You are wrong Swarm. Fallout and Fonline are similar but also different games. We discused many times about why Fonline could not be only multiplayer version of Fallout, but it has to be a "new" game. I can give you a lot of examples, but one will be enough: look at balancing of weapons in Fallout and Fonline. Fallout was about raising of firepower during your journey. At the beginning, 10mm pistol needed to kill rats, in the middle asault rifles to kill raiders, and at the end plasma rifles to melt down supermutants. In Fonline, there is not journey, so guns must be balanced differently, big, small enerfy, nades... every should have its own reason and strenght.
And similar are other mechanics, include stealing. Stealing has very negative impact on players behaviour. They stay in "guarded" cities for limited time, to avoid robbery, they dont take best tier, they dont barter among other players too often, as they could if the threat will be minimal or even eliminated.
Suggestion i wrote few weeks before is fair for both. If you want to roleplay thief, you can, but you cannot rely only on passive ingame character steal (and sneak) skills gained by killing floater by rocket launcher, but you have to develop your own technique, to avoid punishment by your victim. This will cause extinct of average thiefs (=majority). With combination of other changes, we could see a players in cities again, not only at Cpt. Rookie's players counter.