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GangRP suggestions.

Viabilities

Level 0
IGN: Jilting
DATE: 15-5-2021
WHAT YOU NEED TO SUGGEST OR MENTION: I have two suggestions in this post, one about weapon ranges and the other about roleplaying after being KO'd or major'd.

Weapon ranges.

As many players know each weapon has different stats and advantages to them, for example, the Naginata. This weapon has a 4 block range however you still have to action to approach with it. Now, this somewhat makes sense as it gives the defending party a fair situation- they have a chance to get away and not get stabbed so easily.

Having to action to approach with the Naginata or any other weapon above the fists 2 block range doesn't make too much sense. If needing to approach with every weapon then weapon ranges are pretty useless and shouldn't be in the game, it makes buying these cool weapons have zero benefits minus the looks when you could just buy a weapon that's much cheaper, for example, the pocket knife, and it wouldn't make any difference as you'd have to action to approach with both the Naginata (4 block ranged weapon) and the pocket knife (2 block ranged weapon).

KO and Major addition

One thing I would like to see added is a timer after being KO'd or Major'd. I've been in a few situations where someone has been KO'd, wait out the 5-minute timer and they immediately get up and attempt to use major perms just after being KO'd. There should be a cooldown of around 10 minutes before you can attempt to use these perms you have gained so your character has regained his full consciousness after just being KO'd. This is the same for Major, I have been in some situations where someone's eye has been taken via a weapon and the person would get up after and not do much PainRP, they'd just simply attempt to use their kill perms acquired from the major used on them.

This could also fit for the KPD tasing/shooting, realistically if you were tased your character should be in shock from the tase, especially if it got pulled out by a friend and not professionally done by EMS as it could have a negative effect on the character by causing nerve damage if not pulled correctly. Now some can argue their characters having an adrenaline rush from the tase or shot however I don't believe an adrenaline rush would last long enough for perms to be acted upon as soon as you're free from the prongs, your character wouldn't have enough adrenaline to stab someone with a lot of training (like a member of the KPD) and leave the situation without any negative effects.
 

Yonio

Level 330
YonioTheNacho
YonioTheNacho
Omega+
1.
I think the approaching system is somewhat confusing for many people, but I'll try my best to explain how the system works with weapons such as the naginata. One of its main advantages is that it's a long-ranged weapon, which means that it is 4-blocks range. This means that, if someone wants to approach you from the front (provided that they have no weapons on them and that there's no previous combatrp situation), they need to roll. Furthermore, you can perfectly roll to get 4 blocks away from them, and they wouldn't be in your range, whereas you WOULD be. This would mean that, once you've actioned to approach them from the front, they would need to also roll to approach you if they want to fight back. For example, you want to assassinate someone with a katana. You could action to get in the 4 block range, and the other individual would need to roll to approach before actually trying to attack you, making you pretty much "safe" from their weapon so long as they don't win the roll to approach. This means that you can attack them even if you are not in their katana range (but they ARE in your range of attack). The system may sound somewhat complex, but with practice, it's relatively easy to understand

Now, note that IF YOU ARE NOT IN A COMBATRP SITUATION, you do NOT need to roll to approach from the front, so long as there hasn't been a previous combatrp action that has taken place

I hope I was clear enough in this point

2.
As for this, I somewhat agree with the idea that some players automatically actioning the moment their timer has run out, without actually taking the time to roleplay out the aftermath of that situation. Nonetheless, this is more of an issue related to PainRP in itself. Some players do not know how to PainRP, and it sometimes affects the outcome of some situations (For example, if you are stabbed on the leg, you wouldn't be able to run properly, only limp. If the player doesn't PainRP this, they may actually get away, and it would be FailRP due to them not being able to run that fast with a stab wound.) The same thing goes for the Taser and the Glock effect, though I think the possible outcome of this is a better enforcement of how players PainRP, rather than actually adding a radical rule such as the one you stated (10 minute K.O. timer), which, although may help the issue of PainRP, it will be an unfair advantage to GangRP, since five minutes is already a pretty long time for a knock-out timer (20 IC minutes)

In conclusion, I would like to say that I'm mainly neutral towards these changes, although I do believe that some rules need to be outlined in some situations to avoid FailRP
 

Polar

Level 103
PolarLoLs
PolarLoLs
Notable
+1
I think one of the reasons weapons are so expensive is because of the ranges they hold, but those are useless if you gotta "roll to approach, the naginata is 450k for just having 4 block range that can't even be used in most situations that goes for the katana and everything else with more than a 2 block range

As for the K.Oing system, I agree every time I K.O someone they just get right back up saying "there's no point in rping ko then they run off trying to pass some perms
 
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Viabilities

Level 0
Thread starter
1.
I think the approaching system is somewhat confusing for many people, but I'll try my best to explain how the system works with weapons such as the naginata. One of its main advantages is that it's a long-ranged weapon, which means that it is 4-blocks range. This means that, if someone wants to approach you from the front (provided that they have no weapons on them and that there's no previous combatrp situation), they need to roll. Furthermore, you can perfectly roll to get 4 blocks away from them, and they wouldn't be in your range, whereas you WOULD be. This would mean that, once you've actioned to approach them from the front, they would need to also roll to approach you if they want to fight back. For example, you want to assassinate someone with a katana. You could action to get in the 4 block range, and the other individual would need to roll to approach before actually trying to attack you, making you pretty much "safe" from their weapon so long as they don't win the roll to approach. This means that you can attack them even if you are not in their katana range (but they ARE in your range of attack). The system may sound somewhat complex, but with practice, it's relatively easy to understand

Now, note that IF YOU ARE NOT IN A COMBATRP SITUATION, you do NOT need to roll to approach from the front, so long as there hasn't been a previous combatrp action that has taken place

I hope I was clear enough in this point

2.
As for this, I somewhat agree with the idea that some players automatically actioning the moment their timer has run out, without actually taking the time to roleplay out the aftermath of that situation. Nonetheless, this is more of an issue related to PainRP in itself. Some players do not know how to PainRP, and it sometimes affects the outcome of some situations (For example, if you are stabbed on the leg, you wouldn't be able to run properly, only limp. If the player doesn't PainRP this, they may actually get away, and it would be FailRP due to them not being able to run that fast with a stab wound.) The same thing goes for the Taser and the Glock effect, though I think the possible outcome of this is a better enforcement of how players PainRP, rather than actually adding a radical rule such as the one you stated (10 minute K.O. timer), which, although may help the issue of PainRP, it will be an unfair advantage to GangRP, since five minutes is already a pretty long time for a knock-out timer (20 IC minutes)

In conclusion, I would like to say that I'm mainly neutral towards these changes, although I do believe that some rules need to be outlined in some situations to avoid FailRP

I appreciate the feedback on the whole suggestion. Right now the whole approaching rule is kind of scuffed to not only me but other people who I've talked to about it. Some staff members have said that it's not needed to roll from the front, however, others have said it's needed. It's just very confusing and needs to be 100% cleared up for future situations.

Personally, I would say there needs to be some harsher rules or somewhat for the PainRP aspect of combat in general. I don't see many people doing PainRP and it misses out a huge aspect of situations where hand on hand/weapon combat is taking place. I've been in situations where people have been stabbed in the throat with a Katana and the most they've PainRP'd is saying "ow" or something similar to it, they'd even action to fight back without caring about their character being in immense pain due to the stab.
 
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Toto

Level 231
SchoolRP
SchoolRP
Rich
1+ / -1 (indifferent)

each weapon from now on should have a lore description on it detailing the gangrp information on it like how many hits till a knockout, etc
 

Minobu

Level 217
Minobu
Minobu
Notable+
DENIED

- The following thread has been denied after the Staff-Teams discussion on the topic and my personal opinion as being the Crime's faction lead. A new system has been introduced regarding the approaching system, essentially making this a more organized system than the prior. With that being said, the things stated should no longer be of issue. As for the second suggestion within this thread, it is already somewhat a rule to emote out realistically how your character should react to actions emoted against you. If someone is PowerRPing or FailRPing to the extent where they are not even briefly asserting some form of reaction after being K.O'd or at least not roleplaying it out properly that they were just K.O'd, we advise to contact staff via /help to gain their opinion on the situation at hand

Thank you for your patience in response, though unfortunately this will be marked as Denied
 

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