Author Topic: Thieves  (Read 7937 times)

Wormtail_

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« Reply #75 on: May 15, 2003, 02:47:57 am »
Well, classes are not going to be in the game, so it can\'t be a class. I believe that it is a category for skills relating to thievery. It could be a job, although I believe that some people will have another job and be a thief. Overall, I think thievery is a category of skills for things like lockpicking, backstabbing, and the like. I\'m not too sure. I did check the main website though, and based my opinion on that information, though.
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beza1e1

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« Reply #76 on: May 17, 2003, 03:48:01 pm »
Life is live

The game itself should in my opinion give the players all possibilities, therefore no limition to stealing-only-certain-objects-or-money. If a thief steals the sword of uber 133tness from McHero - that\'s life. McHero should see this as part of his quest. He could go to the local thives guild and askfor his sword, the thief or give them the job to return it. He could also ask the police ...
On the other hand, think of movies, why does no thief steal Indiana Jones\' whip or Lukes light saber? Because the hero would see the thief and beat the **** out of him. Implemented in Planeshift, this would mean a anti-thievery skill.

Another point:
Why is our world not overflooded with thieves (or is it?), because most of us tried it once as child and burn their fingers, so we let it. Most thieves don\'t pass the beginner stage and therefore quit business or get caught and punished until they quit. So it would be the task of the (player!-)police to fight against crime in the cities. The world administrators could give prizes for the best police some times to encourage the building of police departments/guilds.
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Temrus

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« Reply #77 on: May 24, 2003, 02:50:07 pm »
I think the police idea is a good idea but i still think you should be restricted to certain waited items because its not very likely that you would be able to steal a huge claymore out of some1\'s hand or backpack without them noticing. Plus if thiefs can steal stuff like that all they\'ll have to do is wait until some1 gets the best sword in the game and then steal it of them. This would be unfair but i think the police thing would add a certain zest to the life of a thief =)

paxx

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« Reply #78 on: May 24, 2003, 03:22:59 pm »
Thieving?from PCs is the same as Pking?in fact you can?t have Player thieving PT??? without PKing?so No!!!

As for player controlling the thief community. Players can not go to the thief?s players home and kick him in the balls. Thus you tell me what it a punishment that would add a moral code to a games society.

In real life it is the fact that you can die, be imprisoned for a long long time, and when someone hurts you?it might be permanent.

In the game you can have many characters, nothing is permanent and your character can improve as much as possible?and stats matter.

I have not seen a game that can have the moral freedom of real life, that does not degrade into chaos.

Now for adding ?thief? oriented content?as in stealth and fleetness over brawn?I feel is a necessity. But it is hampered by our lack of ability/want at the moment.

I am pretty sure that in the future this will change, since some of the forthcoming titles will have the features that will make this possible.

But as for the player community controlling things and it not becoming a loss of all morality?I have seen very little of this anywhere and it is up to the game to set the moral code.

If we made everyone killable by everyone ala FPS, then I predict all we would have is mass murder every day?but it might be that I think little of the online community and that I am wrong.
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Nadius

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« Reply #79 on: May 29, 2003, 10:00:39 pm »
look theiving could be fun, but if us pkers cant have way and kill you theifs before you steal cause we want your stuff then i say no. the game has to have some ballance i mean one group of players cant be uber and another be nothing but victims.  i mean im all for pvp and theiving but tehre has to be some limits all these punishments for everything takes away from the game aspect of it all. i dont agree with brining npcs into players buisness.

Raptor

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« Reply #80 on: July 19, 2004, 11:58:40 am »
There must be NPC thieves in the final game

Cyberchu

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« Reply #81 on: July 25, 2004, 09:03:03 pm »
what if I am a really strong warrior but I have one skill point in stealing. Then I can go up to anyone, steal from  them and if I am caught then I could fight my way out. that way I could commit murder in non PvP zones.
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Gakre

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« Reply #82 on: July 26, 2004, 01:34:30 pm »
Limits could be nice if thieves could steal from players (limited, low amount of money and some lesser, unvaluable items) and maybe lowered chanse of success... and if the thief don\'t succeed stealing, the wictim will notice it. If the wictim finds out sevral time about the same thief trying to steal from him, he could tell a guard or someting and the thief could go to jail.

Maybe a guard could patrol the home-areas a maybe notice thiefs trying to break in to an house or escape from the house (and of some unknown reason know the thief isn\'t welcome) and put him in jail.

If the thief really wants goodstuff to steal, he should steal from strong monsters...

The thief should maybe have a possibility to break out of jail by lockpicking locks and sneaking out... maybe the guards can have some help from monsters to stop thieves to escape too... if the guard finds a thief escaping, the thief should get back to jail for a longer time...

kirrby

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« Reply #83 on: July 26, 2004, 01:48:37 pm »
Rather than guards sending you to jail which i think is rather pointless and wont really discourage someone from stealing, they should be able to hit the thieves where it hurts. I think guards should issue large fines and remove all stolen goods from the thief, by stolen goods i mean anything theyve stolen EVER and maybe the items returned to the players stolen from. Also players should have to chose wheter they want to go player killer (enabling them to play pvp) before they do they will be warned of all the risks and told they can be stolen from and killed by other players etc so as to stop people whining about not knowing. This way people who want to go round stabbing monster can, and people who want to kill and steal from other players (and vice versa) can. What you think?

Black Kitsune

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« Reply #84 on: December 30, 2004, 09:42:48 am »
Your guys Ideas are great and all make sense.  But the key word is ( and always will be) is balance.  maybe if you fail at pickpocketing the gods strike you with thunder....wait never mind.....thats just embaresing.  Maybe Theres the big risk of jail for your character where you spend actuall game time in it with other players and while your there you lose some of your skills or something.  Or maybe the victim and stealer have to play a mini game to win the item or keep it.  But that would be annoying.  Hmm, this is harder than I thought.  Wouldnt it be kinda easy to see the stealer with that 3rd person view.  ARRGGH Darn you balance.  Ill have to get back to you guys on this.  Maybe players can hire guards for their homes...
« Last Edit: December 30, 2004, 09:43:59 am by Black Kitsune »

Ulf Kleppe

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« Reply #85 on: December 31, 2004, 06:02:37 am »
i think some sort of falling percentage for stealing would be nice on targets, like 10% for the first attempt, 5% on the second, 2.5 on the third.

Each attempt makes the person twice as aware, and so if you succeed, then you take less.

Also give the theives a number of attempts before their concious breaks in and says \"this is bad, stop stealing\" so first time thieves will only have 3 attempts per 24 hours, or something like that. Experienced theives will get more attempts, but set up a max, and make the max so that it needs to be trained heavily to get to there. Forcing players who want to UBERtheif on others have to sacarafice a lot.

Vandel

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« Reply #86 on: April 04, 2005, 04:36:57 pm »
As archaic as this thread may be... there\'s still seems to be a lack of balance.  I wish I\'d read through this threads first.

Yes... the PvP attack this limits all sorts of things in the game.

I suggested in another thread that there should be safe areas.  Towns are safe areas.  Wilderness areas are not.

You should be able to PK, thief, anything goes style outside of a city.  This solves a number of problems.

There\'s no need for local police.  People are not as likely to run into each other outside of towns, and when they do, they\'ll likely be riding horses, or running.  Since all characters seem to run at the same speed.  You\'d have to wait for someone to tire or slack, get involved in combat, or something.

This negates the need for police, for jail... and I still don\'t see the problem with PKing.

DEATH DOESN\'T DO ANYTHING.  so you goto the death realm... so what... I\'ve suggested other ideas on ways, and I think the karma idea brought up in here, and other posts is good.  I\'ve yet to see a successful game that hasn\'t implemented some sort of alignment checking.

If players don\'t drop their goods when they die, or can\'t be looted, as they\'re transported the death realm.  I think you focus on what happens when a character dies.  Like a punishment after death... as mentioned in other threads, a harder set of levels in the realm of death... such as having to escape something like Dante\'s inferno.  The death realm I think has the potential to create the balance that seems to missing.

There\'s no punishment for death.  Or any reason to be worried about dying.  I know there\'s going to be some serious changes, but this whole PvP totally negates many pen and paper RPG rules, it\'s not so much that sucks, it just imposes so many limitations.  Altering the rules on PvP combat would be far more worth it, to extend Thief skills outside of safe areas.  But how do you define a safe area.  This is a good thread, one I\'ve been pondering for a long time, and also deserves to be resurrected.  And this seems to be closest thing to a balance.


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