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Thieves and stealing 
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Myth

Joined: 08 Mar 2010 19:50
Posts: 1354
Location: Kristiansund, Norway
So i've been thinking.
Thieves can basically camp sparkle church with little risk and clean out anyone who enters.
And they can not be attacked there.

So this is my suggestion.
If you initiate a successful theft I think the peace in such areas should not count.
That way those actions have consequences and would make the thieves think twice before mass stealing as some do now.

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17 Jun 2017 15:54
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Joined: 04 Mar 2010 04:36
Posts: 2665
Amberlee wrote:
So i've been thinking.
Thieves can basically camp sparkle church with little risk and clean out anyone who enters.
And they can not be attacked there.

So this is my suggestion.
If you initiate a successful theft I think the peace in such areas should not count.
That way those actions have consequences and would make the thieves think twice before mass stealing as some do now.


Hm. Your idea makes a lot of sense. It is kind of weird that you can empty people's pockets in safe rooms with out consequences.


17 Jun 2017 15:58
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Myth
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Joined: 09 Mar 2010 20:33
Posts: 1331
Location: UK
Amen!!! Great idea.
But not just on theft success.

Also if u were fighting already in the last 30 seconds safe room shouldn't matter.
No entry allowed with adrenaline.

And no sneaking or hiding with adrenaline.
Make adrenaline cool down time linked to discipline stat.

On invisibility it should be like the predator shimmering as they move. Only standing still invis should be Op.


And finally, reduce the activation time of block considerably. What is the point of it when anyone can move off b4 it activates.
If u need a delay somewhere put it on <block stop>
And make it possible to block a room without knowing anyone is in it.
Not a road block, new ppl entering are unaffected.

Blocks of all types can't be defeated by guild defence specials, sneaking or turning invis.


Killing an alert player who drops all and speed walks around unencumbrered is laughably hard at the minute.

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17 Jun 2017 16:13
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Titan

Joined: 02 Sep 2010 21:25
Posts: 466
Tarax the Terrible wrote:
Amen!!! Great idea.
But not just on theft success.

Also if u were fighting already in the last 30 seconds safe room shouldn't matter.
No entry allowed with adrenaline.

And no sneaking or hiding with adrenaline.
Make adrenaline cool down time linked to discipline stat.

On invisibility it should be like the predator shimmering as they move. Only standing still invis should be Op.


And finally, reduce the activation time of block considerably. What is the point of it when anyone can move off b4 it activates.
If u need a delay somewhere put it on <block stop>
And make it possible to block a room without knowing anyone is in it.
Not a road block, new ppl entering are unaffected.

Blocks of all types can't be defeated by guild defence specials, sneaking or turning invis.


Killing an alert player who drops all and speed walks around unencumbrered is laughably hard at the minute.


Not 100% sure here, but I believe that nowadays saferooms ain't working for ppl that are already in combat.


17 Jun 2017 17:01
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Myth

Joined: 06 Mar 2012 00:14
Posts: 1660
Imo it should also drain your mana quite alot since it requires alot of focus, also a cooldown timer is a good idea so people dont spamsteal and just run -.-


17 Jun 2017 17:07
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Titan

Joined: 02 Sep 2010 21:25
Posts: 466
Draugor wrote:
Imo it should also drain your mana quite alot since it requires alot of focus, also a cooldown timer is a good idea so people dont spamsteal and just run -.-


imho it's good to check stuff from time to time, there is a 'steal cooldown' implemented (a bit to short though)


You fail to steal nine silver coins from the inquisitive red-haired female
kender.
Oops! the inquisitive red-haired female kender seems to have caught on to you!
>
It is too soon after you stole something.


17 Jun 2017 17:13
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Myth

Joined: 06 Mar 2012 00:14
Posts: 1660
Kvator wrote:
Draugor wrote:
Imo it should also drain your mana quite alot since it requires alot of focus, also a cooldown timer is a good idea so people dont spamsteal and just run -.-


imho it's good to check stuff from time to time, there is a 'steal cooldown' implemented (a bit to short though)


You fail to steal nine silver coins from the inquisitive red-haired female
kender.
Oops! the inquisitive red-haired female kender seems to have caught on to you!
>
It is too soon after you stole something.



I'm not much for thievery, stuff thats been implemented since I was a thief... 10?+ or so years ago, eludes me, how long is the CD`1 sec? :P


17 Jun 2017 17:57
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Myth
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Joined: 09 Mar 2010 20:33
Posts: 1331
Location: UK
Draugor wrote:
Imo it should also drain your mana quite alot since it requires alot of focus, also a cooldown timer is a good idea so people dont spamsteal and just run -.-


Yes to the cooldown, and a preparation time, even if it is just 1 second.
Cus bounce stealing is a thing too.

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17 Jun 2017 18:43
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Joined: 04 Mar 2010 04:36
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Gorboth has fixed the Sparkle church so you're now both safe from attacks and theft.


17 Jun 2017 19:32
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Myth
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Joined: 09 Mar 2010 20:33
Posts: 1331
Location: UK
So the 3 no steal rooms are now sparkle church, auction house tent and enchanter? Imbuements so expensive that kinda made sense. Ah a bit less so. I'd rather not have safe rooms and no steal rooms and have balance changes instead.

Like make enchanters room reveal hidden ppl and invis.

Pip squeak steals from u, insta block, buff awareness, reveal thief, kill thief, thief breaks block, hunt them down, get stuff back.

Oh well.

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17 Jun 2017 20:00
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