by codetown » Thu Jul 27, 2006 12:38 pm
I believe that Gimlet's type of solution might be all that I am looking for.
Rule #2 states, No player looting. As looting is a synonym for stealing from reading this rule you would expect that stealing from another player would be against the rules. Upon further inspection this rule is actually referring to looting of a players corpse, but it could be clearer that stealing from a player is allowed.
I would sugest that a modification to this rule might be in order, adding a line such as:
"Note: Stealing from a live player is allowed, make sure to guard your inventory."
This is short sweat, and gets the point across.
Adding to the Oaf's message list would also be desired. They are good enough about telling you to move along, having them pipe up about watching your inventories would not be such a bad idea. It might also be worthwhile to have the thugs in town steal low quality items (such as food, or a couple of gold) from players and display a message:
"Shocked you notice that the Evil Thug picked your pocket. At least it wasn't something too valuable, take it as a lesson not to leave valuables in your inventory."
Just something to show new players that there is risk associated with having items in your inventory.
Further I believe that the possibilities of revenge agaist a thief are limitted and are stacked in favor of the thief. Being a thief should carry a higher level of risk.
An idea to improve the steal mechanics.
Tag stolen items for 24 hours or 6 hours of played time whichever is longer. During this time these items can not be sold or junked or consumed. And their rent cost is multiplied by 3. The basic concept is that the item is considered "hot" during this period and the thief must wait for the heat to cool off before it can be safely sold. The player whom had the items stolen will be able to attack the thief while the thief is holding the tagged item. The target player would also see that the tagged item was their item during the tagged period if they are able to see it.
I am not trying to be a "cry baby" here, I realize that this is a learn to play newbie moment, but it does feel like a very harsh lesson (go find a robe for instance). But, I am looking for is an improvement in the system so that the playing field is even between the thief and the victim. It is clearly unbalanced when a thief can steal items from you and then flaut the theft to you without you being able to retailiate. I feel that this deserves to be looked at. However if pushing for things to be balanced and more fun is considered being a "cry baby" I will happily wear that title.