PlaneShift

Gameplay => Wish list => PvP,PK and Thieving => Topic started by: Elscha on December 31, 2004, 07:02:26 pm

Title: Thieving skills & criminal activites!
Post by: Elscha on December 31, 2004, 07:02:26 pm
Hummm at the moment there\'s not much scope to be \'evil\' in PS... well least not in a game mechanics sense. Here are two idea that i think would be easy to impliment and add quite a bit of gameplay!

1.) pickpocketing skill; chuck in an NPC Zak stylee that train\'s in pickpocking. R-click icon or target /pickpocket or something another player runs some /roll type deal and based and your skill & roll it takes an item of a equivelant value off a player e.g. max pick = 25 tria max items x2 so the thief would take say 2x rat hides or 25 tria. A check could be made against say... erm target\'s agility and if the thief fails to pickpocket the target would recieve a message saying \"$target attemps to pickpocket you and fails\" then a challenge is automatically made and accepted by the thief with no possibility to /yield. Would this work? I think so! :P an alternate source of income & a possiblity to use a thieving skill!

2.) Highway robbery; it would be groovy if you could decide to attack a player outside /challenge. E.g you see a fellow heading to Hydlaa or Akkaio to sell ore and you and a few other\'s jump out and attack. the target would have no choice but to ether engage in combat or /yield. Should the attacked person lose then they would drop a random item/items & be shunted off to the death realm... if they /yield a random item is given to the attackers  (or divded between them if grouped) ala monster kill style.

3.) Sneak attack; a charged attack (like spell casting) that leaves you open to attack? (drops defense) but allows the thief to hit the head for say x2 regular damage...

   Anyway just a few things that would probably go horribly wrong in the current climate (?) but would be nice to see in future updates.... PS needs crime (but in a good way)!
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Post by: Themerion on December 31, 2004, 07:51:16 pm
It would, indeed, be much more fun being able to be evil. Although for characters not focusing on fighting it might be a bit boring being robbed each time they tries to leave hydlaa.
Howerver the game is too friendly now. Som robbing abilities should defenitively be implemented. The problem is balancing them and making them low-level friendly...

More evil to the world of PlaneShift!
Title: Good Vs Evil
Post by: Elscha on December 31, 2004, 08:32:42 pm
Heh merchants/miners still get robbed! plus they don\'t have to fight they can just give up their wares! XD

This brings into play having bodyguards, law & order guilds etc. all good stuff ;)

But yeah there\'s all kinds of balancing issues to take into account... and opertunities to abuse such a system. Guess when the new set of GM\'s are in effect such implimentations could be policed.
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Post by: Themerion on December 31, 2004, 10:00:26 pm
Hm.. Bodyguards you say... It not a bad idea! The problem is that robbers probably will work in groups. One bodyguard would not be enought... Perhaps if robbing someone would bring down the robbers stats? Still, a very skilled robber could keep his stats quiet much. This would keep the number of robbers low, since only experienced players could manage to have good stats...
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Post by: LordWolf on December 31, 2004, 10:02:37 pm
well its a fun idea and all but its also a very irrie skill for others that is because you have get finely some money and you get puick pocket by some one :| so if this is getting in the game i think there must be a cop in the game to stop it ;)
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Post by: Myrtl on January 01, 2005, 01:19:22 am
AHHHH no stealing from other players in town!!! Bad idea. You are gona hear loads of people screaming \" OMG WHERE IS MY *** BROADSWORD. WHO STOLE IT\"!

Im sure i would be mad. There should be certain places where you can steal but not in town. Itll piss me off and others  X(
Title: pickpocketing!
Post by: Elscha on January 01, 2005, 03:15:21 am
Heh if pickpocking is implimented how unrealistic would it be to have boundries to using the skill? ...as to annoying players , losing items is annoying but heh you don\'t play an Evil character to help old ladies across the road and open a soup kitchen :). People shouting that their items have been stolen; the system message would say \"You\'ve been pickpocket & lost $item #\" so there would be no confusion as to where the item had gone. And even if they did find something had dissapeared a few /shout\'s about a pickpocket in the crowd would be cool! :D
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Post by: Enter_the_Xero on January 01, 2005, 09:33:15 am
There should be guards stopping people from pickpoketin\' in cities and such places... and the only rule of pickpoketing is DO NOT SEE A GUARD GO FER IT!

It should also be kool if there would be places fer all out killing spreeZ... with only one rule DO NOT SEE A GUARD FO FER IT!

So, if evil will be, there should be Guards (AI) to stop it... some places...

LET THY EVIL ROAM THY EARTH
FOR IT IS A PART OF THY UNIVERSAL EQUALIBRIUM
LET THY GOOD ROAM THY EARTH
FOR IT IS A PART OF THY UNIVERSAL EQUALIBRIUM
FOR ONE CANT EXIST WITHOUT OTHER
FOR THY MOTHER MUST HAVE A FATHER
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Post by: spedoinkel on January 03, 2005, 12:54:36 am
Various rogue skills can work will in games, and as it was said, really depends on the balancing.  Lockpicking, theivery, assassinations.  All good ideas.  Just have some sort of police force patrol the cities, and when you are outside of them, you are on your own.  

There also needs to be some backdoor fences so that regular shops don\'t buy stolen goods, thus increasing the chances of getting caught.  

Just a suggestion of how it is handled otherplaces.  The Discworld MUD requires you to be a member of the Thieves or Assassins guild.  If you don\'t carry your license them you get tossed in jail.  There is also a quota that must be upkept.   But this requires the somewhat unique poilitical system that is set up there.
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Post by: Monketh on January 03, 2005, 01:25:12 am
I\'m going to be the voice of dissent in this topic and say:

It\'s  god d@mn annoying!!!
People spend hours of their lives getting this stuff...

Those two reasons outweigh all other arguments.

You gotta remember the OTHER people are playing this for fun, too.  If they think it\'s fun to get robbed, I\'m sure a system between you and them can be devised.
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Post by: Myrtl on January 03, 2005, 04:32:44 am
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Originally posted by Monketh
I\'m going to be the voice of dissent in this topic and say:

It\'s  god d@mn annoying!!!
People spend hours of their lives getting this stuff...

Those two reasons outweigh all other arguments.

You gotta remember the OTHER people are playing this for fun, too.  If they think it\'s fun to get robbed, I\'m sure a system between you and them can be devised.


Listen to the man! He knows what he is talking about. That sentance made the most sence out of any post in this topic... :))
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Post by: bbum on January 03, 2005, 06:44:21 am
devs can make a much better rogue/theif experience through quality PvE content and quests than PvP.
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Post by: Mortac on January 04, 2005, 11:03:34 am
Pickpocketing should have a size and/or weight limit, that way swords, armors etc. big and expencive stuff wouldn\'t get stolen.
The limit should naturaly increase as the skill increases, but never too high...

And also thieves should not be able to steal things that person is wearing...

Other possibility is that if someone ois trying to steal big and/or heavy items from other person, then people surrounding the victime recieve a message saying something like: \"You see a thief stealing from [insert name here], and then they can kill the thief.

One idea about thieving is that if city guards or smth. like that notice it they would come and fight the thief, but if thief loses, he/she will spawn in jail. And then he/she can pick the locks and escape, pribe the guards, maybe dig a tunnel :)...
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Post by: bbum on January 04, 2005, 11:26:55 am
there should be no unrealistic \'limit\'. if you try to pick pocket a very large item it should just fail every time and the npc should notice you. when you attempt to pick pocket you should either get a random ammount depending on your skill at pick pocketing, or you should put in how much your going to attempt to steal, then have a chance of getting caught if you try to steal to much with too low skill.
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Post by: Zan on January 04, 2005, 12:23:58 pm
I personally am not a fan of the just being able to rob any person idea. I can easily see it being abused so that all the newcomers can never grow since they \'ll constantly be picked on by big bully robbers.

However if it was implemented, with enough limitations, then I would want to have the robbers, thieves, etc. also some negative drawbacks. If they get caught they will lose all (or a part of) their loot along with a fine (depending on the crimes they commited). I \'d also like to see bounty hunters implemented then. Thieves would get a bounty on their head again according their activity, this can only be seen by bounty hunters with sufficient skills to match that of the thief of course. Then the bounty hunter can try to capture the thief and collect the bounty upon killing him/her.

Things like crime need to be balanced out extremely well so that there are both advantages and disadvantages to going on a bad path.
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Post by: unknown_source on January 06, 2005, 07:07:01 pm
to make pickpocketing newbie friendly you could make a limit of 10% of the robbed persons belongnings or something like that. Then it would be more rewarding to rob high level players than newbie but a higher risk in doing it...  then the newbies would have a bigger chance of \"growing\" in game.

*My use of words might not be right... Ai ?m n?rwegiann...
Title: *sighs*
Post by: lyistra on January 06, 2005, 09:57:31 pm
Unfortunately, some folks like to pick on others.  And some folks would be more than happy to sit down and pickpocket newbies all day long, just for the sheer malicious pleasure of it.

I suppose, though, you could have an in-game flag to \'allow\' pickpocketing attempts, if that is your pleasure.  And if you pickpocket, you automatically \'accept\' all challenges from the opposing character, and they can attempt to kill you/cast spells on you, etc, and it automatically allows pickpocket attempts on you.

At that point.. caveat emptor...
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Post by: Reaven on January 09, 2005, 02:47:49 pm
Quote
Originally posted by Elscha
1.) pickpocketing skill; chuck in an NPC Zak stylee that train\'s in pickpocking. R-click icon or target /pickpocket or something another player runs some /roll type deal and based and your skill & roll it takes an item of a equivelant value off a player e.g. max pick = 25 tria max items x2 so the thief would take say 2x rat hides or 25 tria. A check could be made against say... erm target\'s agility and if the thief fails to pickpocket the target would recieve a message saying \"$target attemps to pickpocket you and fails\" then a challenge is automatically made and accepted by the thief with no possibility to /yield. Would this work? I think so! :P an alternate source of income & a possiblity to use a thieving skill!

This is a very nice idea! But i think it would be better if you can\'t thief any items, only some money. Well, and the guards will atk the thief!
Quote


2.) Highway robbery; it would be groovy if you could decide to attack a player outside /challenge. E.g you see a fellow heading to Hydlaa or Akkaio to sell ore and you and a few other\'s jump out and attack. the target would have no choice but to ether engage in combat or /yield. Should the attacked person lose then they would drop a random item/items & be shunted off to the death realm... if they /yield a random item is given to the attackers  (or divded between them if grouped) ala monster kill style.

This is a great idea, too! There will be many \"police\" guilds who will hunt the thief guilds. Maybe the town guards will hunt them, too. The thiefs have to stealth in the town and have their own dealer in the \"dark district\" or in the sewers of the town. :)
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Post by: Auran on January 09, 2005, 03:39:12 pm
Don\'t count on having theiving implemented anytime soon. There are far too many cowards around who throw tantrums upon losing their stuff. But don\'t think that you cannot profit from others without the devs making special tools for it. It can be done. Troublemaking and profiteering is entirely dependent upon the urge and inclination of people to do so.

BTW: Let me say all such ladies and gentlemen who have an affinity for the shadows are most welcome to join my guild.

Please refer to the moonlit council thread on the guild forums (http://planeshift3d.com/wbboard/thread.php?threadid=13256&boardid=18&styleid=3&sid=f53c1bbd86a4bf533be2bede8b6172e0&page=1#16). Click the link ;).
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Post by: Loran on January 09, 2005, 04:27:16 pm
When ever implemented (hopefully) the devs should make any kind of thieving only against npc\'s to test and balance the thieving out. If it\'s too easy at first, too many people will start complaining and want the feature out before it\'s even well-implemented. If it\'s too hard, the thieves will start complaining and so on... They could make some npc\'s with and without gaurds to pick-pocket, caravans to raid, some merchants to rob their stores... Some basic testing npc\'s. When all thieves work together on balancing the thieving out, we could have thieving in the full release, completely fair and no rason for anyone shouting all over Yliakum that they lost 5 trias.

Just my 2 cents.

BTW, The Moonlit Council looks intresting Auran :]
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Post by: Reaven on January 09, 2005, 05:49:05 pm
But i think no one want to rip something off from a npc!
that would be very boring... or?
then 10 thiefs will stay around a noob npc and wait until they can nick sth. again -> like a monster.

regards,
reaven
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Post by: Loran on January 09, 2005, 06:28:12 pm
Ofcourse it will be boring, that\'s why it\'s only for testing purposes :P And 10 thieves around 1 poor merchant, would be quite noticable, I guess. The npc\'s may not be that dumb, they will have to notice when pick-pocketed, or simply notice thieves when they don\'t sneak carefull enough. If there are 10 thieves behind the npc\'s back, I hope he won\'t stand still, well, unless he\'s a  scared little boy (http://69.93.111.150/albino_flash11/russian_crab_movie_shortened_wav(www.albinoblacksheep.com).swf). :]

And there won\'t be much fun on robbing one and the same noob npc... They won\'t provide much profit, and they should notice when they are pick-pocketed. So you better creep away in a dark corner and get out of his store before he sees you and calls all nearby guards.
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Post by: Erinys on January 09, 2005, 08:51:12 pm
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Originally posted by Myrtl
You are gona hear loads of people screaming \" OMG WHERE IS MY *** BROADSWORD. WHO STOLE IT\"!


Hmm, imagine this, you\'re going to the arena to kill tefusangs, and when you get there you want to hit but suddenly you notice you don\'t hit because your broadsword is gone while you had it in your hand all the time.
That\'s not realistic, you can\'t steal equipped stuff.
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Post by: himayes on January 13, 2005, 06:37:43 pm
i know it sounds a little stupid. but why not have some one in town (an npc ) that can insure your important weapons and armor, and some kind of bank or vault to put your excess things for a fee

give a player a limit on the number of things they can insure like 3 or 4,and the more valuable the item the higher the fee. that way a player cant lose anything that they cant replace or really need.
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Post by: Darakus on January 13, 2005, 07:37:21 pm
Thieving should be implemented but the auto-challenge feature should be one of multiple options, calling the guards would be another one, branding the thief would be a nice addition also like let\'s say cutting the hand of the character if caught like they usually did in middle ages, or making the contrevenant known as a thief if officially captured by guards,...

After all if the way of evil is implemented the guard would of course be aware of existing evil characters if they had already been caught once and as such do everything needed to kill them every time they come into the city, that way forcing those chars to live the life of robbers, ... with maybe a possibility of pardon by the autorities after a certain time free of crime, it would certainly make it so that you wouldn\'t abuse being a thief as the punishment for getting caught would be quite harsh.

Another thing that should be done once robberies are autorised is to allow those players to be attacked without challenge again until the time of their pardon, after all challenge is between honorable players not for rifraf :)