Correct me if I'm wrong, but once the thief steals from you he's now perma grey for you and can be attacked disregarding the 2 minute flag?
That's true, but after 2 minutes and turning blue a thief can recall away - that's what Russell and Kane here find cheap. Because it's soooo easy to escape as thief, i.e. after having luck with the RNG for stealing success, having luck with the automated guard whack RNG, having luck with the victim not able to call guards properly, being able to get away and stay alive for 2 minutes - after all that, it's really too easy to escape via recalls or gates.
Kane and Russell are partially right. Sure, it is very easy to be a thief if you're content with stealing regs/bandages/runes/crap weapons. You guys talk about us having nothing to lose when in actuality, TIME is the biggest loss and that is what we lose the most of. I'm not here to complain that you can farm 80k an hour on your tamer and I can't, but please realize that we can spend hours without having the opportunity to steal anything of value. Take a look at the thieving perfect thread. When I steal a platinum or two from some tamer at Bloods, I more than likely spent 10-20min there just for a CHANCE at a steal. I understand that this is the profession we choose but I challenge you to try playing a thief for a week/month and see how difficult it is to be successful/profitable.
Wait, I'm very vocal about stealing being broken here and trying to get it back to era accurate play-ability, but is this going to be put in? If so this is way overboard on the trammel, and I will most likely stop playing because this is nothing like fel UO. Thieves need some love here, it's been 3 years, it's time. I've kept faith that eventually telamon will fix things and expand content because it's such a classic and fun part of the game, but if bank stealing is patched out, you might as well just patch out stealing from players and non consensual fights altogether. The pking and stealing are what sets this game apart, everything else is cookie cutter and can be found in other games with modern graphics and etc etc.
It's long ago, that I did read that in IRC, Jack. I can't remember the original phrasing. But the content of that was pretty much that: Players need safe zones in this world and it makes no sense that you can steal easily at banks. This is the reason why there are so much NPCs and guards around. On the other side, NPC guard-whacking has been changd to LoS from X-Ray sight (I have no experience with OSI, so I dont know that). Fact is, you have alot extra guards and NPCs around banks handing out guard whacks. Also guards can be called by players very often (from my experience I would guess ~75% of times or more). Another fact is, that traded items are secure from stealing for an indefinite time (5 secs? 10 secs? Need to test that still) and trading is usually done around banks. I don't think that anybody plans to patch out bank stealing even more. It's already pretty bad as it is. So, you can break LoS with Wall of Stone and steal some items from AFKs. But if you try to steal from attending players that know how to call guards and keep a cool mind and do it, you have no way to escape. Also trading is near to 100% secure, if players dont do big mistakes. No danger here too. Everybody can also read the thief thread. You wont find many steals from attented players at banks, if any at all. It's mainly AFK steals around banks or in guardzones in general.
We fail too much, we should have the option to stay blue on a success, the gw message should be reduced so it makes it actually worth carrying supplies. The trade window thing should be removed, stealing from players buying from player vendors is messed up I think, items like potted plants should weigh one stone. Xray wasn't on prodo, line of sight was, but fails were less. Stacked items fail (on prodo you'd always get some) fails on under 5 stone weights happen very frequently, this is wrong. The guards around the banks and on top of trinsic bank aren't era accurate (perfected for the thief class doesn't mean being nerfed into not playing in town, that's what item insurance and shit did.) and etc and etc.... I can start finding old links and screenshots to back up my claims if needed. Here's a good one http://uo.stratics.com/content/guides/thiefproof.shtml Notice there is no mention of using a locked crate, that is a bug. Tinker traps were used though. It really grinds my gears that our motto is ren perfected and the thief class is so inaccurate and nerfed. For the love of all that is unholy fix this!
Correct, until the thief has paid for their crime(s) by virtue of death they are a wanted criminal. Btw... Looking for fresh content? Play a detective... It's a blast!
Y'all have an honest gripe that I can get behind. Now, I'm not saying you should give up but..... Guys, wouldn't it be an interesting turn of events if you all turned pk's and ran together? Murder... The all-loot guarantee.
I could get behind changes to thieves, as long as perma gray and count mechanics are preserved. You should always be able to put an annoying thief down if he's buzzing around you. You likely won't get any changes out of the staff though, they want towns to be safe zones.
That reminds me, whatever happened to Ocllo Police? There were a handful of them at one time. Last time I saw one was months ago, when I stole something he should've known not to carry in public.
I think one of the main guys in that guild is a notorious rage quitter and I believe I remember seeing in irc that the RRG got him in Occlo and he ragequit again in a spectacular fashion. I'm pretty sure I've seen him back though haha.
Insta kill has always been a part of a thief's live in UO. Before T2A, before the Big Reputation Change, insta guard kill was alive and well.
That's true, but guard messages weren't 50-75% chance every time you steal either. Maybe 1/10 on items 6 stones + at gm. Out of all of the servers geared for this time frame out there, UOR has the most inaccurate and dare I say worse stealing mechanics. This is sad cause it's the best server in almost every other way. Stealing is also the only class/skillset that has been diminished this much and completely reworked to not even resemble era accuracy, it has taken a lot of fun out of the game. I really hope we can at least get it back to not always go grey, gw messages and fails and weights reflective of the gm skill and closer to what prodo was like. I doubt you'll find any thief player who was active then and now that doesn't agree that this is broken and wrong and needs fixing. I appreciate everything Tela and staff do, but I've kept faith and hope for over 3 years that out of love for the game that the thief will get the proper attention and fixes it deserves and is correct. It's the right thing to do for a fel server, it just is!
Well said @Jack of Shadows . Also I seem to recall there being a chance at platinum when stealing according to the original intentions of the platinum system. Is that ever going to be implemented?
Yeah but that's the point....everyone's a mark, but not everyone is carrying anything worthwhile. IMO if you were after gold, you'd either be camping a farming spot all day long, or you'd be hitting up the dungeon chests. Since you're not after gold and you're after other peoples possessions, the shinier the better, all these tears are golden Especially when everyone uses at least one barrier to keep y'all out of their houses
I couldn't fully understand what you meant by the second paragraph but I will address the first. While it may seem like a viable option, camping these farming spots is even more of a waste of time and nets fewer profits than traveling around hoping for a random mark/adventure. If I steal a platinum from you at Bloods (~8k value), you're either A) not coming back to Bloods anytime soon or B) carrying a locked box/using a macro to auto sort your platinum and revealing every 30secs out of paranoia. While I haven't personally done the dungeon chests (I wasn't looking to play a dungeon picker or GM lockpicking), I have heard that it could net roughly 40k an hour. This is under the assumption that you're the only person going for the chests at that time. Contrary to regular PVE farming where the well doesn't run dry… monsters continuously spawn, successful dungeon picking would involve recalling to all of the various locations in order to collect the loot as it respawns. People farming other PVE locations doesn't affect the spawn at your location, but if others are picking these chests there may be no loot available to you.
Actually, i still don't use a locked container for safe loadouts......basic bag for regs and bandies, basic bag for loot, sometimes i dye em. Last thief I caught ended up just being paralysed and finished off by an ostard to get back the few regs he nabbed. The second paragraph was a big lol at thieves complaining over free wares, or the lack of. Brings a tear to an otherwise un-emotional eye. This however, I'm all for it. Completely open to abuse though, as you could just restock fish steaks on one toon and steal with another to farm up all that free plat. Make it unobtainable if you steal in a house, but thefts out in town or the wilds run a chance at a plat drop. Plus all those thief hunters have a chance of winning a random lucky dip prize of a platinum once dispatched!
Ah very true, I hadn't really considered the possible abuse to the system. That could very well be where the hang up in implementation happened.
Just make it so you can only get plat from the same person (kinda like counts) every so often. Would have to be a large timer.