When I played Morrowind (the original, as a single player rpg) I discovered I could steal things. Up until that moment in my life I had been an honest person, not inclined to theft. But in Morrowind I indulged my dormant bad character and stole everything. And I mean everything. Entire villages were filled to capacity with heaps of the things I stole. It was over the top. I totally lost interest in the game itself and just went around looking for so much as a tea pot that I might have left untouched.
Some mmorpgs have a steal ability that lets you pinch a few coppers off another player or NPC. They never seem to develop it much - maybe to prevent people like me from toting off the whole game.
I don't think people should be able to do what I did in any multiplayer game, but ought there not be a little more substance to stealing? Less of a novelty and at least as good as a mini-game?
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I think it would be a nice feature but it has to be done right. A few rules to be in place. I'd do it like this.
1) Player can steal from other players' dwelling or houses.
2) Player must put points into it and be a certain minimum level to do it (i don't want players making random-who-cares-alts to steal)
3) Each player with a house or dwelling or stash or whatever have storage chests which to put their gear in. The storage chests can hold a limited amount of items 8-16. But there are different levels of chests with differing safety features. (Think of hacking in EVE)
4) The player with a house can setup up traps and defenses in their dwellings.
5) The player with a house gets a warning when someone has broken in the house (only if their breaking in mechanism isn't perfect)
6) The player with a house can view the other player and decide to come back and fight. This will trigger an automatic duel. If the thieving players gets in a duel, and loses, the thief drops a random piece of gear. If the owner of the house loses, the thief gets into any chest automatically.
7) The thieving player can break into a house and a storage chest but to break into a chest has to play a mini-game based on the difficulty of the innate storage chest.
8) If the thieving player does everything successfully, they can steal one item in the chest. Then the player house has a 72 hour timer where it can't be broken into again.
9) The thieving player can fail in many different ways. They fail to break into the house (automatic 24 hour timer that the thief can't try again). They fail to disarm a chest. A trap goes off. They get killed by your in-place traps setup in your house. If the theiving player dies either to you or traps or defenses, it drops one piece of loot randomly that it was carrying. A thieving player has the opportunity to run away from the house based on traps and security guards but not if the player comes back. Then they cannot run away.
10) Each player with a house has 3 slots to put into a chest that cannot be picked under any circumstance. (i.e. if you get the bestest drop ever and you need it to be protected, it is necessary)
11) A player house can have a set number of traps and security guards which cost currency/day.
That's how I would do it. Make sure you have very intrinsically nice housing with the abilities to setup traps and guards and such.
12) There are NPC houses to steal from and it acts like mobs with higher levels and such.
This way, thieving becomes a profession with risks and rewards.
You can see my sci-fi/WW2 book recommendations.
Likely too hard to balance as it tends to favor only the thief, while player "victims" rarely got any reward for catching a thief besides killing and looting them and a smart thief carried little of real value.
ESO has some sort of theiving mechanic right? Not sure how it works there.
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I think if your going to do something in a game do it well, or just don't bother, spend the design time on something else. Does the OP have any games in mind so we have an idea of what he thinks is a sub-par system.
In an MMORPG I cannot tell you how annoyed I am when a game allows another player to steal from me. Rest assured I will go about with absolutely shit gear if that is so. I was so outraged when I was playing WoW in vanilla and had no idea where the loot was coming from when they allowed loot in BGs. I was ready to go all out commando until I was told it was a separate loot table.
No, this type of mechanic is enjoyable for the person who steals again not something I enjoy doing.
In some areas they have a cat and mouse mini games with patrolling guards that must be avoided. In those areas you get a warning that you're trespassing and if caught you'll get a bounty and the guards will attack you. If you attack them back and kill them your bounty will increase.
The rewards from stealing and picking pockets are modest. if you're not very good at it and get noticed a lot, your bounty will usually exceed whatever you managed to filch. It's very well balanced in a risk/reward kind of way.
It's honestly not a part of the game that has a lot of attraction for me but some people really love this stuff. /shrug
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Thugs had mugging which worked on wielded/worn items, so first you tried to mug the warrior out of their weapon before you attacked them. Problem was that everyone got a global message which sometimes resulted in you being summoned by a mage or players waiting around in the teleprtation vortex room.
Yes, some of those old school mechanics and avoidance strategies above were super crappy, but I do think stealing/pickpocketing has a place in MMORPGs. I could see it being a fun play style in a modern, PVP-centric game, but personally, if I'm going to be a criminal, I'm more of a gank and loot variety.
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I don’t attack the weak or helpless, in fact I’ve been in roams in EVE where my squad went to gank some miners and I refused to shoot, just feels wrong to me. (Being an often helpless miner myself)
Sure, if the enemy is attacking, or within our territory, but even then when I played in DAOC my guild would let neutral players have an option to pay “tribute” of some small amount of gold instead of being killed, as long as they agreed to move out of “our” territory.
In EVE I once bought a CODE mining permit for some small amount, and surprisingly they honored it and never bothered me. (Though I still safed up when I noticed them coming through the system, no reason to take chances)
I have to ask, are you the constant bully?
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
ESOs thieving mechanics can be fun but so can all the specialty DLC. Taking energy from players as a vamp, beating players as a WW, one shot kills as an assassin. All part of the game play for that expansion.
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Eventually all the vets started watching the backs, so unwary newbs were the only people who got pickpocketed. Being a thief wasn't profitable, it had vets watching all directions in paranoia, and the people getting robbed were newbs.
Perhaps there could be a good thief system. It wasn't Mortal Online's though.
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No, stealing is not a massively multiplayer activity, in my opinion.
PS: I seem to be opposite of some of the others. I don't mind stealing from mindless pixels, aka as NPCs, but other players, aka real people, I would never do
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You will encounter the following.
Groups of 3-4 people completely looking the same with nearly the same names Illilil Illillil...standing around for some time stealing from themselves until they have maxed the skill.
Afterwards you will see them running around naked in town swarming around players.
If you get them after stealing they only lose what they have stolen from you. Otherwise they made 100% profit.
I have seen this in Mortal way too often. Griefers paradise.
Even if you have harsh penalties. New character 3 days stealing from each other and they are back on track again. Loot from old characters is at twinks, friends twinks or 2nd accounts.
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You can see my sci-fi/WW2 book recommendations.
If they actually had some skin in the game you would see rare specialized thieves who are very good at what they do looking for big scores, instead of a bunch of hobos trying to pick your pocket in every major city.
Perhaps the latter is more realistic but the former seems more fun for everyone involved.
There are certain groups that legally operate in this nation that I consider to be straight evil. The only reason I would not rob them blind for everything they have is because there are people who would suffer if I died or went to prison and people I would rather die than be separated from.
Within the context of a video game I can play the chaotic-good thief robbing from the badguys and enjoy it. Same way I love PvP but I like to kill people who have gotten on my badside. I'm not one to kill a random person, and I'm not one to steal a random persons stuff but if you only target people who deserve it in PvP games you will never want for targets.
The only way I would create stealing into an mmorpg would be with an alignment system like in dungeons&dragons where gods keep track of character action.
Some repercussions for chaotic characters could be that they can't be citizens in a lawful realm etc. NPC guards casting detect alignment and prohibiting access to chaotic characters. And if the character is caught outright stealing incarceration, deportation and/or death(in evil realms).
Another mechanic related to stealing could be that the character's who steals alignment temporalily becomes chaotic for 30 min or so and then returns to normal +/- the shift caused by the theft.
Needless to say, he decided it wasn't worth a second try.
However, if I had the powers of a video game character or lived in a bit less lawful of a society, I would gladly take the money they use to cause hate, keep what I need of it and give the rest to groups who would use it to do good. Because money is power and taking power from those who use it for evil is never morally wrong in my eyes.
That being said, in a less lawful society. If I caught someone just randomly stealing say my neighbor's car, I would smash their face, because my neighbor needs their car and would suffer great hardship if it was taken from them. Beyond that they earned it and the thief did not. I see no value in someone who causes other people hardship in order to benefit themselves.
So even living by my real life morals 100% there are certain types of thieves I could play guilt free, and certain types I would fight against.