Stealing is low risk, high reward and in guarded cities there is nothing the victim can do but keep moving, which is increadibly inconvienient. The point of guarded cities is not to allow players to strip all items off players.
If your not in a guarded city how are they supposed to steal? You get shot 23 times first.
Again, a skill is beeing nerfed to the point that its useless, but players that dont read wiki, dont read forums, arent on irc are going to realize that they made a useless character when they allready leveled it up and lost hours/days of gameplay for nothing.
So much effort is beeing put to nerf skills, but it would so much more easyer for devs and players, to just disable the skill alltogether like the sex appeal trait, then this. Like you did with TB FA as a temporary solution untill you find one that good for thiefs and its victims.
In another thread i had an idea, what about this:
How about: Guards will allways see if someone steals, but do nothing unless he succeeds. If they fail, the players can kill them. IF they succeed, he gets a thief "tag", but not the old one. The new thief tag does not let players attack the thief, hower, guards intercept UNARMED(or with
http://www.fo2238.fodev.net/wiki/Club XD), and chase the thief out of the city shouting "STOP! THIEF!" He loses karma(but only to a certain minimum,like -1200), and when the thief has negativ karma that would otherwise result in instant death, they would rather chase him unarmed the second he steps in the city. He could sneak however, but high enough sneak+steal? Impossible. If the thief attacks anybody in the city, the thief tag is erased, thus guards kill him instantly.
- stealing should be weight/size based so small items like caps or ammo should be easy to steal
500.000 caps / steal? :S
How about if stealing would be skill dependant. You have 100 skill, you can steal a rope, because its worth 100 caps. Or you can steal 100 caps / steal. But with every attempt, you have the chance to be unsuccessful and lose karma :O