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Pick Pocket /Stealing from players

Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
edited May 2013 in General Discussion (PC)
Any info about that ? thanks
Post edited by Archived Post on
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  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited April 2012
    Unfortenly i only play one MMO game that u could Pick Pocket /Stealing from other players and it was Ultima Online.

    The problem with Pick Pocket /Stealing from other players is that MANY people will whinne about it and will hate it :/

    Beside Rogues are not my favorite class to play i rly would love to see Pick Pocket /Stealing be part of the game, and if items wont be bound rogues can rly have a big advantge with their skills. Ofc Pick Pocket /Stealing could have a counter skill like perception check or passive.

    Althouth i rly dont believe they will allow players to stealing from other players UNFORTENLY

    Nowdays rogues only have DPS role in MMORPG's :/
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited April 2012
    Stealing from other players is only fair if those players can kill the thief and take their stuff back. It looks like there's not going to be open world PvP, and there may not even be active skill checks, so stealing from other players is extremely unlikely.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited April 2012
    They could do it like a gathering profession so much a percentage that you are going to get something it improves as you level but doesn't take anything from the players inventory or wallet.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited April 2012
    They could do it like a gathering profession so much a percentage that you are going to get something it improves as you level but doesn't take anything from the players inventory or wallet.

    I would be happy with this as long as there is a possibility of failure and a negative consequence. After all this would be an easy way to form goods so there should be a matching risk vs reward factor.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited April 2012
    I like the idea of having the option of swiping from players, It would make things interesting. Including the rogue having a chance of getting caught by the player giving the victim a chance to rough the rogue up and maybe have the rogue drop random loot for the failure like stated above.

    Thus also would make you put that particular rogue on you're naughty list ;)
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited April 2012
    I like the idea of having the option of swiping from players, It would make things interesting. Including the rogue having a chance of getting caught by the player giving the victim a chance to rough the rogue up and maybe have the rogue drop random loot for the failure like stated above.

    Thus also would make you put that particular rogue on you're naughty list ;)

    Nope if they get caught the should flagged as PVP and automatically lose initiative and be -2 on their AC then it would be interesting. :D
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited April 2012
    pp/steal considered hostle action same as atacking :/
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited April 2012
    Nope if they get caught the should flagged as PVP and automatically lose initiative and be -2 on their AC then it would be interesting. :D

    and because they are caught, which means that essentially their location is now fixed - means they can't do back flips and long jumps, they should loose dex bonus to AC too (and evasion etc.)
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited April 2012
    gillrmn wrote:
    and because they are caught, which means that essentially their location is now fixed - means they can't do back flips and long jumps, they should loose dex bonus to AC too (and evasion etc.)

    And have a +5 chance to fumble let's not forget that. :D
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited April 2012
    This is where the "Look over there!" skill comes in handy.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited April 2012
    deleted for some reason
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited April 2012
    Like i say in my previous post i would love to see Pick Pocket /Stealing implemented but i also agree that is not easy to find a fair mechanisms.

    Maybe u will need to belong to an expecific faction or guild to be able to do it and maybe if u caught the thieve trying to steal u could get his bounty reward and some kind of punishemnt for the caugth thieve.

    Just throwing away ideas lol
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited April 2012
    If theres no pick pockets is it really a d&d game. I feel this game is going to take out the role playing aspect of D&D altogether. I will still play it for sure but will it have staying power. No open world pvp. No pick pockets. No one losses anything. Im not seeing the true risk reward here. The feeling im getting is a hack and slash in a D&D setting with lots of people running around saying nothing. That still can be fun but for how long. I guess i really cant stress it enough that there has to be something persistent and interactive in the game that only the players can control which then makes it a community. IMO im tired of whiners, controlling the industry standards. LOL im acctually whining about whiners. Hypocrisy...Sigh... I guess it just comes down to, it is what it is, and my perfect game is not someone elses perfect game. But im sure it will still be fun!
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited April 2012
    evilufo wrote: »
    Any info about that ? thanks

    IMO NO and I do not want it game. :mad:

    But you can always have an emote that says "Zynk pick evilufo's pocket for 1 gold". ;)
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited April 2012
    Nobody wants to have anything stolen. But thats realism in a fantasy setting. Wait is that what they call an oxymoron?
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited April 2012
    Pick pocketing and MMOs don't mix well. But I wouldn't mind seeing a mild form of pickpocketing.

    -Maybe only a small amount of coin taken.
    -Amount could be based on targets current total or level.
    -Could only target 1 individual once per day.
    -It would be considered a hostile act with some kind of consequence if caught. -The Thief could also get XP.
    -Player's could also have the option to allow themselves to be pickpocketed or not with a simple flag/setting just like a typical pvp flag/setting.

    I would chose to allow myself to get pickpocketed simply for RP reasons and only as long as my hard earned inventory items can't actually be taken.

    ~Reaches for his +20 vorpal sword...gone cause someone picked it~ "W.T.F.?" ~gos all angry german kid on his own keyboard~.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited April 2012
    Yeah definitly only coin purses, potions, gems etc..

    Nothing like "oh no, wheres my plate mail" Realism in a fantasy setting!
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited April 2012
    Canitreen wrote: »
    If theres no pick pockets is it really a d&d game. I feel this game is going to take out the role playing aspect of D&D altogether. I will still play it for sure but will it have staying power. No open world pvp. No pick pockets. No one losses anything. Im not seeing the true risk reward here. The feeling im getting is a hack and slash in a D&D setting with lots of people running around saying nothing. That still can be fun but for how long. I guess i really cant stress it enough that there has to be something persistent and interactive in the game that only the players can control which then makes it a community. IMO im tired of whiners, controlling the industry standards. LOL im acctually whining about whiners. Hypocrisy...Sigh... I guess it just comes down to, it is what it is, and my perfect game is not someone elses perfect game. But im sure it will still be fun!

    I actually agree with u, i will definly play the game actually i rly cant wait to get my hands on it but i also have to say that if this games is like all the MMO's i have play the last years than i dont think i will be arround much :S

    Cryptic have an amazing IP to create a great game, i rly hope they could reach that :) I trully do
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited April 2012
    Stealing from other players isn't needed, the minority of players who would 'enjoy' this pastime are outweighed by both the players that wouldn't want to be inconvenienced in this manner, as well as the ways which pickpockets would game the system to annoy and confound others.

    If pickpocketing is permitted, then I think that there should be a system whereby if players are caught, they go to prison for x number of days, pickpocketing without consequence isn't realistic, but I'm sure players who steal would a lot more vocal if they were detained at her majesty's pleasure and unable to play the game for a certain period, than those who may have lost the odd gold.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited April 2012
    So here's an idea. What if you stole XP when picking pockets? Nobody loses any stuff and the thief player is rewarded for doing thief-like activities. Naturally there would need to be some sort of limiter to keep this from getting abused.

    Alternatively, what if the theft was even more simulated than the above and instead of the victim losing XP the would be thief instead just gets an XP reward if he succeeds. The thief is still rewarded for being a thief and isn't griefing anybody for it. Naturally there would need to be a pretty good consequence for failure as well.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited April 2012
    One of the many times I was threatened by the GMs in EQ w/account ban was when I had a pick pocket emote.

    Sneildon has successfully PickPocketd "insert name" for 1gp
    "insert name" has lost 1gp

    Was hilarious. Players absolutely freaked on the Innorok (sp?) server.
    Good times I tell you. Good times :D
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited April 2012
    Aavarius wrote: »
    So here's an idea. What if you stole XP when picking pockets? Nobody loses any stuff and the thief player is rewarded for doing thief-like activities. Naturally there would need to be some sort of limiter to keep this from getting abused.

    Alternatively, what if the theft was even more simulated than the above and instead of the victim losing XP the would be thief instead just gets an XP reward if he succeeds. The thief is still rewarded for being a thief and isn't griefing anybody for it. Naturally there would need to be a pretty good consequence for failure as well.

    5hrs real time in jail.......force ppl to play alts lol :D
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited April 2012
    I still like the idea of being able to steal a dupe. You basically win a duplicate of an item (that is allowed to be duped) from the given player. If you are discovered it opens up a sort of mini game of tag. The thief then has to get a certain distance away from the mark in order to not pay the penalty. If they are caught they pay a penalty of some sort to the mark. If they can't pay the penalty (which should be a monetary in game value, gold or items etc.) they instead spawn outside a jail and they maybe rack something like an xp penalty or negative dexterity modifier etc. Something random but reasonable.

    This would be interesting because this might be interesting for thieves to combine pickpocketing with a perception skill (to see what the mark has on him if they want to steal a specific item if failed they try to steal any old thing) and whatever athletic skill used used for running. (maybe some other diversionary skill will come in handy hear like shadow clone etc.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited April 2012
    I love the dupe idea, but how would that be policed? I know somebody has a great sword I'd love to have. "Oh" they say, "Just steal mine and you'll have one of your own". "Great idea. I'll try to get it, so don't chase me and I'll get away".
    It's all good until it's not.
    But I love this outside the box thinking. This is a great direction to take a skill like pickpocketing. I hated it in UO, but mostly because I myself wasn't the rogue...
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited April 2012
    Well I had a number of ideas to tack on to that. One could be city guard spawns. If the player doesn't give chase the city guards and maybe guard dogs (depending on the thieves skill) will spawn to assist. If city guard is forced to spawn this will cause the city guard to flag you as a criminal unless you lay low for some time. If they see you out and about in the city then they will chase attack you. Also if you gain enough notoriety you become mark for freelance work. Meaning that the city guard put a bounty on you that other players can then hunt you down in order to defeat you or you can choose to surrender and be brought to jail. Still thinking about what is in it for the bounty hunters and what the penalty for a thief killed by one vs turned into the guard would be.

    Another interesting aspect that could be tacked onto this is satchel traps or trapped items. If the thief doesn't discover the item is trapped then he might, say, catch ablaze. Or maybe poisoned. Or lose the use of his hands for a few hours.

    Another idea is to dupe the item and then degrade it somewhat. So say you steal that nice ******* sword. But this duped version gets extra encumbrance tacked on to it. Or a negative damage. Or fails to hit every other swing. Or develops and extra stat prerequisite to use.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited April 2012
    So what if the duped item is a temporary item? I steal a dagger of some great awesome power from you. I get some XP bonus for getting away with it. But the item itself is usable as a self-only item, can't be sold or traded, and only lasts as long as you are logged into the game. Therefore, when you log back in the next day, you not longer have a duplicate of my dagger, but perhaps only a placeholder that you throw in the trash, or maybe the placeholder has a value that can be sold for 10 cp?

    This would be a valuable reward, since you as the rogue would indeed be able to use the item, but your time with it would be limited. I as the victim would lose nothing because I still have the original item (and maybe if you fail, I get an XP bonus instead of you?).
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited April 2012
    That is why certain weapons of rarity may need to be flagged as theft proof/non dupable. If it is targeted for theft however I think it would be funny if there were gag cosmetic items that could be found. So when I try to steal that epic quest item you have and succeed I get something silly like a toy wooden horse or some other sillyness that (if they put housing in the game) I could display in my hovel. Plus, some good XP for managing to steal that harder to steal rare uber item. :D
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited April 2012
    If item theft is allowed, people will start using store more and rarely someone will have something worth stealing. So stealing will lead to trash loot, or if someone is returning from amazing equipment from raid to store, it will only lead to heartburn. So even if implemented, it will be a feature which won't be used that much.

    So I don't think it is a do-able idea in D&D. Maybe in true pvp games, with 3 factions fighting turf wars etc, but not in a game where pvp is not the only focus.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited April 2012
    evilufo wrote: »
    Any info about that ? thanks

    Its only fair that if you can do that then I should be able to kill you in your sleep, or poison your food, or do any number of things to make you want to quit the game.



    Guys this is a MMO, griefing other players is not a form of entertainment. This is the wrong form of gameplay you seek, MMO's are cooperative in nature or at the very least not anti-social.

    Stealing and PK'ing are forms of griefing that will not be included in a game of this nature.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited April 2012
    Zederok wrote:
    Its only fair that if you can do that then I should be able to kill you in your sleep, or poison your food, or do any number of things to make you want to quit the game.



    Guys this is a MMO, griefing other players is not a form of entertainment. This is the wrong form of gameplay you seek, MMO's are cooperative in nature or at the very least not anti-social.

    Stealing and PK'ing are forms of griefing that will not be included in a game of this nature.

    Idk,have u seen the free shard for UO 2nd age? it's pretty busy all the time, looks as though a lot of ppl r missing that style of gaming. MMO's is what the person playing it wants to make of it, look at nwn1 and 2. They both have pvp and stealing, at least in some realms.
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