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Pickpocket Scale Up Started by: ScaryGuy on Aug 05, '14 22:51

I'm fairly certain there was an update linking info to stealth and personally I've had much less than 50% of stealthy accounts stealth on me Tetley

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I've stealthed almost every PP I have done on this account to people on 100% info.

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And how many have also participated actively in the streets or other forums to further increase it? Stealth probably starts out higher but it's not like you can't easily overcome that.

http://mafiareturns.com/comm/thread/394482#76538412

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True you can train the info, but that means you have to do a lot more work than the person who signed up on stealth and does nothing but rank.

 

Though stealth aside that is not my only thing against PPing, from an RP perspective anyone who is a Made man would be off limits, those stealing from them would get more than a beating and a loss of cash. Yet crew leaders would never enforce it because "Oh it's just PP it's a bit of fun"

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RP wise a gun only firing once an hour is ridiculous... even if we were using muskets or that insane gun the Nazi's had that launched projectiles bigger than mini-vans with pin point accuracy and I'm pretty sure that thing could fire more than once an hour. My point is that some things have to be set aside from the RP aspect because it's a game.

That being said, I'd also like to see more things bolstering the importance of rank because at the moment ranking past wise guy basically just opens new OCs, gets you more money in OCs, and does a tiny amount of bolstering to wack and defense. I agree with the sentiments, Tetley, but that's honestly a different subject all together because Made Men getting PPed is already a thing and that would probably have to be policed by the players anyways. Jono will probably have an orgasm reading someone else put that forward, so if you'd like some help getting that movement going I'm sure he'd get off his lazy ass and start rallying people or writing threads.

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i dont like the idea of the GF's being able to set the cap nor do i like the per city thing if the GF's wanna RP a cap before they take it to the next step fine but the game mechanic shouldnt be able to be overridden by a GF otherwise GF may as well be coders lol

as far as the PP scale it it looks like everyone is in agreement it must go up now to just hash out how it goes up

also should it stay with 5k if a GF PP's a gangster? just to keep the lower ranks from being targeted by higher ranks? if you are 3 ranks higher than your target max you get is 5k

1k increments

gangster 6 units pp a earner 16 units he can earn 10k

gangster 9 units pp earner 16 units he can earn 7k

goomba 10 units pp a wiseguy 30 units he can earn 20k

just examples of what i initially proposed

 

and as per the cap why not have it like this:

gangster 25% average per user cash

goomba 20% avg per user cash

earner 15% avg per user cash

 

and so on and so forth

(the %'s are just examples and not realistic numbers)

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I love this idea. All PP is used for right now is to gain exp and test bgs.

Also PP pros are 2 hours, not 4 hours.

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While I support this idea,

I feel this is too much:

and as per the cap why not have it like this:

gangster 25% average per user cash

goomba 20% avg per user cash

earner 15% avg per user cash

 

Now Denam's idea? I feel that would be perfect... and fit a nice little system. The higher the rank, the more money you could possibily pull. It could also counter with increasing rank from yourself and not so much the victim. However, I do feel that it should be very small increments, nothing too overwhelming (that's why we have mugging).

Gangster A PPs Gangster B - 5% of on-hand cash is in danger. Takes $5k of 100k on-hand.
Gangster A PPs Goomba B - 10% of on-hand cash is in danger. Takes $20k of 200k on-hand.
Gangster A PPs Earner B - 15% of on-hand cash is in danger. Takes $45k of 300k on-hand.

Don A PPs Consigliere B - 5% of on-hand cash is in danger. Takes $250k of $5M on-hand.
Don A PPs Wise Guy B - 15% of on-hand cash is in danger. Takes $75k of 500k on-hand.

I feel like this would be a good idea to put in the game for several reasons. For years now, everyone has been trying to find a way to make PPing a tad bit more affective or useful. What a better motivator than to involve some rank growth into it as well as a little extra money that could add up throughout time? Seems legit too, you grow in rank or go after a higher rank, you make a bit more income. 

Cons? Bigger PPers will probably come out a little more on top, as they should though. The lower guys will have more money taken from them than 5k, but this opens up an aspect to PPing that isn't currently there. People don't care about 5k, they care about principle. Why not have them care about the money and principle?

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and as per the cap why not have it like this:

gangster 25% average per user cash

goomba 20% avg per user cash

earner 15% avg per user cash

 these are just example numbers

 

Don A PPs Consigliere B - 5% of on-hand cash is in danger. Takes $250k of $5M on-hand.
Don A PPs Wise Guy B - 15% of on-hand cash is in danger. Takes $75k of 500k on-hand.

 these should be lowered i dont like the idea of a don taking more cash off of the lower ranked person for example if he pp a WG he shouldnt take more than if he PP a made man

switch the 15% for the 5% and likewise and id agree with that otherwise those higher ranked will simply target the lower ranks and keep their pockets empty

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ScaryGuy, that system rewards lower rankers and punishes players for ranking up. If you're a Made Man and you PP a Consig, you are rewarded with 15% on-hand cash for completing a tough PP. If you're a Consig PPing a Made Man, you are rewarded with 15% on-hand cash for the effort required to rank PLUS a successful PP.

While it may seem to favor higher-rankers, it's actually a level playing field. It favors little guys at the bottom who have little to lose and can PP Wise Guys for 15%, but a greater reward for Consigs and Dons who can PP Mades for 15%.

Consider it a partial "reward" for ranking up. Higher-rankers can still get mugged anyways, so it doesn't absolutely favor them.

Also, to specify, the percentage caps at 15%. So a Don wouldn't take more off a WG than a Made, unless the WG had more cash on-hand. The fact is, Bosses are better than Capos. Capos are better than Made Men. Mades are better than Wise Guys. You get rewarded for your progress by being less susceptible to PPs from higher ranks.

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Well, I was asked to bring my input here... I only read the first page so I am sorry if I am missing something. I am commenting on the original idea and some of the comments.

You can say "losing $50K is not that bad"

In that case, earning $50K shouldn't be that bad either. So, upping the cash value to an easily earned amount does nothing to PP system as the current maximum for Pickpockets is $5,000 as we all know.

I just don't see the point of the change, mugging was implemented to deter being pickpocketed.. Pretty decent job at that..

BG yourself? From a non-CL point of view why should I spend what could very easily turn into millions of dollars in BG purchasing, training, and upkeep all for the possibility that I am "safe" from pickpockets.

Finally from a roleplay aspect... It's a pickpocket.. Not a heist..

Lastly.. Has anyone ever pickocketed for cash? No, I doubt it and I don't think $50K will change that.. People PP for the XP, and the achievements.. So as I said, I don't see the point.

As Genocide said earlier.. Don't fix it if isn't broke.

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How abut the ability to pick if you are pick pocket friendly or not then its entirely on the player and if you lose all your money from a pp its on you if you are pp unfriendly you take the risk with others who are the same, say for instance you are unfriendly you can take what ever is in the pocket and if they see you they can mug, with friendly it stays at 5k with no mug allowed. This is a mafia game and if there is someone wandering around with millions and no protection or understanding with another crew then you are going to be a target! 

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In that case, earning $50K shouldn't be that bad either. So, upping the cash value to an easily earned amount does nothing to PP system as the current maximum for Pickpockets is $5,000 as we all know.

I disagree. It may be a small amount of money to a lot of people, but increasing the money you receive potentially tenfold or more. I think will make PPing a more worthwhile endeavor.

 

I just don't see the point of the change, mugging was implemented to deter being pickpocketed.. Pretty decent job at that..

Mugging was implemented to deter PPing because of the people whining about it. The balance was shifted too far I think. This idea seeks to bring PPing and Mugging to a more middle ground.

 

Finally from a roleplay aspect... It's a pickpocket.. Not a heist..

The games economy as a whole is not even close to realistic, and I think most people have come to accept that. This change would not deviate any further.

 

Lastly.. Has anyone ever pickocketed for cash? No, I doubt it and I don't think $50K will change that.. People PP for the XP, and the achievements.. So as I said, I don't see the point.

I certainly would. A chance for 50k or more an hour. I think a lot of people would.

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I like this idea and think it is a good progression for the game. Nobody PPs for cash but I think more people would if they could earn some money from it. 

If any issues arise like they use to Squishy I think it is about time us as a userbase sort out the issues rather than run to you because we feel it is unjust.

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Personally I will not be an advocate of anything PP related. Those that chose to be great. Personally I will not. Do I pp so I can get the achievements yes, but it is primarily those that are close to me or CA's only. I would not have even responded here tbh had attention to all crewleaders not been called.

I personally view PP as an act of violence, and there for keep the not pp friendly stance. With that said however I will not ban those in my crew or under me from participating in PP'ing. That's their call if they want someone to rummage in their pockets.

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i think the big question everyone wants to really know is if this is implemented would any CL or city/district ban pp's, if its a resounding no then i see no reason to keep PP from being reworked

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as an upper structure of Bronx, I would support this on 1 condition

the condition i have in mind is that if the gods code this in, they also code in that your BGs play a role in the success or failure (or lack there of) of the possible assailant. much like the success or failure of killing someone depends on the BGs and the effectiveness of said BGs.

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arent bg's already in effect in PP? dont you need like 6 successful pp to get past like 1 bg or something like that? if so keep that where it is

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arent bg's already in effect in PP? dont you need like 6 successful pp to get past like 1 bg or something like that? if so keep that where it is

i believe you misread what i said.

i was talking about the consequence of PP, which would be mugging.

let me give you an example:

Assailant A Pickpockets Assailant B

Assailant A is IWP and Assailant B wants to mug Assailant A but Assailant A has to many BGs so Assailant B fails the PP

----

Thats basically the same as if person A who is IWP and the BGs are fully upkept and trained to full. Person B has a 250 kill gun and shoots and misses Person A

however, Person A doesnt upkeep his BGs and they deteriorate, and Person B would eventually succeed.

 

so essentially im saying that mugging would fall under that same principle.

the success of teh person mugging depends on the assailants BGs and effectiveness

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Assailant A is IWP and Assailant B wants to mug Assailant A but Assailant A has to many BGs so Assailant B fails the PP

correction. I meant fails the mug attempt

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