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Looting people

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  • updated
  • Under review

This should be implemented as another side for crim RP as it would bring a bit more fear for life when you know you have a chance to lose what you have. As it is right now you don't need to worry about your items unless cops are around. So people would be less likely to try initiate fights over nothing as they don't wanna lose items.

This could be implemented fairly by making it a request to loot people (press H to let ID: X loot you). This would mean that people would not be able to abuse it freely as it has to be RP'ed from both sides. This should only be able to done whilst two cops are around so civs wont be unsafe if none are clocked in. 


There should also be a cool down for this function so people cant mainly base there RP around looting people. This should be done so that once you loot a person a 5 min counter starts and after that first 5 mins you are unable to search another person for 25 mins. This is so you could loot a group of people then after that you have to lay low for a short while.

I want this as from the standpoint of a crim when it comes to gang VS gang it gives you more ways to create a cool situation, I've had it before where we had a other crim who posed as one of us and shot people and all we could do to him without killing him was hitting him. I think having this in would open a whole new way for criminals to be criminals.

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Looting People

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Before you say, yes i see that there is a post "under review" for looting people, however that post is 7 MONTHS OLD. What i am proposing is that if a player kills another player, then they should be able to take their things, or at least some of their things. For example, If there is a 6v6 gunfight, and 6 kills the other 6, there is no reward for the group that kills the other. 

If the dead group all have m4s, lmgs, tecs ect. then they are either lost or they keep them when EMS revives them. The other group should be able to take things from them as it is a reward for winning a fight. 

Now to avoid this being abused, we can make a rule that only the group of people or the person that killed the player can loot the body and or can only take a certain amount of items or stack of item. And if this rule is not followed, for example if another random player comes up and loots them, then they can be reported and dealt with. This would make it so that people are actually loosing things and will think twice before entering a gunfight or possible illegal situation. 

This could also be implemented for robbing, flex your f6 muscle and you get the option to rob, however this can only be done if initiated properly and can only be done so many times so it avoids becoming loot city, There can also be an amount that can be robbed as is currently with the 10k limit. In regards to things like drops as well, if someone else steals a drop then you kill them you should be able to loot the supplies from them and also the 10k or whatever proposed limit. 

If you have any questions please feel free to ask! I'd like to see a discussion under here whether the feedback is positive or negative.

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New Chance
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  • Under review

I’m not leaving it up to players to follow the rules IF we implement this in some way. I will force it through the script or my entire staff team will want to quit the server from dealing with all of the people who break this type of rule. Also, the feedback is great and don’t take this as a deterrent but there’s a reason nothings been done on that other feedback about looting people. Our current inventory system is really really really old and really really really bad. So yeah, still on hold until new inventory system is in and then we can see what we can do.

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EM X

I don't see the issue with civ items being taken, as if there's a short time frame to loot & possibly getting the risk of a local calling the cops on the looter (much like locals will call EMS for downed people or when trying to sell drugs) who realistically is going to waste their limited time looting said civ items unless that's all they are there for. & if that is all they are there for, it could be for a line of RP, such as someone homeless or short for money having to rob someone with a bat or hammer for the food they may have on them.

Much the same as I think a secret pocket could be a cool idea if possible to implement. With looting abilities added, and only 1 or 2 secret small pockets available, it'll push people to be a lot more wary about what they keep on their person. 


Follow on from that, encourage people to then save for a motel or even a house. Pushing for more interaction for D8, however gives more reason for the emptying trunks glitch to also be fixed; but that is for another suggestion.

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Zopfco
Quote from Husk

just so you know, im agreeing with you, im saying they should only be able to take illegal/crim items BUT id like to see a secret pocket too.

Oh my mistake, yeh that sounds cool then! Hidden items should be small, like a gps tracker or knife vs an m4 or 20 bands. 

Agree locals should have a chance of calling PD the longer you take. Fair point about people robbing for different reasons.

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choppa

The only type of people who wouldn't want this are the people that literally carry EVERYTHING in their pockets - even probably $20,000 cash to spare. So of course they'd say no because they don't wanna get robbed and lose their stuff. 

Even IRL, of course, stuff can happen at night if you live in a big city. But limiting robbing to only during the night can be a bit meta, as all the illegal actions would be targeted only towards the night. House robberies are already a thing only during the night. But you can also be robbed in the middle of the day if you are at the wrong place and at the wrong time.

I agree with the timer tho', so it would balance things and not let people go chain robbing every person they see.

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I know there was a robbing system for like a restart cycle and then it got taken out. That one was decent, from what I remember, and would be perfect if adjusted with the timer.

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Ralph

I think a good alternative for this would be anyone can be looted at any point if they have their hands up.

The person then gets the prompt "Press X to rob this person"

There is then a loading bar that varies between 2-5 seconds, at the end of this time you'll get a random item from their inventory instead of being able to pick and choose.

Stops people from just speed robbing players and taking everything in 10 seconds, adds a bigger risk element longer you stand and loot the more chance of being caught.

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Husk

yeah i think if its added then adjusted as we go along it could actually be really well balanced and could add some amazing rp for streamers and crims.

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New Chance
  • Under review
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Zopfco

Revisiting this as I think it's a balancing factor that is currently missing.  There's very little risk to carrying around a suitcase full of valuables outside of a possible PD stop.   Drug sales in particular are far too easy when everyone has a ready excuse for cops like "handing out flyers" etc for the hand-to-hand. 

A cooldown on the mugging action just like other crimes seems like a good solution to low-effort chain mugging of randoms. People still try to do that anyway even without the ability to properly search someone so if it's missing as a preventative measure not allowing searches isn't having the desired effect. 

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Yung Sleezus

I also think this is a much needed feature. As Zopfco said, implementing a cooldown would severely cut down on most peoples worries about a feature like this I think. Especially if it's a 2-way cooldown. The mugger and muggee can both have a 30 min cooldown where you can't rob or be robbed if you did either of those within the last 30 minutes. 

It's really just too easy to lie and too hard to call someone out for lying when the system is based on trust like it is now. Nobody wants to give away their bricks of coke, so they will just deny even having it.

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choppa

This feature is really, really needed. Hope it will show up in 0.5 🤤

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New Chance

I'm not doing anything with our current inventory script because its dog shit. So IF this feature is approved for implementation, it won't happen until the FULL 1.0 release.