Thievery/Robbing

Started by Silvix, June 07, 2010, 10:08:45 AM

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I guess it's not near the top of the list but how's about beefing up some Thieves with.. uh.. thievery and robbing ;) But seriously, is there any thought on adding in robbing?

Its going to be added, we're just not pushing that way atm.  It'll probably get put in on a whimsy on some weekend.

I understand. Just wondering if it would be added or not. I know most standard mmuds disable it due to a bug that crashes the board. Since it's all re-written here, the issue may not occur. Robbing would def. get ppl to play thieves more aside from their vault-picking abilities.

Quote from: Silvix on June 07, 2010, 10:43:18 AM
I understand. Just wondering if it would be added or not. I know most standard mmuds disable it due to a bug that crashes the board. Since it's all re-written here, the issue may not occur. Robbing would def. get ppl to play thieves more aside from their vault-picking abilities.

It will be and the random bug with it is not an issue.

We are trying to go through and get all the abilities that are not yet in place added.  So it is on the agenda, and hopefully to be added soon.  I can't really give you a time table though.

Soon is good enough for me. As long as there are plans to implement it I am happy as a clam.

Honestly, I spent a good hour or so on it this last weekend.  While testing on a MMUD board I pulled all the messagse and got a basic feel for how it works. 

I see there are two different fail messages.  One of them includes "bumping" into the person you're robbing, which the target sees.  The other just tells you that you failed, but does not give a message to the target.  I'm trying to figure out what makes those two different, like when to do one and when to do the other.

I've also currently got it so you can rob monsters, but I may disable that before we roll that out.  I would like to make stores robbable, but that's a ways down the road.  I imagine we could turn it into a sort of side-game.  (ie. scoping out the joint, having certain shop items tougher to steal than others, varying shopkeeper wariness (sp?), decay of shopkeepers remembering you, wanted signs, bounties, etc.)  Since each item is truly unique in our engine and stored as such in the db, we could flag the item as stolen right then and there.  Bard item lore could tell you the history of an item.  Okay, I'm getting ahead of myself. :)


TGS v1.0 (coming soon)

As I recall, stealing is a two roll chance event.

Roll 1 is versus the targets perception.  Did they notice you trying to rob them.  If so, it fails and you get the "bumped" message, and that's the end.

If the target did not notice, then there is a 2nd roll to see if you got the item or not, no message is displayed to the target if that fails.

June 07, 2010, 02:27:04 PM #8 Last Edit: June 07, 2010, 02:30:51 PM by Silvix
Yes Gard. You are correct. The idea behind it is that you have a chance to steal someones weapon, for example. If you try to rob you have 2 rolls, that way seems logical. As you said, 1 to see if you bumped them (base this off of agil and charm i would imagine some sort of formula could be formulated) and sort of an endcast type of thing that determines if you got the item or not. On a side note, if you fail to take the item from the person it should show a warning. I.e. *character* attempted to rob you! Also, will this give you eps because it defiantely should to balance it out a little further.

I like where you're going with that, Vitoc. Robbing stores would be awesome. And at the same time you would give that lore spell a use :) but we'll discuss that later on :)

Thanks for considering this guys I really appreciate it. Thieves are finally starting to prosper again. If we got rob worked out they would be a sweet class to use, like the old days.

Edit:

On second thought, maybe there should not be a message to the character for not stealing the item. Take it as a no-harm-no-foul situation.

June 07, 2010, 02:39:48 PM #9 Last Edit: June 07, 2010, 02:44:05 PM by Silvix
Good idea from gossips (read for yourself) :)

03:39pm HEADBAND gossips: the thief would have the same chance as the drop % to get an item that the boss will drop when killed
03:39pm Silvix gossips: so how would that work? robbing mobs.. what you can steal the lim if it's on them vs. killing it?
03:39pm HEADBAND gossips: yes
03:39pm Silvix gossips: interesting.
03:39pm HEADBAND gossips: at the same drop% its a great idea
03:39pm HEADBAND gossips: so it'd be like this
03:39pm Silvix gossips: i can see that being heavily protested though
03:39pm Silvix gossips: especially on pvp
03:39pm HEADBAND gossips: you want to rob a boss right
03:40pm HEADBAND gossips: check the bs defense
03:40pm HEADBAND gossips: say u have a 20% chance for succesful steal
03:40pm HEADBAND gossips: you'd still need to roll the % of the item you want to get
03:40pm HEADBAND gossips: u follow?
03:40pm HEADBAND gossips: it'd be very rare to steal off bosses
03:40pm HEADBAND gossips: basically
03:40pm HEADBAND gossips: but you could
03:40pm HEADBAND gossips: if u got real lucky
03:40pm Phoenix gossips: yeah that's a good idea

Also brought up was the question of whether or not thieves could steal limitlessly. The answer is hell naw, that's way unfair. What was suggested is something similar to the pvp retaliation period or even jail time. Say a cap of, 30 mins, before you could rob someone again.