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Lsrcr Forum • A few minor fixes for v9 - Page 2

Lsrcr Forum

Los Santos Roleplay Cops and Robbers
https://ls-rcr.com/forum/

A few minor fixes for v9

https://ls-rcr.com/forum/viewtopic.php?t=104973

Page 2 of 3

Re: A few minor fixes for v9

Posted: January 31, 2020, 7:20 pm
by Mastro
Mastro wrote:
getrektdude wrote:
Mastro wrote:
Giving a bit more information regarding #1

Currently there is 50% chance for /smuggle to fail,

If you succeed then there is:
30% to smuggle one kidney
25% both kidneys
25% heart
20% eye

We have now increased it from 50% to 75% and will be pushed soon. Thanks for bringing it up.
What do you think about reducing chances of successfully cutting the rope with razor, since almost everyone above 200 score who gets drag kidnapped ends up escaping with the help of razor which results in rarely getting opportunity of smuggling.

Glad to hear that you guys increased smuggle chances, really appreciated.
We will look into the /cutrope chances when having a razor and update you guys here. I am not quite sure about it but it should be very high, if not 100%. Thanks for bringing this up too, more opinions would be appreciate it too.

However I definitely agree myself that /cutrope should have some fair chances to fail instead of succeeding pretty much always.

If you don't own a razor, there is no way you can escape (only by using /ransom).

However, if you have a razor there are 80% chance to succeed, 20% chance to fail.

Re: A few minor fixes for v9

Posted: January 31, 2020, 7:40 pm
by getrektdude
Mastro wrote:
Mastro wrote:
getrektdude wrote:

What do you think about reducing chances of successfully cutting the rope with razor, since almost everyone above 200 score who gets drag kidnapped ends up escaping with the help of razor which results in rarely getting opportunity of smuggling.

Glad to hear that you guys increased smuggle chances, really appreciated.
We will look into the /cutrope chances when having a razor and update you guys here. I am not quite sure about it but it should be very high, if not 100%. Thanks for bringing this up too, more opinions would be appreciate it too.

However I definitely agree myself that /cutrope should have some fair chances to fail instead of succeeding pretty much always.

If you don't own a razor, there is no way you can escape (only by using /ransom).

However, if you have a razor there are 80% chance to succeed, 20% chance to fail.
Group item depots have really made it easy for players to just carry around items including razor, which makes it really rare to find someone who isn't carrying a razor.
+ 80% chances are a bit too much, taking into consideration that its not really easy to kidnap players + the chances of a victim not carrying a razor are pretty small.

Re: A few minor fixes for v9

Posted: February 1, 2020, 1:24 am
by Mastro
getrektdude wrote:
Mastro wrote:
Mastro wrote:

We will look into the /cutrope chances when having a razor and update you guys here. I am not quite sure about it but it should be very high, if not 100%. Thanks for bringing this up too, more opinions would be appreciate it too.

However I definitely agree myself that /cutrope should have some fair chances to fail instead of succeeding pretty much always.

If you don't own a razor, there is no way you can escape (only by using /ransom).

However, if you have a razor there are 80% chance to succeed, 20% chance to fail.
Group item depots have really made it easy for players to just carry around items including razor, which makes it really rare to find someone who isn't carrying a razor.
+ 80% chances are a bit too much, taking into consideration that its not really easy to kidnap players + the chances of a victim not carrying a razor are pretty small.
Fair point, I agree with you.

What do you guys think of decreasing it from 80% to around 50%?

Re: A few minor fixes for v9

Posted: February 1, 2020, 1:35 am
by DaniiDeleto
Mastro wrote:
getrektdude wrote:
Mastro wrote:


If you don't own a razor, there is no way you can escape (only by using /ransom).

However, if you have a razor there are 80% chance to succeed, 20% chance to fail.
Group item depots have really made it easy for players to just carry around items including razor, which makes it really rare to find someone who isn't carrying a razor.
+ 80% chances are a bit too much, taking into consideration that its not really easy to kidnap players + the chances of a victim not carrying a razor are pretty small.
Fair point, I agree with you.

What do you guys think of decreasing it from 80% to around 50%?
Rather keep it as it is because lotsa people have been kidnapping me
(Sometimes ramming to do dkidnap)
Or atleast 65-70

Re: A few minor fixes for v9

Posted: February 1, 2020, 6:00 am
by Karu_Tepes
DaniiDeleto wrote:
Mastro wrote:
getrektdude wrote:

Group item depots have really made it easy for players to just carry around items including razor, which makes it really rare to find someone who isn't carrying a razor.
+ 80% chances are a bit too much, taking into consideration that its not really easy to kidnap players + the chances of a victim not carrying a razor are pretty small.
Fair point, I agree with you.

What do you guys think of decreasing it from 80% to around 50%?
Rather keep it as it is because lotsa people have been kidnapping me
(Sometimes ramming to do dkidnap)
Or atleast 65-70
That's only because you're popular. Same reason CXdur gets hunted when he goes LEO. Still, it does mean that most kidnapped persons are new users and that's rather unfair. Older experienced players just cutrope and then kill the kidnapper, making it stupid to even try. Leading back to the issue of it being just a way to troll new users.

Re: A few minor fixes for v9

Posted: February 1, 2020, 8:56 am
by getrektdude
Mastro wrote:
getrektdude wrote:
Mastro wrote:


If you don't own a razor, there is no way you can escape (only by using /ransom).

However, if you have a razor there are 80% chance to succeed, 20% chance to fail.
Group item depots have really made it easy for players to just carry around items including razor, which makes it really rare to find someone who isn't carrying a razor.
+ 80% chances are a bit too much, taking into consideration that its not really easy to kidnap players + the chances of a victim not carrying a razor are pretty small.
Fair point, I agree with you.

What do you guys think of decreasing it from 80% to around 50%?
50% should do it in my opinion.

Also a fair point by Danii, some players intentionally ram you to /dkidnap you, which gets frustrating, but i don't think adjusting cutrope chances should be affected due to rammers, maybe we can find other way around for this.

Re: A few minor fixes for v9

Posted: February 1, 2020, 9:59 am
by Snipaxxyy
DaniiDeleto wrote:
Rather keep it as it is because lotsa people have been kidnapping me
(Sometimes ramming to do dkidnap)
Or atleast 65-70
I think the score that is required to unlock /dkidnap is really easy obtainable and people who are not experienced enough, ram you intentionally in order to make it easier for them to /dkidnap

I think the higher your kidnap score is, the higher chances should be and otherwise.

Having below 200 kidnap score should have less than 50% chances of success, if we want to avoid such cases.

Re: A few minor fixes for v9

Posted: February 5, 2020, 1:59 pm
by Mastro
The chances for /smuggle to work after successfully kidnapping someone have now been increased from 50% to 75% (it's live on main)

As for the /cutrope, we have decreased it slightly from 80% to 75% and also increased its 24/7 price from 10$ to 100$ (will be live soon).

As for IC global chat, how about we make it so when you have /rpmode on your in-character name is displayed when using /w and other RP cmds (/shout, /me) etc?

Re: A few minor fixes for v9

Posted: February 5, 2020, 5:17 pm
by Karu_Tepes
Mastro wrote:
The chances for /smuggle to work after successfully kidnapping someone have now been increased from 50% to 75% (it's live on main)

As for the /cutrope, we have decreased it slightly from 80% to 75% and also increased its 24/7 price from 10$ to 100$ (will be live soon).

As for IC global chat, how about we make it so when you have /rpmode on your in-character name is displayed when using /w and other RP cmds (/shout, /me) etc?
The smuggle thing is good, thank you.

Not a huge change, but I'll take it. Thank you.

the the name showing with /rpmode mode that would be amazing! We'd need a command to change our characters name though. I know alot of the Pagati people chose their own names, so it's a bit unfair to the rest of us if we can't. (I mean the character name, not our username btw.)

Re: A few minor fixes for v9

Posted: February 10, 2020, 1:58 pm
by Mastro
Lost_Soul wrote:
Mastro wrote:
The chances for /smuggle to work after successfully kidnapping someone have now been increased from 50% to 75% (it's live on main)

As for the /cutrope, we have decreased it slightly from 80% to 75% and also increased its 24/7 price from 10$ to 100$ (will be live soon).

As for IC global chat, how about we make it so when you have /rpmode on your in-character name is displayed when using /w and other RP cmds (/shout, /me) etc?
The smuggle thing is good, thank you.

Not a huge change, but I'll take it. Thank you.

the the name showing with /rpmode mode that would be amazing! We'd need a command to change our characters name though. I know alot of the Pagati people chose their own names, so it's a bit unfair to the rest of us if we can't. (I mean the character name, not our username btw.)
This has been added to our TO-DO list, however it might take a while till it gets implemented due to the recent V9 release and amount of things that have to be worked on.

Any other ideas/suggestions are welcome.

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