Why don't you start stealing while wearing CA if it's so easy to get?
So what? You didn't suffer any material losses.
Because that would be a waste of CA. It's easy to get it or not, it's still a waste ;)He lost his TIME. Time is very important in real life and in this game. Thieves need patience.
Only certain sold items give +rep. Haven't tested much but ropes are one product that might get you additional rep but only to certain merchants. Sha Enin or Buster used to provide +rep if you sold him ropes. So basically a thief needs to do some crimes, then sell some farmed crap items to a local merchant. In San Fran I raised my rep up to 1000 during one day by just selling ropes to The Western Star shopkeeper.
Think they need to add more synergy with sneak (with reworking it ofc) and add roll for sneak skill when trying to peak in victim's inventory.First because of stealing effeciency it should have requirements on par with crafting proffesions ( which always req. 2 skills to work standalone ), because you can steal from more than just players...Later because it'd fix much of abuse and allow offended players to win over thief ( by making thief sooner or later revealed ).
I don't think the devs need to meddle much with the thieving mechanic rather than just let us exact vengeance upon whoever steals from you for longer periods of time (ie. hours), so that the person who steals doest just leave area and come back to bug you again. Sure, the "global" timer should remain short, but you should personally be able to engage him for a long period of time.Only this is needed to stop excessive abuse imho.
I've tested rep thingy. It goes like this:You get reputation bonus when you sell items to a merchant, who normally DOESN'T sell them. When you sell guns to a doctor you get reputation bonus (but much less cash than you would get by selling it at gunshop), but if you sell jet/stims to this doctor you don't get rep, but he pays more money for drugs.So basicaly you sell stuff cheap, but instead you get some reputation bonus.