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Post by Slayer on Aug 19, 2004 23:37:04 GMT
You would have to have an entire "stolen" items database that gets updated every time someone sells the stolen item. How bout this? If you die, and it's a player that killed you, you will drop every item tagged "stolen". If you've been PKed you'll probably report the PKer here anyway. If you lose your items in a duel, you were forewarned to begin with. If you kill your thief, you'll get that item AND any other item they may have stolen.
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Post by Slayer on Aug 19, 2004 23:41:13 GMT
Well, you are the authority when it comes to scripting, so I will let you draw what conclusions need to be made. I'll stop making endless suggestions, now. ;D On...no....you're definitely going to have to make the suggestions. This is YOUR deal. You guys are the one out on a pick-pocket spree. You started this shit!!
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Post by FormerAdmin on Aug 19, 2004 23:41:21 GMT
Yes, sounds good to me.
Go ahead and set it up so that it only drops when the person is killed by an actual player.
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Post by Slayer on Aug 19, 2004 23:42:06 GMT
Yes, sounds good to me. Go ahead and set it up so that it only drops when the person is killed by an actual player. kk. Will be in next update. Say.....December.
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Post by FormerAdmin on Aug 19, 2004 23:43:19 GMT
This will add ALOT of Roleplay elements to the server, and will give reasons for Bounty Hunters to exist.
Lets say a thief has numerous stolen items, and gets killed while trying to pickpocket. If that player has no way of getting his items back on his own, he can go and pay for a Bounty Hunter to retrieve them.
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Post by Higan on Aug 19, 2004 23:44:42 GMT
Nope. Brick wall. There are many items that we have intentionally tagged as stolen to prevent selling them or other reasons. Having a person who can arbitrarily remove the tag would erase all that work. if you need for items to not be sellable, just make them as quest items, it changes there cost to 0 gp
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Post by Slayer on Aug 19, 2004 23:47:18 GMT
if you need for items to not be sellable, just make them as quest items, it changes there cost to 0 gp I'm not talking about future items. I'm talking about already made items. There are over 1500 custom items in the mod right now and I'm not willing to go through them all.
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Post by FormerAdmin on Aug 19, 2004 23:48:02 GMT
Oh damn....good thought, too, Higan! ;D
On a side note, I am watching Anchor Man. God this movie is golden.
"I woke up today, in some Japanese Family's rec room...and they would NOT, stop screaming..."
"What the hell is diversity?" "Well, I could be wrong. But I believe diversity was an old, old wooden ship used in the civil war era."
"I like desk." "Brick, are you just looking at things in the office and saying you love them?" "I love chair."
OMG, this one is the best. "I read somewhere that their periods attract bears, that bears can smell the menstration!" "Well thats just great, Ed. Did you hear that? Bears! Now you put the whole station in jeopardy"
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Post by Higan on Aug 19, 2004 23:48:09 GMT
i'm bored enough if you want me to
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Post by Slayer on Aug 19, 2004 23:56:50 GMT
Yes, sounds good to me. Go ahead and set it up so that it only drops when the person is killed by an actual player. Shall we vote?
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Post by Terren on Aug 20, 2004 0:03:32 GMT
I think you all are missing the point. PP'ing has no downside for the thief. It like getting a $5 fine for killing your neighbor. "Oh, okay, you caught me. Here's the $5". This becomes very unbalanced and makes the game much less attractive to those non-thieves.
This is one of the reasons I left World of Iniquity; they became completely over-run by thieves. It was no use trying to get well-equipped characters, you would just get pp'ed. The thieves even got as bold as saying "Don't come to the Guanlet (a high level area) unless you want to be picked." They would hang out in the most desirable areas and basically prevent others from adventuring. They would form bands and if you caught and killed one (hard because they had the BEST equipment), the other 4-5 would jump you, kill you and take even more equipment. Tehy would continully rez, pp and kill you.
It was NOT fun.
I hope HG's PoA does not go down the same path because I enjoy playing here,
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Post by FormerAdmin on Aug 20, 2004 0:04:04 GMT
If Higan is willing to go through all of the items, and change them all to the necessary type, then I say let him do so.
That way, we can initiate the Launderer, as planned.
And i think that is the FAIREST for both Pickpockets and the average Player. Considering now, players will be able to get their item back when they kill the thief (obviously if sighted). And the thief gets the chance to head back to the Launderer, to get his items converted to unstolen.
Woot! Thanks for offering the help, Higan.
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Post by FormerAdmin on Aug 20, 2004 0:08:58 GMT
sbradley: there is many downsides, for the thief.
With the new system we are initiating, when a thief is killed by a player after stealing and item (before it is laundered), the said item will be dropped on the ground for the original player to take back. Not only that, but as it stand, when you are killed: you lose experience. Go ahead and ask Hack, he has lost endless experience at the hands of players. Oh, and also, most people in our world are NOT thieves, and play good characters. It is a select few who choose to take to role of the darkside, and are all labeled as public enemies by HG regulars.
Also, try checking if there is a Bounty Hunter online (MUST have Assassin levels, you CANNOT hire someone without Assassin levels as a Bounty Hunter) to put a price upon the said Thief's head.
So, yes, there are MANY disadvantages to being a thief.
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Post by Terren on Aug 20, 2004 0:24:57 GMT
Yes, there are downsides, but it is not equal to the crime. It's the $5 fine principle. Steal a lof of bread - $5 fine. Steal a Porshe - $5 fine. There is no justice weighted to th size of the crime. Make them lose xp proportional to the stolen objects in their possession if caught and killed. The pitence of xp they lose now is meaningless compared to the overall disrruption caused to victim. Unchecked, I think you will see more and more thieves as characters because they get easy money and/or the best items which can usually use because of UMD and little risk of consequence.
If we want 'realism' (which seems to be the underlying theme), then make the crime and punishment proportional.
It started with just a couple pp'ing thieves on World of Iniquity also. Now it is rampant.
I know this is an unpopular message, but that is the way I feel.
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Post by FormerAdmin on Aug 20, 2004 0:27:34 GMT
The XP loss is SIGNIFICANT: just like when you respawn, you lose XP based off of your level.
And with the NEW SYSTEM: any item that is stolen, will be dropped upon the killing of the thief.
So how can you even complain? You make the thief lose XP, and the Items he stole.
In my book, that is one hell of a mean punishment.
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