The Theft system and How it (mayshould) Function

Post » Sat Aug 17, 2013 3:38 pm

Although the thieves guild and the theft system wont be available until after launch, I was hoping members of the community and myself could aid the developers in discussing options for the theft system as well as Player stealing from Player theft. My main idea concerning this, is that at first, the Thieves guild skill line should give you a "misdirection" utility spell or passive, perhaps it will lower the rate at which your priority as a target increases vs an enemy or set you to the lowest target priority vs that enemy (essentially making it ignore you in a group setting or when playing with a hireling/ally/summoned creature. Secondly... the important part... Pickpocket and how it should be handled, now im ALL for including this as an option, HOWEVER, you cannot just blatantly allow lazy players to get a leg up by just ripping off others; my solution? -> make it only useable on NPC enemies, and provide a morph to either 1) Double its chance of success (vs npc enemies) or 2) make it useable vs players.

The choice being; you are able to get extra loot in PvE on a more regular basis vs you get to get some loot (20% chance level 1-20, 15% chance level 20-30, 10% chance level 30-49, or 5% chance vs a level 50) however rather then allowing players to actually LOOT players, the pickpocket skill instead uses this kind of setup to give them 1 random high quality/rare "world drop", such as hard to find ingredients, good armour/weapons ETC.

Turn it into a "profession-like" skill line where you get a random chance to receive loot but with this morph (able to steal from players) its more of a high risk high reward kind of thing, with (drum roll please) only being able to use the ability once per day (or once per week with double the chance of success later in the skill line)

I feel like this would make the system interesting and worth it for those who wanted to go that route and roleplay in that manner, while protecting other players hard-earned loot, and giving thieves a reason to try to steal. Similarly the skill line could include (useable once a day or once per week) "crimes" to be commited in shops and near npcs that open separate "loot" boxes some examples for things in this skill line could be

"Robbery" (100 septims - 1000 septims depending on level 40% chance of success(lvl1-20) to 10% chance of success(lvl 50) and passives/morphs to increase the chance of success)

"Heist" useable near merchant NPCs random high quality 1-3 items/equipment/crafting materials.

And similar crimes. The moral of this long-winded text wall being; turn theft into an alternate form of looting, with restrictions like your character saying "I could try this again but I may be caught" or increase the chance of being arrested with each additional attempt, hell, throw in a mini game similar to the speech mini-game in oblivion, where a guard comes up to you and says the famous "Stop right there Criminal Scum!" and you get a chance to either pay him off (with a discount), or if you are successful and win the mini-game you "talk your way out of it" making a gold and time sink (2 things essential to MMO longevity :tongue:).

Theres two things people look for in MMO to make them worth the time to play... things to achieve, and things to occupy them. This would honestly make a thief type player both fun and satisfying in an MMO-appropriate manner. At the very least let this stay close to the top so the mods can see and show it to the Dev team as an Idea. If you guys do see it and consider it mention me and this post! (Along with how great of a community you have :D)

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