Other > Suggestions
Scrap PvP Stealing
Hololasima:
Agreed Badger. Also it sound promising what Lexx said about it.
HertogJan:
As far as I'm concerned thieves can be shot and looted by guards if they fail. Unprotected players should be shot on sight when entering a town. They caused trouble in the town, guards should react on that.
I also wouldn't mind if guards treat failed stealing from pc and npc equal. Meaning they kill the thief.
--- Quote from: JustGreat on February 28, 2011, 03:57:18 AM ---While thieving is annoying I think it can be improved instead of removed.
1. Allow unprotection to stay depending on time, rather than death of the thief. (say 30min-1hr)
3. With the soon to be 3D era, we can have a costume that burglars wear (can be just a black outfit), that would be a requirement for a thief to steal (or at least steal from players). So a thief would need to put in time/caps into the outfit before he can steal your precious assault rifle. (Hence now thieves have a risk, since the outfit would drop upon death)
--- End quote ---
1. I suggested in another thread to make it depend on the player's reputation. Minimum should be 1 real time hour, for players with a neutral or better rep. Worse rep means longer penalty. This off course should not be limited to thieves.
3. That would mean thieves would always be recognizable which makes it a stupid suggestion. Also a simple suit will probably not be that expensive and therefore not a big loss.
--- Quote from: OskaRus on February 28, 2011, 10:46:40 AM ---I think PvP stealing is highly overrated. By stealing any npcs u make more in same time. PvP stealing is just for irritating the people. I agree with kilgore that it should be possible for normal chars to shoot the thief and take his stuff back.
--- End quote ---
I agree that stealing from npcs can be much more lucrative. PvP can be lucrative too. Irritating people at traders is done by thieves and none thieves alike, especially since traders can only talk to 1 player.
Many people use repair or whatever to scare people of a trader to trade for themselves. It has nothing to do with stealing.
Personally I leave players at traders alone, unless I tagged them red. However such behavior to me is an open invitation to try to steal from that player.
Badger:
I don't think anything character-specific will work - if Thief1 has terrible reputation for an hour in NCR, you switch to Thief2 and so on. And if you're going to go to such great lengths (30 minutes unprotected) to stop people stealing more than once an hour, what's the point in keeping stealing in the first place?
I'm going to try and point discussion in another direction:
How does stealing make the game more enjoyable?
I don't think it does. It distracts people from the game itself, and makes something that should ordinarily be quite easy and routine (shopping), and turns it into a stupid minigame of 'try and avoid the guy running after you and make sure you don't get blocked in'. And I'm not sure it adds to the 'atmosphere' or the 'realism' of a wasteland either, especially when your stuff is safer dumped in a tent in the middle of the wasteland than it is in your pocket.
And yes, if they do this my next stop is to disable suicide bombers. Then PvP combat. Then regular combat. Then I ask the devs for your address so I can come to your house and make sure you are playing the game the way I want. Great call.
Lexx:
--- Quote ---All of the issues above can be fixed somehow, so don't need to scrap steal.. just need to rework it a bit.
--- End quote ---
Everything can be fixed in some kind of way. The question is *how* exactly.
avv:
I'm glad you brought this up in such confident manner Badger. I can't but agree with your points, except the complete scrapping. Player to player steal could be just frozen until a harmonous mechanism is founded.
--- Quote from: Kilgore on February 28, 2011, 03:06:25 AM ---Thief Alt! - People make crafter alts, taxi alts... so what?
--- End quote ---
Guess the goal is to aim towards a game that doesn't support alts.
--- Quote ---Know he's a thief? Tough shit. - It can be fixed easily. Some ways to fix it were already mentioned in other suggestions.
--- End quote ---
Actually a system that's fair towards the thief and the victim is rather hard to manufacture. A system that's mostly dependent on success dice roll favours a minmaxed thief build. System which is all about how players play (skillz) is fairer but more complicated to develop.
--- Quote ---Thieves are a part of this game, as well as so-called PKs or suicide bombers. Okay, they are annoying, then what?
--- End quote ---
Instead of annoying they should be challenging. You can't challenge a thief in fair play, there are only retarded loophole methods such as suicide bursting him until he gets bored to return.
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