A house with shopkeeper and guards. Sha enin is more like a market booth.
And merchants try to fend off thieves for harassing their customers. If thieves could just walk in and pickpocket every customer, the shopkeepers would have to resort into serious measures and only let one customer in at a time. So instead of re-mapping every shop it would be easier just not to allow excessive thievery in important places because players get annoyed if they are constantly harassed when trying to perform everyday tasks.
Still debatable.
VC is a guarded city.
So the shops in the guarded (innercity) need to be guarded too?
Also, once again, those thieves might be the merchant's best customers.
My thief account is also my main trading account and I know it's not just me.
Shopkeepers don't mind who they get business from, as long as they're getting it.
People also get harassed when hunting, mining, leveling, traveling, talking, etc.
Again, no need to make an exception for thieving.
Instead thieves could prey on miners and random bystanders (player and npc alike). We just need more places where players had reasons to stand or spend time. Like casinos and bars. Or fighting pits where players could gamble, watch and fight.
People are already complaining about stealing from mining slaves.
If thieves start to prey on miners more, there will be enough complaining to have that limited too.
Thieves are also already stealing from npcs they know might have interesting items.
A few of those npcs are made unstealable like Boyce in Junktown and the iguana seller in The Hub.
(you can still use steal on them, but they can't be reached)
Besides pickpocketing shouldn't be the only way to steal. A "purse grab" method could be fun. It would work so that you run towards or past someone or let him run past you. Then you automatically grab something he has but you also get caught immediately. All there's left to do is to get out of town or hide. If your victim is able to kill you, guards return the item to him and take it from everyone who try to grap it before you. It's just many things are against this, like fast death, overreacting guards, badly working stealth. Not to mention highly abuse potential with other players and dying intentionally.
Purse grabbing, or even better grabbing equiped stuff (because it's in hands) could be fun, but you lose protection immediately.
Bystanders should be able to pick the stolen item up, but if they do, lose protection immediately too.
Something that could be nice when combined with a suicide bombing for instance ...
Thieving spy, scout or assasin would be just a dude with various skills where stealing is only one of them.
Assassin would tag have sneak, sg or throwing or melee and steal.
Scout woud tag any weapon skill, steal and outdoorsman.
Spy would tag steal, sneak and traps or speech (James Bond) or science (hacker). And invest in some fighting skills averagely.
But right now there are no use for such builds.
A scout would more likely invest in stealth or traps than in steal.
3rd tagged skill for a thief would more likely be lockpicking.
If stealing was dependent on player's skill, a good thief could make a fortune.
I didn't really mean to change just steal to 200% and leave others as they are. I simply meant that if other skills are such that player's abilities don't matter, it doesn't mean we can't implement such options for steal. I mean if we always just state "we can't fix this because these are broken too" we get nowhere.
You're wrong.
Like I (and not just me) said before, it's much easier to make money as a doctor.
It won't take long for thieves to become known as thief.
Some people shoot you regardless if you're protected or not.
Others keep a close eye on you and walk away if you come close, etc.
I do mean some and perhaps all skills should be limited to 200%.
That way we will see more general builds and less powerbuilds.
The only skill that slightly matters for stealing is the reaction time of the victim when he's trading.
How fast can you end trading and walk away?