|
|||||||
| Feedback & Suggestions Got a great idea? Share it! Have some feedback? Share that too! |
![]() |
|
|
|
LinkBack | Thread Tools |
|
|
#1 (permalink) | |||||||||||
|
Member
Join Date: Apr 2008
Location: Mikkeli, Finland. Thief Advocate
Posts: 1,520
Rep Power: 0
|
Alright. Based on my experiences and other people's experiences, I'll write a small feedback on Thievery that addresses the major flaws with the current system:
It has been mentioned that the game is too infested with thieves, possible solution: Remove thievery from starting "classes" skill sets, force purchase. Increase book prices. Main suggestion (Raw version): Steal count: If thief gets caught and dies, he receives a theft count, when theft count reaches x. The person is subjected to y% stat loss on death. The theft count should decrease at "fast" rate, for example, 1 hour. Pilfering & Snooping flagging - Failed snoop automatically calls in grey flag with chance of 75% - Any attempt of pilfery subjects the person to a hidden thief flag, this flag lasts for 15 minutes, if the person is hit when having the thief flag, the flag comes visible, then the person is going to get a theft count if he dies, guards may or may not be called upon him. - Allow to steal only a part of the stack, using SHIFT button to separate the amount you wish to steal. For preventing abusing of pushing everyone, pushing over 3 times in 1 minute should flag you grey. There's something to start from and shape it to proper risk vs. reward scenario. BUGS: When you transfer worn shortsword to someone when he's cutting wood with pick axe, that transferred short sword can be later on used as a pick axe for wood cutting at least, we'll report the durability consumption soonish if I see that guy again. Starting from Snooping: - The skill gain is way too fast [Maxed in 5 minutes] - With the bugged chat log, it bugs the chat of anyone who gets snooped too many times. - There's no penalty, either introduce hidden criminal / local allowed flag to a failed snoop to prevent this massive snoop-fest-spam inside the cities. - It can be currently used as 100% safe and free method to max your Dexterity and Intelligence, which people are currently doing. - Snooping and pilfering animations are too similar, I personally am currently using this to my advantage and making people think I'm a hidden criminal, even though I'm a blue. (It can be prevented by just pushing, but it doesn't seem like many people know that). Moving to the actual Pilfering: - The most critical flaw that actually destroyed the whole system: The chance of succeeding. Its so extremely low against anyone who has over 10 int. Also raising the skill is next to impossible unless you have a friend with 10 int you can pilfer from. Currently, pilfering is inefficient enough to frustrate the thieves and remove the usefulness of this marvellous feature, make it a bit softer, from bit to bit, for obvious reasons. - As many people are correct, there is no risk in pilfering, make thieves subject to a small stat loss (Max 5-10%) with limited timer when they can get it. This promotes a risk for thieves and adds a "thrill" factor. Currently, you really don't care if you get busted. Thievery: - Even though its secondary, you should make it primary so thieving doesn't fit into every build, thus reducing the overall amount of them. Also this is a good step towards balancing it, since everyone's crying its "safe." - Or, add more thievery sub-skills (ex. quick hands= Increase chance of pilfer from 0-10%) that are primary, make thieves really to spec themselves as ones. - The book price is too low (100s) Suggested skills for thievery: - Sleight of Hand [primary] (example name): Increase chance of pilfer from 0-5%, increase damage done with daggers by 0-5%. - Wall climbing [secondary](Skill needs to be "used" - to take a slot from a hot bar, if possible make it look like the character climbs upwards and can be used to climb maximum of 90 degree walls to certain limit) - Dirty Tricks [primary] (later on special moves, such as a kick to the testicles / vagina for stun, poisons as craftable proc enchants, temporary blindness debuff, etc etc [These are primary]) Quote:
Statements from other players: Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
__________________
Come, Unstoppable Eraser Rain. Last edited by Nehemia : 25th July 2010 at 15:10. |
|||||||||||
|
|
|
|
|
#2 (permalink) |
|
Member
|
I know there's a ton of posts already about this already, but I would like to see this turn into a constructive discussion about the actual risk vs reward, not the mechanics, the skill efficiency, or anything else like that. Please, if you have a complaint to add, try to also add a suggestion for a solution.
In a game where the idea is to balance everything on player skill as much as possible and keep everything fairly even as far as risk vs. reward, do you feel that thieves face enough risk vs. the rewards they are capable of gaining? Personally, I feel that they have made a step in the right direction with the modifiers like intelligence and such, but frankly, nothing deters a thief from trying. Why? No risk. For example, if it weren't for red stat loss and inability to access guarded towns, a lot more people would be red. Simple reason; there is a punishment for going red. There are still reds out there, and many weigh the risk vs reward and find it worth the risk. A thief however, at worst is gray flagged for a couple minutes, no matter how many times they have stolen something, or been caught. They don't have to risk any personal items (ie; armor and weapons that a red would have to risk) to ply their trade. They don't lose stats, and if they do get guard wacked or killed, 2-5 minutes and they're back in the same town, stealing from the same people, again, with no losses. This is what leads to there being a huge number of thieves in just about every town. Meanwhile, the victims have no way to defend against possible thefts. No trapped inventory bags/boxes, no way to hide what they're carrying, and really, no way to stop a swarm of grouped thieves surrounding them, trapping them in place while one guy steals and runs away. I think there needs to be a risk for these guys. I don't want to see thieves nerfed into the ground, nor made a skillset never used, but I would like to see them playing on a level play field. At this point I am afraid we are seeing the thief skills and abilities being reduced, and the reward lowered instead of adding a decent risk, and that's not good. My suggestions;
|
|
|
|
|
|
#4 (permalink) |
|
Senior Member
Join Date: Mar 2009
Posts: 1,943
Rep Power: 0
|
Thank you for your feedback Nehemia. I copied Thareic's post form the Discussion Forum here since they are closely related and shed light on the matter from 2 different perspectives.
Again, please note that the thieving system DOES need balance (be it in the calcualtions or by adding/changing things in the system itself) so keep it coming. That being said, yes, thievery is a lot harder right now than compared to beta. We feel that this is the proper way to approach balancing, especially in respect to the impact of thievery in beta.
__________________
~ In omnibus requiem quasivi et nusquam inveni nisi in angulo cum libro ~
|
|
|
|
|
|
#5 (permalink) | |
|
Member
Join Date: Apr 2008
Location: Mikkeli, Finland. Thief Advocate
Posts: 1,520
Rep Power: 0
|
Quote:
I'd consider thievery's ultimate goal to be fun and exciting with risk factor included for both parties, that way even the victim can have his or her fun chasing the villain down the street with the guards (once they are implemented as intended). I'll try to keep this thread up-to-date until next tweaks, and make a separate thread for those tweaks.
__________________
Come, Unstoppable Eraser Rain. |
|
|
|
|
|
|
#6 (permalink) |
|
Developer
Join Date: Apr 2008
Location: Malmö Sweden
Age: 27
Posts: 1,180
Rep Power: 0
|
We will discuss these ideas on Monday, thank you so much for the info, this is exactlly what we are looking for.
Some ideas are good, some are.. maybe not as good and some are pretty much impossible to do with the core-system we have for sending/receiving information from the server. But we will try to get a general feel for what you want and try to make just that for you. Thanks again
__________________
Important Programmer dude. Dear MacGuyver, Enclosed is a rubber band, a paper clip, and a drinking straw. Please save my dog. |
|
|
|
|
|
#7 (permalink) | |
|
Member
Join Date: Apr 2008
Location: Mikkeli, Finland. Thief Advocate
Posts: 1,520
Rep Power: 0
|
Quote:
I will continue gathering experiences from my, and from the community's view. Gotta thank Starvault for listening to the community to extent that you'll be able to co-operate with the community. Sincerely Self-declared thief advocate.
__________________
Come, Unstoppable Eraser Rain. |
|
|
|
|
![]() |
«
Previous Thread
|
Next Thread
»
| Thread Tools | |
|
|
All times are GMT +1. The time now is 06:44.











