Bandits will always have behavioral incentives that are misaligned with quality roleplay and an enjoyable experience for the victim. The pvrpose of banditry in both RP and OOC is to rob people (and sometimes just to mess w/ ppl in a power fantasy fashion, which is way worse), and the most effective method of robbing people is with quick, short, and simple emotes that progresses to combat as quickly as possible. Also, bandits have no reason to let their victims live. Killing their victims gives bandits material (items) and immaterial (not getting reported) gain, so bandits always stand to benefit by killing their victims instead of having mercy. Given this reality, anyone with half a brain must accept the FACT that the majority of bandit RP is always going to be about killing and robbing the victims in as efficient a manner as possible, aka “minas or die” PVP banditry.
If you think bandit RP will ever be anything other than “minas or die,” you live in a fantasy world – go play an elf.
Edit: And tbf to bandits, on the flipside, there’s every material incentive for the victim of a banditry scenario to meta stall, to be uncooperative, and to call GMs at the slightest potential rules infraction by the bandits. When people stand to gain by behaving badly they tend to behave badly, which is why victims of bandits tend to be toxic assholes.
The long story short is that banditry is always going to lead to anger, toxicity, community resentment, and bad RP. Up to the server to decide whether that’s worth it or not.