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Scrap PvP Stealing

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Swinglinered:

--- Quote from: GammaGM on March 05, 2011, 06:37:20 PM ---If we are on to suggestions for Devs to implement to balance the mechanic of thieving I propose these:

1)  Player has the option to shout "Thief!"  If the thief PC has attempted to thieve then the police in civilized areas will react and the thief must evade the police.  Capture by police = 10% exp reduction due to lack of being able to practice skills during "jail time."  Thief must avoid that town for the next 30 real time minutes if they do successfully evade.

2)  Player manages to kill thief.  On their corpse they find a "map" to thief's tent.  When at the tent they get to take 25% of whatever they find there.

--- End quote ---

1.Towns don't have resources for Jail- except VC, Hub, NCR.
How is capture effected?
Choice of fight or surrender?
2. Where does this map come from? How is the 25% rule enforced? By magic? You get into someone's tent, you should be able to do whatever you want.



Reginmund:

--- Quote from: GammaGM on March 05, 2011, 06:37:20 PM ---If we are on to suggestions for Devs to implement to balance the mechanic of thieving I propose these:

1)  Player has the option to shout "Thief!"  If the thief PC has attempted to thieve then the police in civilized areas will react and the thief must evade the police.  Capture by police = 10% exp reduction due to lack of being able to practice skills during "jail time."  Thief must avoid that town for the next 30 real time minutes if they do successfully evade.

2)  Player manages to kill thief.  On their corpse they find a "map" to thief's tent.  When at the tent they get to take 25% of whatever they find there.


I am in love with myself for these new ideas. ;D

--- End quote ---

1. Without a change in animation you would probably see lots of people shouting thief to no avail.

2. Map is a stupid idea as it assumes the thief is stupid enough to not know his way which means he probably shouldn't have much and would probably be jailed for a long time.

HertogJan:

--- Quote from: Deagonx on March 05, 2011, 06:43:20 AM ---Non Thief Arguement: Thieving drains on gameplay, and is an in general annoyance. Remove it.

Thief Arguement: Thief is a very serious part of the game, this game will be dead to me if I can't take other people's hard earned items.

YEP!

--- End quote ---

That pretty much sums it up.
With the bank interest this session, not to mention PK teams, grid camping, etc. I have to disagree on the "hard earned items" part.


Due to lack of time I missed out on the previous 2 or 3 pages and am not going to respond on all of the replies I missed (but did read).
Some suggestions to fix improve some of the aspects related to stealing (and other actions resulting in loss of protection):
1. Unprotected stays after death. Default time is 1 hour for players with a neutral rep, 1.5 hours for people with a lower rep and 30 minutes for those with a higher rep.
2. When an unprotected player enters a town:
a. Guards make a comment when an unprotected player enters town. Something like "player name, tread carefully", or "player name, we're keeping an eye on you". Everyone around now knows that person is unprotected. They can shoot him or leave him alone. That's there choice. People not around still won't know.
b. Guards shoot unprotected players on sight when they enter the town. If this is implemented, some solution should be thought up for players who have a hotel room in that town. Something like always spawning inside it and not just outside it.
3. During the time that you're unprotected with a faction, that faction becomes hostile in encounters.
4. Guards loot. No matter who shoots who. Everyone else looting before the guards loot, will be shot on sight. Guars also loot radios. Guard's loot could be added to a trader's inventory, could be sold by some guard merchant, auctioned, ... Giving it back to the rightful owner sounds impossible to me. How can that be determined. The last owner might not be the rightful owner.
5. The current stealing countdown stays. A 2nd is added which is related to the victim. The moment the inventory windows closes after the steal attempt, the thief can't use steal on that victim for 5 minutes. Other thieves can still steal from that victim.
6. Stealing should get its own animation.

cannotspace:

--- Quote from: GammaGM on March 05, 2011, 06:37:20 PM ---If we are on to suggestions for Devs to implement to balance the mechanic of thieving I propose these:

1)  Player has the option to shout "Thief!"  If the thief PC has attempted to thieve then the police in civilized areas will react and the thief must evade the police.  Capture by police = 10% exp reduction due to lack of being able to practice skills during "jail time."  Thief must avoid that town for the next 30 real time minutes if they do successfully evade.

2)  Player manages to kill thief.  On their corpse they find a "map" to thief's tent.  When at the tent they get to take 25% of whatever they find there.


I am in love with myself for these new ideas. ;D



--- End quote ---

The tent thing is very stupid.

Anyways, I would just use a fake tent if I made a thief if such thing was implemented

Swinglinered:

--- Quote from: HertogJan on March 06, 2011, 05:56:36 PM ---That pretty much sums it up.
With the bank interest this session, not to mention PK teams, grid camping, etc. I have to disagree on the "hard earned items" part.



1. Unprotected stays after death. Default time is 1 hour for players with a neutral rep, 1.5 hours for people with a lower rep and 30 minutes for those with a higher rep.

--- End quote ---
Or scale it for the number up or down. Negative 1000 seconds (counting up to zero) plus or minus rep.


--- Quote ---2. When an unprotected player enters a town:
a. Guards make a comment when an unprotected player enters town. Something like "player name, tread carefully", or "player name, we're keeping an eye on you". Everyone around now knows that person is unprotected. They can shoot him or leave him alone. That's there choice. People not around still won't know.

--- End quote ---
Is he a known unprotected or just unprotected? Like if he failed stealing but was not seen by guards.


--- Quote ---b. Guards shoot unprotected players on sight when they enter the town. If this is implemented, some solution should be thought up for players who have a hotel room in that town. Something like always spawning inside it and not just outside it.

--- End quote ---

Wasteland harsh. Yes.


--- Quote ---3. During the time that you're unprotected with a faction, that faction becomes hostile in encounters.

--- End quote ---
At what distance, map wise? Is there a time of information travel?


--- Quote ---4. Guards loot. No matter who shoots who. Everyone else looting before the guards loot, will be shot on sight. Guars also loot radios. Guard's loot could be added to a trader's inventory, could be sold by some guard merchant, auctioned, ... Giving it back to the rightful owner sounds impossible to me. How can that be determined. The last owner might not be the rightful owner.
--- End quote ---
How would they know it last person was rightful owner?
Items can be flagged, person stolen from may get a rep-based discount on buyback from the Cop Store.
With a timer on buyback, also based on rep.


--- Quote ---5. The current stealing countdown stays. A 2nd is added which is related to the victim. The moment the inventory windows closes after the steal attempt, the thief can't use steal on that victim for 5 minutes. Other thieves can still steal from that victim.

--- End quote ---
Whether detected or not?
Should be based on detection.


--- Quote ---6. Stealing should get its own animation.

--- End quote ---
Yes.
Maybe half of the push and half of the "fiddle".

Also: NPCs should be stealable again.

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