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Change how Tyler Durden shoots/hits Started by: Riley on Aug 14, '17 20:08

I had an interesting idea after the events of Whitey being shot, and hit, by Tyler. Seeing as he has been the target of Tyler for many spawns and being on the hit list for a while, what if, after every shot, the chance of being hit by Tyler gradually increased?

So let's say, Tyler takes his first shot at you, granted you meet the requirements to be shot at by him, and he misses. It was a 1% shot, we'll say. Next time around, his shot has a 2% chance to hit you and it keeps on doubling until you get hit by him or removed from the hit list. It would reset, of course, and not carry over between targets.

I can always clarify if my jumbled sentences didn't make any sense, but I think it would be a pretty cool change.

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I'm 100% for this or something like it.
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Yes, let's make people with more real life income have all of the say on who lives and dies.

I also propose a button on everyone's profile that lists a USD price and when you click on it, it links you to PayPal and once the transaction is complete their account dies.

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Yeah, it gives more of an incentive to take yourself, or others, off of the hit list. It would start at 1% to not be so brutal, you gotta give everyone a chance.

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I feel like a small enough change like this wouldn't drastically change the amount of Hits we're already seeing, tbh. I'm all for Tyler having a better gun, so long as it doesn't cross into the boundaries of giving an enormous advantage to those with surplus cash.

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Maybe doubling the percent chance of a successful hit may be too much, but that's why I proposed it here, so we could see if it would work at all.

You could do something like:

1% -> 2% -> 4% -> 5% etc..

Like a 1.5% increase after every shot, on the same target.

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The hitlist is a dangerous thing.  If empowered too much, it becomes a war of who has the fatter real life wallet.  I go through great lengths to ensure that the poor college kid eating ramen can be just as competitive as the guy who banks 200k a year.

If swiping a credit card would doom someone to their death, that would tip the scales too much in the wrong direction.  Right now the hitlist is 'lazy'.  Sure, it will kill you *eventually*, but you got a fair bit of time to take care of it.  Whitey for example could easily have paid for the hitlist just on what he had onhand on day 1, but he chose not to.  His choice to ignore it ended up costing his life so many weeks later.  But what if the hit was 200,000,000 ?  Sure you can buy that off, but that takes time if you are doing it with 100% in game money.  I would like that to be a possibility to work it off without having to swipe a card to stay alive.

Adding the %'s on every attempt tips the scales a little too far removing the time needed to work off the hit. 

Just trying to keep things fair :/

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Well, Squishy, what if it didn't scale gradually if the hit exceeded a certain amount of money? There's gonna be a simple if statement for that or something, I'm no expert.

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Izzy how about having a limit as to how high the percentage can go?
So maybe after 72 hours it goes to 4% and thats the cap, increasing 1% every time.
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somewhere in the middle would be nice

 

people arnt scared to be on the hitlist

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A cap would work too, it could cap at 4-6%.

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Perhaps a way to meet both concerns is to implement the scaling gun Riley suggested and also cap Hits? Say The highest hit you can place is 20 mil or something? Still a huge hit, but doesn't allow someone to post your mentioned 200 mil hit that would be outrageous? I don't feel the current hit list is lazy, I feel it is damn near useless and might as well not exist. I've been playing for over a year and through all the hits posted, I have only seen 1 hit by Tyler. I feel like people do what Whitey did because there is too little of a threat of dying to a hit to be bothered with spending in game cash on it. I mean seriously? How realistic is Tyler going to 1% you? And no one else is realistically going to take the shot unless they are suicidal, so basically you only have to worry about Tyler getting extremely lucky. There is no real danger in being hit listed at all right now.

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Capping it at 4% sounds reasonable to be honest. The problem with capping a single Hit is this...you're allowed to post more than one hit.

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You can post all the hits you want, but I don't think it'll increase the odds at all, it'll just keep that person on the list longer. I don't think hits should be capped at a certain monetary limit, but you could scale the hits to a 2-3% if it exceeds 25-30 million. If the hit is below that then make it 4-5%, if Tyler misses enough to scale it that high, but I like the idea of capping the percent.

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The monetary cap keeps people from spending a bunch of irl cash to put a 200 mil hit or such on a person so that person can't pay it off in a timely manner. That is Izzy's problem with the increase gun on Tyler is it would give incentive for people to spend cash to bring someone down. Capping it at a reasonable but high level insures that people can pay it off with in game funds if they so choose without having the need to spend real money if they don't want to.

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Should we not try to come up with a means of making the hit list used by players rather than as a means of an NPC taking away someone's work?

I don't mind in principle the idea of people clubbing together to put a hit up on someone, but in reality it'll just be the same credit-rich individuals waving their cocks around whenever they feel like it. 

I would rather see the whole thing fleshed out where you could bring in some out of town shooters to try and collect your hit for a certain amount, if you were a certain rank and paid a certain amount, rather than just have Tyler shoot more accurately.

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Hmm, I don't see how hiring some out of town shooters(I am assuming NPCs) would make much of a difference. As to it referring to other plays, I don't see that happening either given the fact that a wack is punishable by death(As it should be) so you likely won't live to spend the cash anyhow. I'm just looking for plausible ways to make the hitlist useful given the way the game is currently played, and without requiring Izzy to do a massive code rewrite to make it happen.

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Should we not try to come up with a means of making the hit list used by players rather than as a means of an NPC taking away someone's work?

Maybe the larger the hit, the larger the boost to the stealth?  (With it maxing out so its never a sure thing) ?

(Ive put no thought into this at all, just spitballing ways to get members to take the shot)

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I always thought the best way to get the hitlist 'working' was to enable players to offer bribes for the WS.

Offer 1 mill, take the shot, 2 ws go out. Player gets the personal and instead of you witnessed X**y**z wack Whitey, you get you witnessed a murder and have been offered 1 mill for your silence. You click yes, the WS disappears into the eatherand you never see it. you click no, you get the WS and its up to you what to do with it.

Would also enable planned take downs, with 5 or 6 players shooting Inacs and offering bribes at the same time as the guy taking the hitlist shot. That way you could turn down the bribe and get shit all in return, making it possible even harder to detect who made the shot.

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It would also enable players to possibly build their gun without that information getting out to the CLs, offering a bribe for every shot they take in the hope that no one hands them into their boss.

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