Other > Suggestions
Future of Stealing
Rejfyl:
Ok, what about something like that:
Stealing animation disabled. Added possibility to temporary mark someone as a thief.
Scene1:
Thief is trying to steal something from player. He was succesful. No stealing animation, so victim realised that was robbed few seconds later. He don't know who was a thief.
Scene2:
Same like above but this time player is sure that there was only 1 player standing near to him so he know who is a thief but he cant do nothing about it at this time. But he know that he have to watch out that thief next time he meet him. So we move to ->
Scene3: Thief is trying to steal from his victim. He done this before, and he dont hide what he is planning to do. This time our clever player uses special tagging on that thief. We can imagine that as watching somebody. Thief is trying to steal something, but this time there is 100% chance that he will be cought.
Of course there are more scenarios, but i think it would work fine. And it will force some thieves to hide their plans or try to steal in crowdy area. What do you think about that?
(sorry for my english :-) )
HertogJan:
--- Quote from: Michaelh139 on August 24, 2010, 06:41:28 pm ---Not all the time, half the time they just ignore it even if its a fail... Unless its a bug.
--- End quote ---
There are 3 options when failing:
1. Guards notice it and say player name is interested in player name's belongings
2. Closest guard says you failed miserably
3. Victim gets a red line saying someone failed stealing from you (not mentioning a name)
There's also a situation where the thief gets noticed without anyone saying it, for instance stealing from an npc, but does lose protection.
This is only visible by keeping an eye on your character sheet.
--- Quote from: Rejfyl on August 24, 2010, 06:47:31 pm ---Ok, what about something like that:
Stealing animation disabled. Added possibility to temporary mark someone as a thief.
Scene1:
Thief is trying to steal something from player. He was succesful. No stealing animation, so victim realised that was robbed few seconds later. He don't know who was a thief.
Scene2:
Same like above but this time player is sure that there was only 1 player standing near to him so he know who is a thief but he cant do nothing about it at this time. But he know that he have to watch out that thief next time he meet him. So we move to ->
Scene3: Thief is trying to steal from his victim. He done this before, and he dont hide what he is planning to do. This time our clever player uses special tagging on that thief. We can imagine that as watching somebody. Thief is trying to steal something, but this time there is 100% chance that he will be cought.
Of course there are more scenarios, but i think it would work fine. And it will force some thieves to hide their plans or try to steal in crowdy area. What do you think about that?
(sorry for my english :-) )
--- End quote ---
Scene 2/3:
Bad idea.
You don't have 100% on hitting someone, 100% on succesful stealing, 100% succes rate of evading encounters, etc.
100% chance to get caught for a thief is bull.
This will result in multiple thief accounts as thieves at some point will be marked too much.
Besides, I can't tag people as PK, I can't tag them as tent follower, I can't tag them for acting like complete assholes.
Why should thieves be different?
IMO thieving is fine the way it works, with 1 exception:
Thieving and FA animation are the same which makes it possible to keep harassing the same player over and over without knowing if it's a thieving attempt or FA.
There are a few solutions to this, best are a thieving cooldown of a 3 minutes or no FA animation when using FA on a person with full hp.
Ganado:
--- Quote from: HertogJan on August 25, 2010, 02:55:13 am ---IMO thieving is fine the way it works, with 1 exception:
Thieving and FA animation are the same which makes it possible to keep harassing the same player over and over without knowing if it's a thieving attempt or FA.
There are a few solutions to this, best are a thieving cooldown of a 3 minutes or no FA animation when using FA on a person with full hp.
--- End quote ---
Not 3 minutes. That would make thieves almost useless, and it should still be a game mechanic.
And they are using Science on you to check to see if you are paying attention, and then they use Steal on you :P
How about this: The steal animation could be (assuming we aren't going into 3d models "soon") the "picking something up" animation as an alternative, and if 3d is implemented, then it could be a one-handed animation instead of the normal two-handed ones.
Rejfyl:
--- Quote from: HertogJan on August 25, 2010, 02:55:13 am ---Scene 2/3:
Bad idea.
You don't have 100% on hitting someone, 100% on succesful stealing, 100% succes rate of evading encounters, etc.
100% chance to get caught for a thief is bull.
This will result in multiple thief accounts as thieves at some point will be marked too much.
Besides, I can't tag people as PK, I can't tag them as tent follower, I can't tag them for acting like complete assholes.
Why should thieves be different?
IMO thieving is fine the way it works, with 1 exception:
Thieving and FA animation are the same which makes it possible to keep harassing the same player over and over without knowing if it's a thieving attempt or FA.
There are a few solutions to this, best are a thieving cooldown of a 3 minutes or no FA animation when using FA on a person with full hp.
--- End quote ---
I would agree with you if this new tagging would be last forever (after some time character is marked by everyone, so player has to make another alt), but as i wrote above it would be a temporary marking. You could mark only 1 or 3 players at once and it will stay for, lets say 15min. I don't know if its the best solution for this problem. I was just thinking about how to change current situation. Now you have to run away from thief, because you know who is a thief. On the otherhand thief has no chance to hide his plans, so its very easy to tell who is a thief.
--- Quote from: Dishonest Abe on August 25, 2010, 05:42:33 am ---How about this: The steal animation could be (assuming we aren't going into 3d models "soon") the "picking something up" animation as an alternative, and if 3d is implemented, then it could be a one-handed animation instead of the normal two-handed ones.
--- End quote ---
In my opinion succesful stealing means that you get the item and nobody noticed it. So i would turn off animation.
HertogJan:
--- Quote from: Dishonest Abe on August 25, 2010, 05:42:33 am ---Not 3 minutes. That would make thieves almost useless, and it should still be a game mechanic.
And they are using Science on you to check to see if you are paying attention, and then they use Steal on you :P
How about this: The steal animation could be (assuming we aren't going into 3d models "soon") the "picking something up" animation as an alternative, and if 3d is implemented, then it could be a one-handed animation instead of the normal two-handed ones.
--- End quote ---
My error.
I meant a 3 minute cooldown to steal from that same person again while keeping the 30 seconds cooldown to steal from someone else.
--- Quote from: Rejfyl on August 25, 2010, 06:55:55 am ---I would agree with you if this new tagging would be last forever (after some time character is marked by everyone, so player has to make another alt), but as i wrote above it would be a temporary marking. You could mark only 1 or 3 players at once and it will stay for, lets say 15min. I don't know if its the best solution for this problem. I was just thinking about how to change current situation. Now you have to run away from thief, because you know who is a thief. On the otherhand thief has no chance to hide his plans, so its very easy to tell who is a thief.
In my opinion succesful stealing means that you get the item and nobody noticed it. So i would turn off animation.
--- End quote ---
Still marking someone as thief means he'll get caught when trying to steal from you is insane.
Better way than to mark someone as thief (only 1 mark possible) which makes it impossible for that thief to steal from you (see autopush suggestion).
The mark should disappear after and x amount of time or when leaving the map before that timer runs out.
Succesful stealing would indeed mean no stealing animation.
Also turning towards your victim should be disabled when you have the pick pocket perk (level 15).
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