2022-02-15 15:45
#0
@Kyronix - While I couldn't attend the M&G last night, I was able to read the transcript and saw that someone requested that there be a toggle so thieves couldn't steal from guildmates. While my thief hasn't ever been in a guild to actually steal from guildmates (honestly just never thought of that); I'd disagree with the toggle preventing stealing because that would be yet another nail in the coffin of the thief template that is already, for the most part, nerfed.
Apologies for the lengthy post below but I think my stance needs to be explained given that I'm sure this is an unpopular stance because most people dislike thieves and find them to be a nuisance.
Takes a set of GM-Legendary skills....
Templates will vary but all thieves need max snooping and stealing to steal anything worthwhile from people (the random steal majority of times fails because it will try to steal a blessed [runebook] or insured item). That is 220 points of 720 dedicated to the profession. The same profession that has already been nerfed substantially by the creation of Tram type facets, item insurance, LRC suits, and a decrease in targets in most aspects (can't steal more than once from NPC targets anymore and things you can snoop no longer have anything in their packs). If yet another aspect of stealing from players is nerfed, it really does start to make snooping a very limited use of 100 points because it does nothing for NPC stealing outside of the Exodus zealots.
...but it's much more than just a set of GM-Legendary skills.
I think that most people would love nothing more than to nerf the thief into extinction but it's a profession (and template) that is old as time (and the game). It's one of the few templates left that really still requires strategy / roleplay to be successful. Warriors just run around double clicking in war mode, a tamer will sit back and set spam "all kill" with a beefed up pet, and a bard will just sit back using a bard mastery as a secondary account. Playing a thief requires someone to have a well thought out plan and to play a role that hides their true intentions and might even require them to multitask by typing and carrying on a conversation while snooping through their stuff to see what valuables they have; while also trying to stay close enough to snoop all their bags. Some thieves will have items equipped as if to show they aren't a threat to steal from you. Then there is the decision (more strategy) to decide if some item they see is worth their true identity/motive being discovered. Does the thief cash in for whatever they can steal right then or do they hold out in hopes of a bigger payday? Whichever it is, it's only a matter of time before word quickly spreads about the thief (their name / description / last seen location / and their con). The thief then needs to change their strategy for the next payday. All the while the current day thief is still operating within the extremely limited parameters of what is actually able to be stolen these days.
Long story short, I think the thief profession has already been restricted to the point of barely being played so why restrict them any further? Ultimately these EM event drops are insurable so when the boss dies just be ready to insure the item... it's not like it's a cursed item. Just like at a champ spawn (which is actually a cursed item), the player can immediately run off screen to "save" the item. There are several things that can be done without Dev intervention to thwart a thief. Why punish the thief who has put the work in and built a whole template/persona (roleplayed being a stand up person to this point and made a strategy to snoop around his guildmates) and actually is successful within the very tiny parameters they have all because someone was lazy?
There currently isn't any toggle (to my knowledge) preventing a guildmate from PKing someone (another nefarious tactic) so I'm not sure why thieving would get the nerf here. Like I said before, it would only be a matter of time before the thief (or PK) is discovered and banished (in the meantime just be smart).
To further prevent player to player stealing is essentially just nixing an entire skill (snooping) and further limiting the use of stealing.
Apologies for the lengthy post below but I think my stance needs to be explained given that I'm sure this is an unpopular stance because most people dislike thieves and find them to be a nuisance.
Takes a set of GM-Legendary skills....
Templates will vary but all thieves need max snooping and stealing to steal anything worthwhile from people (the random steal majority of times fails because it will try to steal a blessed [runebook] or insured item). That is 220 points of 720 dedicated to the profession. The same profession that has already been nerfed substantially by the creation of Tram type facets, item insurance, LRC suits, and a decrease in targets in most aspects (can't steal more than once from NPC targets anymore and things you can snoop no longer have anything in their packs). If yet another aspect of stealing from players is nerfed, it really does start to make snooping a very limited use of 100 points because it does nothing for NPC stealing outside of the Exodus zealots.
...but it's much more than just a set of GM-Legendary skills.
I think that most people would love nothing more than to nerf the thief into extinction but it's a profession (and template) that is old as time (and the game). It's one of the few templates left that really still requires strategy / roleplay to be successful. Warriors just run around double clicking in war mode, a tamer will sit back and set spam "all kill" with a beefed up pet, and a bard will just sit back using a bard mastery as a secondary account. Playing a thief requires someone to have a well thought out plan and to play a role that hides their true intentions and might even require them to multitask by typing and carrying on a conversation while snooping through their stuff to see what valuables they have; while also trying to stay close enough to snoop all their bags. Some thieves will have items equipped as if to show they aren't a threat to steal from you. Then there is the decision (more strategy) to decide if some item they see is worth their true identity/motive being discovered. Does the thief cash in for whatever they can steal right then or do they hold out in hopes of a bigger payday? Whichever it is, it's only a matter of time before word quickly spreads about the thief (their name / description / last seen location / and their con). The thief then needs to change their strategy for the next payday. All the while the current day thief is still operating within the extremely limited parameters of what is actually able to be stolen these days.
Long story short, I think the thief profession has already been restricted to the point of barely being played so why restrict them any further? Ultimately these EM event drops are insurable so when the boss dies just be ready to insure the item... it's not like it's a cursed item. Just like at a champ spawn (which is actually a cursed item), the player can immediately run off screen to "save" the item. There are several things that can be done without Dev intervention to thwart a thief. Why punish the thief who has put the work in and built a whole template/persona (roleplayed being a stand up person to this point and made a strategy to snoop around his guildmates) and actually is successful within the very tiny parameters they have all because someone was lazy?
There currently isn't any toggle (to my knowledge) preventing a guildmate from PKing someone (another nefarious tactic) so I'm not sure why thieving would get the nerf here. Like I said before, it would only be a matter of time before the thief (or PK) is discovered and banished (in the meantime just be smart).
To further prevent player to player stealing is essentially just nixing an entire skill (snooping) and further limiting the use of stealing.