Dohvi 622 Share Posted August 1, 2015 A big -1. If a thief is just after wealth anyway, I'd rather he steal my iron and resources rather than items I actually use in everyday RP. I'm certainly not going to get any RP from the theft, so why should I lose RP items? 5 Link to post Share on other sites More sharing options...
leave me alone 995 Share Posted August 1, 2015 A big -1. If a thief is just after wealth anyway, I'd rather he steal my iron and resources rather than items I actually use in everyday RP. I'm certainly not going to get any RP from the theft, so why should I lose RP items? I agree 1 Link to post Share on other sites More sharing options...
Anderssn 1115 Share Posted August 1, 2015 If you're a thief you go for the goody goodies and most likely doesn't care about random renamed stuff like Billy Bob's botatoes, I'd say put a item amount limit instead if you really feel like limiting what can be taken(not some dumb %). Link to post Share on other sites More sharing options...
JCmarine 12 Share Posted August 2, 2015 ... I agree to the RP items, I agree to the revision to rolls. I do not agree to a thief not being able to steal Iron, diamonds, etc. Link to post Share on other sites More sharing options...
mylimo7 409 Share Posted August 2, 2015 Limit it to a roll how to much they can carry. But they can carry any item (number) they find. Link to post Share on other sites More sharing options...
Samson Option 9652 Share Posted August 2, 2015 Why would someone waste their time trying to bust into a chest full of gold and iron, and then just take some dinky custom sword? They want the wealth, son. Thieves aren't humble people. Return to the 20% [or 25%] rule on looting chests instead. I don't believe the staff involved with this rule editing even have a sound reason that trumps all, even the very definition of a thief. Orwellian denial of reality. Link to post Share on other sites More sharing options...
Aislin 4354 Share Posted August 2, 2015 What is the point of custom lockpick items if a GM has to do everything? Link to post Share on other sites More sharing options...
E__V__O 2000 Share Posted August 2, 2015 LAT, lockpicking application team.(jk) . To this update I'll suggest removing any gm owned shops on the server, they were good for the first week now they're redundant and you disregard anything based on requirements by players or even placing them in the CT? It counts as a villain item which goes along with swords and bows/arrows. Monks won't allow them to be sold so remove them and make them a craftable item. If you really need an easy plugin for them just list when you have the item you have a 10-30% chance of picklocking the, door/chest run on a random chance like the /roll system. The picklock gets broken on each try and you cannot stack them making it harder for thieves to have a abundance of them. When they picklock a chest an item is thrown out picked randomly in the chest. If it's a stacked item half or all of the stack is thrown out. With the message "successfully pick locked the chest" and make it unable to picklock that chest for 10 hours. Make the plugin it'll be easier than to contact a gm and much more productive in the gmt timezones. Link to post Share on other sites More sharing options...
hearth_ 1023 Share Posted August 2, 2015 Why would any nation leader give tools for crime? 2 Link to post Share on other sites More sharing options...
Gemmylou 484 Share Posted August 2, 2015 This... Is not good. I think that this needs to be completely revised again IMO. Everyone is right in what they are saying; thieves are not humble and looting actually seemed to work with a 20-25% rate. They aren't going to want someone's busted plant pot for their winnings. I think it's great you guys wanted to update it but... more thought is required into what actually will help the player experience. No good rp will come from this. Link to post Share on other sites More sharing options...
Imam Faiz Kharadeen 3167 Share Posted August 2, 2015 nooooooooooooooooooooooooooo -1 1 Link to post Share on other sites More sharing options...
Cordial__ 230 Share Posted August 2, 2015 Bobo made his Super-Bank just in time Link to post Share on other sites More sharing options...
H 820 Share Posted August 2, 2015 Valiant and Balk couldn't have had better timing. Damn. 1 Link to post Share on other sites More sharing options...
Jistuma 1996 Share Posted August 2, 2015 Only specific roleplay items won't work, because the item might be in one of the ~5 or so chests that everyone owns. I understand why this would be implemented, but I don't think it'll have any use. I advise 10 things can be stolen from any chest. 10 items. Not 10 stacks. If they have iron blocks, that's a lot of iron. If they only have iron ingots, that's not as much, but still pretty good. 10 items means that the player can't steal a quarter of a chest, or half, but if there are good things inside, he can take those. Because lets be ownest, what a character could take in RP isn't 1/4 of a chest, it's closer to a fix number of items. Make a special rule for armor and blocks (iron blocks/gold blocks/etc) saying they are worth 2 items if you are preocupied with players stealing a lot of armor. 4 Link to post Share on other sites More sharing options...
shimmeringbliss 268 Share Posted August 2, 2015 I'm sorry, but the poll asking the player base whether we want lockpicking or not is very clear. Can we have a repoll in 2 weeks so we can decide if it stays or not? Link to post Share on other sites More sharing options...
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