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Re: Close the thief guild!

Posted: 07 Apr 2021 00:15
by Nerull
Thalric wrote:
06 Apr 2021 12:09
And you can't see that being abused horribly?
Supermyth wants to fight X person, but doesn't want to be the aggressor.
Horrible pick pocket skill and attempt, X is the one initiating combat.

Big guy claims to be innocent, and "I was only protecting myself". :roll:
Add an option, like "Autoattack thieves on/off"? You still reveal the thief, but you won't initiate combat. Thief gets some timer, and you move to somewhere else.

Re: Close the thief guild!

Posted: 07 Apr 2021 00:16
by Nerull
Mim wrote:
06 Apr 2021 18:31
Nerull wrote:
06 Apr 2021 10:49
you can't steal in combat ofcourse, or peek, because, well, you are fighting the dude.
Ofc. That is reasonable.
And you can not backstab either, which is also reasonable.
..unless somebody else is tanking, then you can. Still fighting, as opposed to silently checking player inventories. :)

Re: Close the thief guild!

Posted: 07 Apr 2021 00:35
by Mim
Nerull wrote:
07 Apr 2021 00:16
Mim wrote:
06 Apr 2021 18:31
Nerull wrote:
06 Apr 2021 10:49
you can't steal in combat ofcourse, or peek, because, well, you are fighting the dude.
Ofc. That is reasonable.
And you can not backstab either, which is also reasonable.
..unless somebody else is tanking, then you can. Still fighting, as opposed to silently checking player inventories. :)
If I recall this right, thieves had some rule about not revealing their layman guild.
Teaming and fighting behind a tank is hard if you use this skill and want your guild to be a secret.
Maybe that rule is gone or changed. I dont know.

Re: Close the thief guild!

Posted: 07 Apr 2021 08:24
by Amberlee
I will repeat.
The problem with the thieves guild is that some asshats abuse it maximum in combination with mercs.
And Sparkle pretty much makes them immune to any consequence that would follow.
How many saferooms are there in sparkle again?
I've lose count.

Re: Close the thief guild!

Posted: 07 Apr 2021 09:12
by Dhez
Remove saferooms outside of guild halls. What purpose does it serve? If you have a meeting in a pub, then just as in any other fantasy world, you can get attacked in said pub. The church is fine as a start room, and a place where newbies can return to or refresh themselves, but why make it a safehaven? It only enables abuse. If you remove the safe pub and church, Sparkle would be a very dangerous hub.

Re: Close the thief guild!

Posted: 07 Apr 2021 09:33
by Drazson
Regarding the "asshats" and the "abuse", I can only assume you are referring to something like the Bloody Sunday incident - where it was not a thief but an FK. In my opinion, both guilds are something that brings value to the game and something to keep around, not innately abusive guilds (even if I'm terrified xD).

We've had the occassional "sparkle thief" in the past, I believe we need to be able to deal with it and wizards have urged for the same. For things to be better on that end and general realism/grittiness, I agree with the removal of safe spots.

Edit: The problem I see with removing safe rooms is that even the wizzies won't know all of them and it would be yet another instance that a "rule" (in this case that there wont be non-guildhall safety) only applies to the weakest and those with the least knowledge while those in the know will practically "break" the rule. Maybe that's not a realistic worry though, not sure.

Re: Close the thief guild!

Posted: 07 Apr 2021 10:34
by nils
Drazson wrote:
07 Apr 2021 09:33
Regarding the "asshats" and the "abuse", I can only assume you are referring to something like the Bloody Sunday incident - where it was not a thief but an FK. In my opinion, both guilds are something that brings value to the game and something to keep around, not innately abusive guilds (even if I'm terrified xD).
*Ogre