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Robbery Rules Update [07/06/2024]


Dos Santos
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17 hours ago, Dos Santos said:

I’m happy to take everything into consideration from reading this we could do the following;

 

- Raise to three man limit, or would you all prefer four?

- include shotguns with robberies.

 

Ive had a lot of people mention to myself that they are disappointed about the shotgun not being included.

 

What’s your opinions/thoughts

 

- One person involved in a robbery is allowed to utilise a shotgun / and the rest utilise the small weapons.

- everybody involved is able to utilise a shotgun and no limits?

 

 

Thanks for listening to the community.

 

In my opinion, the number of players allowed to do the robbery roleplay should be limited to three. If you want to do it with four players, you must get/ask admin approval beforehand. About shotguns removal, everyone should be able to use them. Based on my experience as a victim, they rarely use shotguns and prefer to use small arms.

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23 hours ago, Dos Santos said:

I’m happy to take everything into consideration from reading this we could do the following;

 

- Raise to three man limit, or would you all prefer four?

- include shotguns with robberies.

 

Ive had a lot of people mention to myself that they are disappointed about the shotgun not being included.

 

What’s your opinions/thoughts

 

- One person involved in a robbery is allowed to utilise a shotgun / and the rest utilise the small weapons.

- everybody involved is able to utilise a shotgun and no limits?

 

 

 

Just eliminate the player limit altogether. I've seen plenty of videos of large mobs of men running a guy's pockets. There's no 'realistic limit' for an amount of people to rob a guy — a victim is a victim and will be treated as such in the hood. Keep the rest of the rule change if you like.

 

My logic is that there's no reason to create an arbitrary restriction that opens players up for punishment and wastes admin time when the typical reward for a robbery is so pitifully low anyhow. Long gone are the days when you'd pocket $5,000 from hitting a lick. Now you either know beforehand that they have guns or drugs, or you get a pittance. Why wrap that up in more red tape?

 

22 hours ago, badhbh said:

The only people that are going to be negatively effected[sic] by this are robbery squads.

 

Not true, of course. Countless number of scenarios that would call for a robbery by more than 2 people lol. This is just throwing the baby out with the bathwater, totally arbitrary rule.

 

I'd wager that, these phantom 'robbery squads' aside, the people affected by this rule change will be players committing a robbery in a SMALL GROUP of more than two people finding their roleplay put on pause by an admin telling them it's unreasonable to roleplay a robbery with X amount of players. Even Bonnie and Clyde had backup. Who had the bright idea that this was a good change?

 

Edited by Gurgos
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IMO sounds like just another convulted rule that limits RP and fun. 

Back in the day people used to wait in the fish selling point to rob you and no one complained.

There's too much nuance to learn in the rules that it's nearly impossible to follow for the average player. IC matters should be dealt with IC.

Edited by Electric
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Ima agree with Electric cuz i would hate to see the server turn into a place where u think oocly abt the rules more than icly, ruins the fun

Little restrictions r fine tho, but going extreme with it is a fun killer

 

and lemme tell u that im rarely the robber, most of the time im the victim of robberies, but i play it smart icly cuz i know i might get robbed, rather than just complaining about players breaking rules when robbing me, its better and more fun isnt it

Edited by Beda
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8 hours ago, Electric said:

IMO sounds like just another convulted rule that limits RP and fun. 

Back in the day people used to wait in the fish selling point to rob you and no one complained.

There's too much nuance to learn in the rules that it's nearly impossible to follow for the average player. IC matters should be dealt with IC.

Agreed. This is what made LS-RP hit the golden era; waiting around to rob noobies trying to earn go at it the wrong way.

/s

Unnecessary rule, just go hard on the people who can't learn from a talk with an admin.

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51 minutes ago, Cayl said:

Agreed. This is what made LS-RP hit the golden era; waiting around to rob noobies trying to earn go at it the wrong way.

/s

Unnecessary rule, just go hard on the people who can't learn from a talk with an admin.


na robbing at fishing selling spot is defo dumb but i agree with him that adding more rules is a fun killer and limits rp/interactions between players,

also gives room for crybabies to report for any petty shit

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15 hours ago, Cayl said:

Agreed. This is what made LS-RP hit the golden era; waiting around to rob noobies trying to earn go at it the wrong way.

/s

Unnecessary rule, just go hard on the people who can't learn from a talk with an admin.

Nobody actually does that anymore because $5,000 is a negligible amount in today's server economy. Robberies are pointless in terms of monetary gain, did anyone actually try to stop and think why would 4 people go to rob someone for $1,250 at best? 

 

It's more thrilling and risky. It's what makes the game fun for most people, whether you want to admit it or not.

Rules that protect players from risks take away from the thrill of the game for everyone. 

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On 6/9/2024 at 11:17 AM, Electric said:

IMO sounds like just another convulted rule that limits RP and fun. 

Back in the day people used to wait in the fish selling point to rob you and no one complained.

There's too much nuance to learn in the rules that it's nearly impossible to follow for the average player. IC matters should be dealt with IC.

Agree with this fully, it's a shame that a lot of people are still forgetting that this is still a game at the end of the day, you have to find the balance between it being hard and fun to allow the server to flow naturally with roleplay. Bringing in too many rules that reduce the amount of people who can partake in roleplay just ruins the multiplayer experience we're all coming on here for. First it was the change of 6 faction members on a hit to 4, allowing blocks to now fully defend themselves even under the element of surprise as most factions seem to be well established in numbers, to now restricting the amount of people who can rob by HALF. Personally i'm okay with the change of weapons allowed to be used for robberies, but constantly changing numbers on whos allowed to play the game or roleplay seems to be a big step in the wrong direction, hopefully more of these changes aren't to come in the future. Other than that, i'm enjoying being back on SA-MP and playing the original server once again!

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2 hours ago, Electric said:

Nobody actually does that anymore because $5,000 is a negligible amount in today's server economy. Robberies are pointless in terms of monetary gain, did anyone actually try to stop and think why would 4 people go to rob someone for $1,250 at best? 

 

It's more thrilling and risky. It's what makes the game fun for most people, whether you want to admit it or not.

Rules that protect players from risks take away from the thrill of the game for everyone. 

Completely agree. The risk of hitting someone up with AKs in the hope, that you can rob their desert eagle. That's just peak gaming.

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45 minutes ago, Cayl said:

Completely agree. The risk of hitting someone up with AKs in the hope, that you can rob their desert eagle. That's just peak gaming.

Your cynicism doesn't work here because it makes a lot of sense. People risk things of higher value for lesser things all the time. No need to be bitter because of normal human behavior.

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I agree that more rules that limit roleplay is usually just frustrating. Another thing to limit creativity and increase the chance of accidentally breaking rules.

 

However -

 

Sadly, people that partake in robberies are rarely in it for any roleplay, for themselves or others. So it just ruins the atmosphere for everyone but themselves, OOCly.

 

If you're roleplaying properly, and you have good reason to need outside the scope of the rules, admin permission is there. I don't really see the issue.

 

EDIT: Before I get slammed let me add that in an ideal world we'd have no rules around robberies and RoE. It'd all be dealt IC and it'd be amazing. But sadly that's just not feasible. Most mass robbers/DMers are on a different character every other day so there's no way for LEOs to do anything worthwhile etc.

Edited by KUnderwood

LS-RP Tools - https://k-underwood.com/

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18 hours ago, KUnderwood said:

I agree that more rules that limit roleplay is usually just frustrating. Another thing to limit creativity and increase the chance of accidentally breaking rules.

 

However -

 

Sadly, people that partake in robberies are rarely in it for any roleplay, for themselves or others. So it just ruins the atmosphere for everyone but themselves, OOCly.

 

If you're roleplaying properly, and you have good reason to need outside the scope of the rules, admin permission is there. I don't really see the issue.

 

EDIT: Before I get slammed let me add that in an ideal world we'd have no rules around robberies and RoE. It'd all be dealt IC and it'd be amazing. But sadly that's just not feasible. Most mass robbers/DMers are on a different character every other day so there's no way for LEOs to do anything worthwhile etc.

The rule is only limiting the amount of players participating. It doesn't stop players from being constantly robbed. 

It's a zero-sum rule; The robbers get constraints that limit RP and add bureacuracy, and the victims still end up getting robbed.

 

The only ones who might benefit from this rule are LEOs, who will have easier time shooting down robbers.

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On 6/8/2024 at 5:46 PM, Evolutione said:

I would also suggest:

 

Traveling far from your character's usual area just to mug someone.

Parking your vehicle blocks away and running to a location to mug someone.

Driving into the county as a gang member from Ganton to conduct a robbery in Fort Carson without a sensible in-character reason (such as a logical path leading to Red/Bone/Flint county).

Riding on a dirt bike with masks, not communicating, and conducting gun-point robberies at drive-bys with random pedestrians.

Moving rapidly from one robbery to another, demanding victims to move quickly, or conducting robberies solely to gain out-of-character assets rather than for roleplay.

Robbing with the intention of provoking conflict, such as targeting people in gang neighborhoods to create an excuse for violence.

Attempting to kidnap someone solely to mug them.

 

 

In my opinion, people should actively gather IC information on deals between gangs and mobsters and then attempt robberies. Perhaps increasing the robbing limit could facilitate this. For example, if there are 10 guns worth 100k, it's logical to assume that both the guns and the money are on the scene.

Also put a certain set of rules for this type of robbery.

 

 


I roleplay around Blueberry and Red County in general, and we encounter robbers almost every hour. We're dealing with robberies on an hourly basis. I simply don't see the logic in a group of black gangsters committing a robbery all the way out in the county for a couple of hundred bucks and 'maybe a gun' (which it never is).

If you want to RP it properly, it's quite a ride from LS to Blueberry. 

 

Why do we need to copy GTA : World's rules?

 

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