Arman wrote:I think the sort of discussions we've had about expanding the role of thieves is more around expanding their role to be more functional in achieving goals. So wizards getting cleverer about how they code areas and boss fights to take into account thief skills - whether it is steal, disarm traps, acrobatics, secret rooms/chests with locks etc. So make the role of a thief less one dimensional and useful for teams, and give players reason to have occ/lay set ups that aren't just optimising dps/dps as default.
Perhaps giving thief characters ample opportunities to express their craft against the environment might be the most important aspect given a small player base that is fiercely protective of their character's stuff? How many thieves can our population actually support? What should characters expect their loss rate to be?
Arman wrote:Context, narrative, reality. That same person carrying around a suit of armour, realistically, should be incapable of fighting. There are lots of aspects of the game that require an element of suspended belief... Who really can carry around a dozen pole arms or suits of armour? Yes... I will agree that it would be nice to refine the realism, but I can't ever see it being a priority.
Isn't "realism" usually code for "I want this nerfed", the same way "source material" often means "power it up"?
Alisa wrote:difference? Well, in my case more than one is needed to jump me, but this probably isnt true for all.
Good point. Perhaps there be thief skills like "distract", where the PvP manifestation of success shouldn't be a message that can be meta-gamed, but puts more challenge points in the process? Should it take a team of thieves to pull off more difficult heists?
Alisa wrote:Stealing however, doesnt reward with xp(or with extremely very little)
Perhaps that should be changed? Wouldn't exploiting this look like griefing and be summarily punished under that model?
Kas wrote:Sure, but avoid the theft of entire heaps. A sensible random number from an heap would make more sense if stealing from closed worn containers.
What is the justification for allowing a thief to take a whole stack of a melee character's backup weapon, but not the whole pile of potions or what have you?
Kas wrote:Still, the wizards will probably get crucified when expensive imbued items suddenly starts to disappear while standing in the bank/po/auctionhouse.
Wouldn't the GoG hire guards/detectives to patrol their lobbies? There are combat-safe rooms, perhaps there should be some theft-safe rooms too? Also, could it be that crafted imbues are a case where playability requires special consideration in the game mechanics?
Kas wrote:Temporary short conditions such as stun-openers, disarms etc are fine, provided they only last seconds and suffer cooldowns/only executed as openers from stealth etc(for ambushes/assassins?).
Isn't one of the main points of theft avoiding needing to do combat to take someone's stuff? On the other hand, shouldn't something be done so that NPCs aren't left without their gear indefinitely or rather until someone else has to kill them without the full reward to reset them?