I posted it, but I'll post it again. How your character can see a thief, if he succeed in stealing? That guy in skies (you) of course can see it, but your character not. That's why you can't attack him for no reason without being punished by guards, because your character and guards wouldn't magically discover that he's a thief.
Also, with your suggestion, what for to tag and raise and use steal skill then? It's better to use smg - more effective. Because with your steal skill - thief will be 100% dead, and owner of items sometimes will be able to return items. With smg - "thief" will be again 100% dead (no difference), but owner won't be able to return his possessions (trolling successful).
Ravenous. All the game mechanism should be balanced into state, when players are not annoyed and game offers various types of gameplay. Situation, when you, player, notice that you are stealed, but you cannot do nothing is annoying and for me, there was one consequence => dont visit "guarded" towns anymore, later i left the game. I can tell you a secret, this was not only my choice, but choice of all players that you cannot find in any guarded city.
1) Whole concept of fonline should be based on passive character abilities (= SPECIAL + skills), which are more or less entertaining and difficult to level up. 2) But second part is active players aproach. Human abilities. Person who sits infront of monitor.
Ad 1) Both abilities should not be replaced and mixed. Look on PvP. You want better char, with better weapons to have better chance to win => you need to level up drug build, that is not easy to level from beginning (absence of drugs, waiting on perk (weapon handling,...)) but the finish is better chance to win in PVP.
Ad 2) But only better chance, not claim for victory. You have to learn how to play with critical sniper.. learn to hold the distance, to shoot enemy directly to eyes, so not form bad angle, learn how to not get into "short range trap" near buildings. Short range builds has the same.
But your opponet should have chance to defend himself. Obviously, in post apocalyptic world is that more important.
In PvP, it is simple, you can level up your char, gear him, learn how to play. But defense againts thiefs? It is based on obsolete, non working, pro trolling karma system, newbie victim is always killed by guards, because newbie dont know, that he cannot defend himself.
And finnaly, my suggestion is not eliminating stealing, is it??? Thievs - and i mean HUMANS - would only need to actively play thiev role. He would need to steal when you cannot notice it (player) and/or then fast leave that place, hide behind buildings, store there their loot or just try to get away from "combat mode" and left that location for a while. => This is the same ad 2) what every PVP player do.
At moment, when devs would realize this, suicide bombers, thiefs roleplay would be more challenging and less trolling and victims would not be as much frustrated as they are now. (Or were, because they left fonline or at least public guarded locations).
P.S.: Also, with your suggestion, what for to tag and raise and use steal skill then?
Also, with your suggestion, what for to tag and raise and use steal skill then?
It is the same like in PVP.. Their chance to rob victim is raised. But same like in PVP, chance to hit is not equal to chance to win your skirmish.