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Zoinks

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Everything posted by Zoinks

  1. Name: eastside.lazy Comment: the fk kinda news is this, all bs planned out 2 distract us from the real problems, brandenburg shud stop bitchin n do his job w/e the fuck tht is
  2. Arguably there is more RP to be had within political circles for the process of attempting to legalize weed and then the RP following that of the state adapting to this new bill and shops opening up etc. than the RP of illegal marijuana sales which is usually just the same repetitive process for both buyer and seller. Making it legal doesn't ruin illegal RP - most illegal Rpers I have spoke to complain about the mundanity of selling drugs, particularly something like weed, and the only thing it will effect is the easing in process of testing a character who's joining a faction. Even then, there is nothing stopping them from still trying to sell weed at cheaper prices, or giving them something else like club drugs or pills to off load before moving onto something like cocaine. There is zero point of senators if their roles can't make any meaningful change. Campaigns are useless because before they even begin, voters know nothing major can come from it, so why bother? This creates a divide in the server where the politicians RP politics and the civilians RP... just apathy. As someone who is currently roleplaying a politically minded character, it is extremely difficult to find someone to have a meaningful political conversation with that isn't in that niche circle, because frankly, no one cares. Making politics matter and allowing us to live in a dynamic, rather than static, iteration of California is, imo, much more important than keeping weed illegal for the sake of illegal sales. Running a dispensary once legalization has gone through would be miles more beneficial and profitable to an illegal faction than street sales of weed too. I fail to see any lose scenario here, and even if it would reduce script profit, we talk a lot about this being heavy RP and sharing a strong likeness to California, so we should follow that through in regards to this too I think. Tldr; putting limits on significant political change reduces RP more than legalizing weed would.
  3. I think it comes down to an unspoken culture surrounding illegal RP where if your character turns down something, then they are not 'all for the gang/mob/MC' and therefore this is a bad thing to do. The phrase "are you willing to kill for [X]" is thrown around a lot, and again, if you say no, this is seen as a lack of dedication to the cause, stunting your character progression, and in some extreme cases, resulting in your character death. This combined with the fact that its a game, and people want to experience everything possible, has made it so being a jack of all trades and/or a coldhearted murderer in the illegal world (or atleast, poorly portrayed illegal world) is more of a requirement than something to be shamed. I also think it comes down to justification. If a person has legal employment, you could perhaps justify working two jobs due to being broke, but for the most part, more than two jobs would just... not happen. Realistically speaking, an individual in two part time jobs would have to dedicate 15-20 hours a week to each of those jobs, resulting in 40hr work week. A full time job with a weekend job would be a work week of about 60hr. Add any more employment onto that and it becomes ridiculous. However a criminal slinging weed on the corner and then hitting a house for a robbery at night works on their own schedule and simply puts in as much hours as is needed to complete their task, meaning they can do varied things with less time limitation. Lastly I think it's due to activity levels and faction longevity. Say the gun guy(s) are inactive and on LOA. But the customers who expect their guns are still very much active, coming to you on the regular. While they're inactive, someone has to take over, while in real life a person wouldn't simply just go inactive lol. So it's easier for factions to have all-rounders in the faction who can handle this or that, taking pressure off a certain individual or small crew to handle a niche aspect of business. I agree with your point though, I just don't think anything will change while those 3 things are a thing. I personally always think of an area of crime I want to explore when creating a character and aim to avoid the other stuff but I can't say I blame people for just taking on any job the faction gives them bc that's the culture as far as i'm aware at least. Non-faction criminals are probably just bored and doing any activity they can get involved with.
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