Other > Suggestions
Scrap PvP Stealing
Solar:
Yes, being KoS achieves the same thing as the Weakened/Steal timeout thing. That what I meant, expect my sentence was garbled. The thing it doesn't do is stop the thief from going to another town and thus suffering no real slow down.
Badger:
--- Quote from: Solar on April 07, 2011, 01:27:03 PM ---Yes, being KoS achieves the same thing as the Weakened/Steal timeout thing. That what I meant, expect my sentence was garbled. The thing it doesn't do is stop the thief from going to another town and thus suffering no real slow down.
--- End quote ---
Well first he has to respawn near the guarded town he died at. Then he has to travel to the next guarded town, and try his luck there. If he eventually finds someone worth stealing from, and is successful, he then has to travel back to his tent which is likely near the first town.
To me, that seems reasonable as well as an actual punishment - as well as a lot less artificial than 'you're too exhausted to steal'. If they want to keep stealing, they have to physically do something rather than stand around (which is what they'll most likely do - thief builds seem too specialised to be any good at anything else) . If it's not harsh enough, we bump up the fine and make it so they're KOS in all guarded towns.
I also don't understand why a timeout is considered a punishment but having to pay money isn't.
TheGreenHand:
--- Quote from: Badger on April 07, 2011, 03:57:38 PM ---Well first he has to respawn near the guarded town he died at. Then he has to travel to the next guarded town, and try his luck there. If he eventually finds someone worth stealing from, and is successful, he then has to travel back to his tent which is likely near the first town.
To me, that seems reasonable as well as an actual punishment - as well as a lot less artificial than 'you're too exhausted to steal'.
--- End quote ---
Why is stealing while exhausted 'artificial' to you? Stealing involves dexterity. You don't see people coming out of the hospital still drugged up jumping on a high wire and performing a juggling routine.
And why is that not punishment enough? Being killed on sight for a limited time as well as a reasonable CD isn't enough? But I guess the title of the thread says how you feel about it.
--- Quote from: Badger on April 07, 2011, 03:57:38 PM --- If they want to keep stealing, they have to physically do something rather than stand around (which is what they'll most likely do - thief builds seem too specialised to be any good at anything else) .
--- End quote ---
Yes, thieves do require specialized builds, they already require a much higher skill than any crafter or combat character just to be decent. All the more reason why the penalties shouldn't be too severe.
--- Quote from: Badger on April 07, 2011, 03:57:38 PM ---If it's not harsh enough, we bump up the fine and make it so they're KOS in all guarded towns.
I also don't understand why a timeout is considered a punishment but having to pay money isn't.
--- End quote ---
Sometimes I have a hard time telling whether you're joking about all this or not. KOS in all guarded towns? So a thief can make a couple of steals every half hour, then it's completely useless everywhere? Stealing is not an exploit, it's a part of the game. If you want a game without thieves, there are plenty out there. I hate to use the cliche, but.... wastelands are harsh, and that's what makes this Fallout.
No place in this game should be 100% safe. No place in the world we live in today is 100% safe and these are a lot harsher conditions, which is what makes the game interesting. If you're trying to get rid of thieves, it's not going to happen. If you have something to offer which would make the current steal system more balanced, then do so. I would suggest starting a solo thief character just so you get the hang of it so you can see which parts of it need that balancing out.
Solar:
--- Quote ---I also don't understand why a timeout is considered a punishment but having to pay money isn't.
--- End quote ---
Because you can't pay your way past time. If the goal is to stop thieves coming back constantly, then making them pay some amount of caps does not achieve this, unless it makes it sufficiently worthless to steal at all. Which isn't the aim.
5me0:
Heres a suggestion, if someone steals from you and fails, a red(as an example) timer appears over his head signifying that you ,and only you, can engage him without guards interfering. This timer is for your character (maybe clan ?) only, and it doesn't go away if he leaves and comes back. Maybe you can make it so that all players witnessing the steal attempt can engage as well, but even just personal would be a good step.
The timer should be something like 30-60 minutes, or something long enough to make sure that while stealing stays useable on others, while greatly decreasing the ability of some idiot trolling certain shops/areas/you for the fun of just f****** with people.
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