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| Stagnation is Prevelant | Started by: Flippy on May 24, '26 03:42 |
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Stagnation accompanies us shortly after regime changes. 90 days give or take. This is what I am proposing to preserve life and growth. I'm not tech savvy so work it out. I don't think much coding or change will be much of a challenge. This is a rpmg game. Let's try to salvage that. And doing so I don't think it will take much coding to alert when they made man is killed. Bells and whistles need to go off when they made man is killed. Guns need to be automatically holstered via a mandate with some RP. Are you following me? What a concept to give a crew an opportunity to evaluate and possibly retaliate on their made man being killed. Wipeouts well if you want to sleeping or getting laid or whatever they're doing is boring. When it comes to a upper structure who is followed by Entourage of 200 bodyguards and a bullet reaches one of them it's just so f****** boring. The cost and upkeep is astronomical and one bullet can get to the Target through all of those 200 bodyguards it's just downright foolish and unrealistic. My second suggestion is you must hire assassins to knock out those bodyguards. After all they are not bodyguards without being trained assassins. Hired assassins was introduced a few years ago and got a thumbs up. What gives with it now? |
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Hot damn I nearly forgot this very important suggestion. Get rid of pro shots. The first made that dies is enough to get everybody up and adam to take care of business with my previous suggestion. Replace pro shots with pricey safe House protection. |
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| Reply by: Flippy at May 24, '26 05:25 | |
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Guess this would make things interesting for sure. |
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| Reply by: Bebe at May 24, '26 05:45 | |
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| Yes and interesting brings on growth. Challenge brings on growth. Paranoia as it stands flushes everything down the f****** toilet. | |
| Reply by: Flippy at May 24, '26 05:46 | |
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I don't follow your logic in how adding NPCs/buttons/coding will improve the roleplaying aspect of the game. Objectively, the most enjoyable part of this game for most people are wars/when there is some sort of conflict. How does stopping killing after a Made Man dies make the game more enjoyable? I don't think that it does. I also don't think that it is realistic. A Made Man in Philly dies in a back alley somewhere and suddenly my gun is held in place in Las Vegas? There are lots of discussions which can be had around 200 BGs being a problem and potential solutions. I dislike any that allow any one individual to consolidate all of the actions themselves. We've already seen the terrible consequences of hustle points, jack of all trade characters negating the need for others, compounded by unlimited wealth via credits and quad CAs meaning I don't need others to acquire or sustain protection anymore, so adding another means of me being able to do things alone would not be advantageous to gameplay. It would lead to less interaction and less involvement than we've already got. |
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| Reply by: DetroitSimon at May 24, '26 07:56 | |
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I'm sorry but as soon as I read people like wars which is true. How is it a war when a city wakes up dead and was not able to fight back? It takes what 6 minutes to wipe out a city with the guns that we had not long ago? That is hardly a war. When the news would reveal a made man was jailed or killed everybody had the opportunity to read about it. The family had time to get together and see what their next move would be. That's what I am referring to when I say the RP aspect. |
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| Reply by: Flippy at May 24, '26 08:07 | |
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That would be a takedown, not a war. Different things. In the real world in the 1950s, how quickly would someone in Las Vegas hear about a murder in Philly do you think? How long would it take for that to be reported in a newspaper? In your scenario where Made Man+ dies everything stops and there are no pros (presumably), conflict would then ensue immediately upon resumption. A flurry of activity, then the dust settles and the people who had more guns would win, like Vday. I think if anything that would lead to conflicts happening even less frequently and people being even more cautious, as any attack carries and even greater risk, which would result in it being even more boring for longer periods of time. We really need to explore ways to have people interacting more and be less risk/consequence averse if we want to make the game more enjoyable. The way to do that, in my view, would be to scale back hustle points entirely so that no single account can be good at everything (therefore needing the support of others in areas where they are weak, i.e. info), eradicate quad CAs entirely and drastically scale back the money any one player can generate for themselves (so that willing crew members are needed to work together to sustain a crew/crewleader), and make the point at which you are able to kill anyone significantly nearer to the start of an account than it is now (therefore meaning they lose less work and effort in the event they die). |
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| Reply by: DetroitSimon at May 24, '26 08:24 | |
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Game was way more enjoyable prior to being forced to interact with each other. Advocating for people to rely on each other even more than they are now is just absolutely insane. Distance was arguably way worse for the game than hustle points. Hustle points did not make you a better player, and has never been the deciding factor in any war. In the real world many of the things on here would not apply, because its a game those correlations are completely off point. |
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| Reply by: Bigpro at May 24, '26 18:02 | |
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Those correlations are the basis for the game, which is a mafia simulation. Why do anything if it isn't first rooted in the 1950s mafia and realism? Clearly our experiences are markedly different if you think people are forced to rely on anyone now in a world where you can access unlimited wealth and the top level of every skill without even speaking to anyone else. Why isn't more interaction better? It isn't about player quality. More people being more engaged for longer periods equals a more enjoyable game for more people. We should absolutely prioritise things that encourage that, like having to actually engage with people skilled in areas where you are weak and garnering support of many to sustain expensive things. More interaction also has the knock-on effect of causing more disagreements and reasons for things to happen, which is when the game is more enjoyable. Accounts having maxed defence, stealth and vision is never a factor in any war? Make every account completely visible, weak as piss and unable to see anyone else in the locals and come back and tell me the difference it makes. Distance doesn't work as intended in essentially splitting the game up, which wouldn't be terrible. |
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| Reply by: DetroitSimon at May 25, '26 06:47 | |
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Holster guns when some made + dies?
Imagine a full blown war starting, every time someone is popped you have to wait x amount of time before you can use your gun again.. see faster wars between snails. |
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| Reply by: Ted at May 25, '26 22:08 | |
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How often is there an actually war. It’s just takedowns usually which is only fun for the side holding the gun a war has to involve two sides fighting and I feel we just don’t get that often enough. I mean after getting to the top of my city a bunch of guys fly in from the other side of the country and shoot my whole organization in the face while we sleep. I could get the GFC and a few other but how did you clear a entire organization in 2 mins without any casualties or blow back.Somebody else would step up and fight a war because you killed my godfather and maybe you would win cause you struck first but there should still be a fight and a chance for the other side not 10-20 people dying in there sleep and then someone moves in from the other side of the country. |
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| Reply by: SalvatoreGambino at May 25, '26 23:48 | |
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| One of my points as well Sal. But I didn't spell it out as you did. There are so many issues and honestly everyone plays a role in it. This is our community. And much of the fun is missing. It can be quite exhausting at times at least for me. But I'm still here and for good reason. And it has nothing to do with any one of you. Yes I have met people along the way and I communicate with them quite often and some are in the game and some are not. And these are people have grown to care for. | |
| Reply by: Flippy at May 26, '26 02:18 | |
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I think the outside communications have killed a lot of this game too but only because the old ways stopped too. I use to love getting mails feeling important even if I was just a wise guy. Now a whole city disappears and nothing maybe not even a street post because everyone that “needs” to know knows cause they are in the WA group.There is also nothing wrong with that but some follow up to the rest of the game would help a lot just a big disconnection from the top and Not everyone can make this a full time job or wants to do outside stuff and that has to be accounted for too or nobody will be left. In other online P2W games you have the Whales(hitters,heavy hrs,money) and the free to play and both sides have to matter to have a good community. Here the little guy has no shot unless their “Whale” is around and with 10 of them dropping at once what shot do I actually have why would I come back to do the cycle again just hoping in 90 days my sides shoots first. After millions and millions of dollars and hrs I don’t even get a chance to fight back |
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| Reply by: SalvatoreGambino at May 27, '26 00:14 | |
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SalvatoreGambino - I don't think this game is P2W as in pay to win - it's politics, oe.(networking with) people to win. I bet you $80m I could mentor you and get you leading a crew within one week - if you worked hard enough.
I'm out here breaking my balls trying to prove to DetroitSimon that I can be a wonderful RHM. Do you hear me moaning in Public about how hard it is? Nom |
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| Reply by: Kuku at Jun 05, '26 18:14 | |
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It’s pay to win because you can pay to get an advantage over other people… plain as day. You don’t have to be a CL or at the top to have full BGs or quad CAs and perks timers etc. all that can be obtained normally and free yes but I can log in drop 200 bucks and now I have a ADVANTAGE over someone who is ftp. To Simon’s point as well I can easily get hustle points by buying from the game. Nothing about politics or the other aspects of the game. We can bet 80 mil rn all I have to do is go swipe my credit card or send someone a PayPal and that’s the point. You randomly come in here and add nothing to the topic. Another thread that will die instead of people just trying to actually add some meaning we have a suggestion thread that is here to help improve the game not add to your ego. The topic is stagnation and you come in here to talk about how your a great choice for RHM nobody’s moaning it’s literally game suggestions. |
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| Reply by: SalvatoreGambino at Jun 06, '26 02:24 | |
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I introduced hired assassins. And I got a huge thumbs up when I was at one of our meets. When I inquired what happened with that I was told I don't think we're interested in any more NPCs. But this wouldn't be an NPC. This would be a perk/feature just as say maybe headquarter attacks. I got the idea from another Mafia game that I played long before I came here. And it makes sense. We used to have BG waves. And not just with NPCs who took over a district/City. Yes you can pay to have an advantage over others. It's one of the reasons that I'm very generous with no strings attached. However it means diddly squat a good bit of the time. I never had expectations either way. |
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| Reply by: Flippy at Jun 06, '26 02:52 | |
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Yeah its definitely not PTW. Sure spendin some cash can make it a bit more enjoyable while playing but every account I have maxed BGs, a casino, hundreds of millions of dollars and pass out credits like candy. I'm still not included in the real politics of the game most times, I get surprised by takedowns all the time, and let's be real max def and BGs means nothing to a determined hitter. The real pay to win here is spending time not cash, to build alliances and trust within an organization because undoubtedly a bullet eventually finds us all and the only way to push that off a bit is to engage with people. You can have every perk or advantage in the game it means nothing if you haven't developed a social network to protect yourself and rise to the top. |
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| Reply by: g0d at Jun 08, '26 21:59 | |
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I am a no for this suggestion as written. |
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| Reply by: Zephyra at Jul 06, '26 01:35 | |
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