just a solo junkie. There's a 100% chance the person mugging you was wearing a mask, different clothes and a good chance they altered their description too - you are never finding them. Realistically, that's just how it is.

...But lets take it a step farther...

Even if you do find them, what now? Snitch and let the CP's know that this dude mugged you three weeks ago with no evidence? Let's say that they buy your story or that they somehow look deep enough to find proof, well now you've made an enemy. One that will possibly just be beaten once and then let go. Afterwards, they will then kill you due to escalation rules. Maybe kill them yourself, but that's a massive risk itself since you can get caught at any time or die in the attempt. Could forgo killing altogether and simply attack them back, but then you just end up in the situation where you're on the backfoot waiting for the likely lethal blowback.

Point is in these 'revenge' stories the victim is always on a massive backfoot.

That's the practical side of things. On a more 'fun-factor' side of things, I just cant imagine how being regularly mugged for your stuff is engaging, or capable of nurturing some blossoming story. If Willard players were a likeminded group of purely RP interested tale-spinners, maybe. But lets be real here that's not what Willard is composed of. The dude stealing the clothes off your back isn't doing it cause he's getting excited at the potential you may clonk him on the head with a frying pan two weeks from now

He's stealing your shirt cause he needs cloth to make some bandages.
(There's also the matter of the FearRP shit, which typically I'm fine with, but being forced to act like a mewling coward isn't exactly the greatest joy either in situations like this)

Beyond citizens, I'm pretty sure back in the day the rebel scene experienced loads of problems with people constantly stealing and killing eachother over scripts. I recall a point in time where rebels fought eachother almost as much as the Combine - I can't imagine mugging rules were too far behind on that measure. Maybe I am not remembering this bit right, but the above still stands regardless.

(There's also a side-issue of repeat offenses. Getting mugged multiple times over the course of your experience will get old fast)​
 
Personally, I already lock up anything worth jack before going somewhere dangerous, so I treat it like a very real threat even when it isn't, but there's a couple problems that I see with the idea of this stuff.

The power dynamic that exists between assailant and victim is massive in these cases. Let's assume that the person who mugged you isn't in a group numbering four people or greater and is literally just a solo junkie. There's a 100% chance the person mugging you was wearing a mask, different clothes and a good chance they altered their description too - you are never finding them. Realistically, that's just how it is.

...But lets take it a step farther...

Even if you do find them, what now? Snitch and let the CP's know that this dude mugged you three weeks ago with no evidence? Let's say that they buy your story or that they somehow look deep enough to find proof, well now you've made an enemy. One that will possibly just be beaten once and then let go. Afterwards, they will then kill you due to escalation rules. Maybe kill them yourself, but that's a massive risk itself since you can get caught at any time or die in the attempt. Could forgo killing altogether and simply attack them back, but then you just end up in the situation where you're on the backfoot waiting for the likely lethal blowback.

Point is in these 'revenge' stories the victim is always on a massive backfoot.

That's the practical side of things. On a more 'fun-factor' side of things, I just cant imagine how being regularly mugged for your stuff is engaging, or capable of nurturing some blossoming story. If Willard players were a likeminded group of purely RP interested tale-spinners, maybe. But lets be real here that's not what Willard is composed of. The dude stealing the clothes off your back isn't doing it cause he's getting excited at the potential you may clonk him on the head with a frying pan two weeks from now

He's stealing your shirt cause he needs cloth to make some bandages.
(There's also the matter of the FearRP shit, which typically I'm fine with, but being forced to act like a mewling coward isn't exactly the greatest joy either in situations like this)

Beyond citizens, I'm pretty sure back in the day the rebel scene experienced loads of problems with people constantly stealing and killing eachother over scripts. I recall a point in time where rebels fought eachother almost as much as the Combine - I can't imagine mugging rules were too far behind on that measure. Maybe I am not remembering this bit right, but the above still stands regardless.

(There's also a side-issue of repeat offenses. Getting mugged multiple times over the course of your experience will get old fast)​
People will just start stealing your CID and draining the credits out of it.
 
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