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3 minutes ago, Salvo said:

"haha xd thievery roleplay is nice! brings much enjoyment! haha xd it's rp don't be mad!!!"

 

Frankly, no. There is a separate line between what I consider fair to steal and what is not.

Mining iron is hard work, enchanting takes hours, and I will /not/ allow that hours of my life go wasted because some tard got lucky with a roll. Simply put, no. I don't care if you call it roleplay, it isn't. People do it for the OOC items, not for the roleplay.

 

Sounds like you are obviously doing it for OOC items as well, perhaps you need to learn to handle things in RP and not focus so much on the time wasted and enjoy the server for what it's main focus is... Role play.

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I /am/ doing it for the OOC items, ay lmao. Combat is mainly decided through PvP, and I like combat, which means I'll be prepared for it.

 

Do not pull the "but this server is roleplay you pvp cancer scum xd" card on me, as anybody that has passed some time with me knows that I roleplay much more than I let appear on the forums.

 

About dealing with things in RP, /I/ personally don't get any RP when I wake up in the morning to find that a double chest of iron is gone, and a sign stating *The iron is gone! There is a trail of footprints that ends in the forest nearby!* appears in its stead. And yes, that's what is gonna happen if lockpicking chests is implemented.

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I'm all for pvp as well, but I think you are over exaggerating the extent of how things would be if a GM were involved in the rp of stealing from someone. You are taking the worst possible scenario and making it out to be like that's how all people will do things if allowed to steal from locked chests. Get over yourself and realize that not every is that item hungry and most people that do the rp, don't actually want the items. Those that need iron usually have it, so I don't know why you are so afraid of a select few people trying to rp something that interests them.

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Maybe we should have a poll? Could someone put forth a preliminary question list?

 

then the rest of us can offer suggestions for edits to the questions or new questions to be added

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People be stealing my tax papers. I am not amused. Those should be exempt, especially when they steal them from donation chests into which anyone can just look, but is not supposed to.

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Breaking through doors is necessary for a lot of combat roleplay.

 

And, with "region owners" free to have all of my lwc protections removed anyway, I couldn't give less of a **** if people picked my locks in roleplay. It'd be a welcome change of pace, at least.

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On 15/03/2016 at 1:35 AM, 吳憾戰士14 said:

Non sequitur.

 

You should wait for the person you're stealing from to be online before you steal from him. That way, you actually have to plan your heist around his activities. Wait for him to leave his home, gamble if you can pull off the theft before he returns, try to lure him away, etc.

 

Waiting for him to go offline so you OOCly know he won't be around to potentially stop you is basically metagaming.

 

More often than not burglaries used to happen in very active places, so even if the house owner wasn't online it was pretty easy to get caught trying to break into their house, which more often than not used to lead to some pretty fun rp, getting arrested, thrown in a cell, trying to bribe a guard to let you out, escape through the sewers, hiding out in a city on lockdown looking for a serial burgler(s) etc.

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Lockpicking is marvoulous in the right hands. I love camping out at someones house and moving in when they leave or creating tales to get them to leave long enough to sneak in, I don't believe lockpicking itself is the issue, I think its the villains that are. I believe too many people are looking to score vs looking to create RP. I personally only ever once succeeded in stealing something, and its rarely anything valuable because then the person you are rp'ing with does get pissy ooc which effects the ic. (although its gotta be slightly valuable to get the person interested in playing along) Tossing the OOC emotions aside some victims and villains are great and they system works wonders.

 

 

How can we make it better?

I'd hate to see lock picking vanish completely. Just a few quick ideas that pop into my mind, maybe something to work off of:

*brainstorms momentarily*

-Since a GM is there anyway, have the GM enforce the villain needing to leave behind a clue.

-I vaguely remember villain apps, not sure the pro and cons of it and why it was stopped but perhaps you have to be a certain tier villain in order to be a lockpicker.

-errrr, thats all i got right now....

 

 

The system itself right now is pretty good, if your chests are locked they're secure against theft. Lockpickers cant get anything unless its a fancy named item and its hard finding 1. someone that has a named item and 2. which chest that would even be in. (only have 3 attempts per.)

So, is it a lockpicking issue, or a villain issue....

 

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17 minutes ago, Rebbie11 said:

-snip-

 

I agree with a lot of what you've said, and at the end of the day it seems like the issue isn't really with the rp behind lockpicking it's with the person. Some players would rather abuse the system for their own personal gain rather then for providing rp, while others would rather abuse the fact that they have lwc and don't think they should be stolen from because of it.

 

The server as it is now is sitting in a very different mindset from what it once used to be back when Villain Apps and thievery rp was a more accepted thing. Unless these certain players can get over themselves and join the rp of the server I don't think anything will work. The only way I see things changing is if the staff team actually enforced and encouraged players to rp rather then just allowing them to be on the server for the sole purpose of skilling and hoarding their items. A new system needs to be put into place, but the player base needs to realize lockpicking and thievery are both rp things and shouldn't be frowned upon just because there is a chance they might lose a few items.

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I have to say I agree with some of the points posted above.

 

Again as stated above I don't think the problem has to do with lockpicking but more or less the fact people just steal for the fun of it. I feel as if lockpicking just needs more RP enforcement.

 

 

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Lockpicking sounds like a good idea but it would be better if it was basec on players and the person who was stolen from could find who did it if they wanted and possibly trace them down but since names are visible meta couls be a problem in some way if this was to work im not sure but a system without gms would be good

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If locking chests are donator only, then it wouldn't be fair for a non-donater to pick the chest.
I'd say lockpicking would be a good function for donators, but not for normal players.

Please no application for it like magic users etc.

Maybe some pre-requisites before being able to lockpick 
-Owner of chest must be online
-Chest can't be in a house unless door is open or a way in through RP
-I may add more but none others right now

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Well, from what I have seen...


Current lockpicking is pretty awful. The fact you can break through locked doors is good, but when it comes to chests it doesn't make any sense. The reason for this being that when someone goes to lock pick a chest they need to specify rp items that they wish to steal. This is where it is almost impossible to use lockpicking the 'way it was meant to be.' The fact you need to specify an exact item and the chest needs to contain said item... This is silly, because how is someone supposed to know what item to get and from where? Blasphemy! This is clearly for events, but even then it's a little silly! I was on the Event Team as a builder and I can assure you that I never saw any one on the Event Team ever use lockpicking for their event. I can't even imagine someone using lockpicking for an event either, because most events that yield items have danger along with it, being a monster or animal of sort. When this happens, the ET has the animal/monster drop the loot when the players kill it, not have some rp item which they need to specify what it is in a locked chest in the said 'dungeon.' This honestly makes no sense at all.

 

I remember how some dwarves had stolen the supposed 'Crown of Oren' from some random chest in Felsen's Palace by using lockpicking. This I find to be quite impossible, because I doubt there was an rp item pre-made, stored in some cabinet, in Felsen Palace. This is where the lockpicking should show potential, because there in fact could be use for this, if there was some sort of event chain with clues to another event location with said specified item. For example: There is an event where some players slay some crazed mage. After they slay him they find his notebook, a written book, that has clear clues to some other place like some ruin and talks of some ancient relic locked inside a chest. The players buy some lockpicks, go to said ruin, fight some undead, arrive in some tomb with an ancient chest containing the relic, but it is locked. They then unlock it with lockpicking and find the relic. Or, you could allow players to specify some made up rp item when they lockpick some random chest, and give them that made up rp use only item. If it's a weapon or armor, make it awful so it can't be used in PvP if that's a problem. Literally do something, but I see how people are complaining about 'I don't want people stealing my stuff,' problem here is, people shouldn't be stealing your stuff with lockpicking in the first place, as they can't. It's literally specified in the rules that you have to specify a particular RP ONLY item.

 

tl;dr
The chest lockpicking right now is useless and silly that you need to specify an RP item, which you need to have prior knowledge of, and the chest needs to contain said item. This seems fine for an event, but I've never seen lockpicking used by the ET, and I built stuff for the ET. Doors are fine.

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On 3/15/2016 at 9:11 PM, Chumpchump said:

I do miss the old robberies/heists even though I was always on the receiving end of them

 

This, honestly. Asulon was ripe with criminal scum, trying to kill me, and by the time Anthos hit I was one with them. Draeren and I loaded up on stone in the white rose castle before the chests were locked. It was risky **** if we got caught, but it was a fun time all the same. 

 

and then you burnt my house to the ground.. 

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23 hours ago, Arctic_Guard said:

Well, from what I have seen...


Current lockpicking is pretty awful. The fact you can break through locked doors is good, but when it comes to chests it doesn't make any sense. The reason for this being that when someone goes to lock pick a chest they need to specify rp items that they wish to steal. This is where it is almost impossible to use lockpicking the 'way it was meant to be.' The fact you need to specify an exact item and the chest needs to contain said item... This is silly, because how is someone supposed to know what item to get and from where? Blasphemy! This is clearly for events, but even then it's a little silly! I was on the Event Team as a builder and I can assure you that I never saw any one on the Event Team ever use lockpicking for their event. I can't even imagine someone using lockpicking for an event either, because most events that yield items have danger along with it, being a monster or animal of sort. When this happens, the ET has the animal/monster drop the loot when the players kill it, not have some rp item which they need to specify what it is in a locked chest in the said 'dungeon.' This honestly makes no sense at all.

 

I remember how some dwarves had stolen the supposed 'Crown of Oren' from some random chest in Felsen's Palace by using lockpicking. This I find to be quite impossible, because I doubt there was an rp item pre-made, stored in some cabinet, in Felsen Palace. This is where the lockpicking should show potential, because there in fact could be use for this, if there was some sort of event chain with clues to another event location with said specified item. For example: There is an event where some players slay some crazed mage. After they slay him they find his notebook, a written book, that has clear clues to some other place like some ruin and talks of some ancient relic locked inside a chest. The players buy some lockpicks, go to said ruin, fight some undead, arrive in some tomb with an ancient chest containing the relic, but it is locked. They then unlock it with lockpicking and find the relic. Or, you could allow players to specify some made up rp item when they lockpick some random chest, and give them that made up rp use only item. If it's a weapon or armor, make it awful so it can't be used in PvP if that's a problem. Literally do something, but I see how people are complaining about 'I don't want people stealing my stuff,' problem here is, people shouldn't be stealing your stuff with lockpicking in the first place, as they can't. It's literally specified in the rules that you have to specify a particular RP ONLY item.

 

tl;dr
The chest lockpicking right now is useless and silly that you need to specify an RP item, which you need to have prior knowledge of, and the chest needs to contain said item. This seems fine for an event, but I've never seen lockpicking used by the ET, and I built stuff for the ET. Doors are fine.

https://gyazo.com/b3d8957067377b44b26ea52c888f2ef5
 

sidenote:

I think lockpicking is one of many needed changes that will make players less apathetic and be more involved in there own personal safety. People and things in Vailor seem to be treated as if they're far more fragile then they actually are.

People just need to be more willing to be at risk. Nowadays everybody just walks by RP as quickly as possible to reach a fast travel from one locked off settlement to the next with few large hubs being accessible.

Heaven forbid something comes along that interrupts your plans, quite often you see even minor villain players who like confrontation get guttered pretty hard OOCly b/c they're "out to ruin fun".

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