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#93, "Please stop hosing us."
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This isn't aimed at you specifically, Qaledus, I merely put this here because A) it's a public forum and B) because you're the thief-guy.
Thieves have undergone a few minor downgrades of late. For example, blackjack was tweaked and now lasts for a shorter duration and duergars were dehydrophobized (tm).
Now I'm coming across mob after mob that are immune to steal. Please get rid of this. I can see why certain shopkeeper-mobs would be immune to steal, but other than that nothing should be immune. Why am I incapable of stealing a bunch of medicinal herbs from a centaur or the key from the HToS golem? Why even put stuff in the inventory of these mobs if you're not capable of stealing it anyway?
Bah!
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#94, "*sigh* Honestly"
In response to Reply #0
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1) The Archmage of HTOS. Immune to steal...even her coins. 2) The *MOTHERBLEEPING* INNKEEPER in the Outlying Villages has a CURSED bottle of wine that I can't pry away. 3) A centaur mob with a bundle of medicinal herbs is immune to steal. 4) The golem mob in HTOS is immune to steal. 5) Items are being moved onto mobs (feather of water walking) and NOT in their inventory, but held.
Immunity to steal should be undone across the board. If I'm willing to take a chance trying to steal from a level 60 mob then there should be some reward involved. Right now it's all the risk and none of the reward.
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Qaledus | Mon 12-Dec-05 09:07 PM |
Member since 09th May 2004
458 posts
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#95, "RE: *sigh* Honestly"
In response to Reply #1
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>Immunity to steal should be undone across the board. If I'm >willing to take a chance trying to steal from a level 60 mob >then there should be some reward involved. Right now it's all >the risk and none of the reward.
The feather thing basically made all boats in the game useless as it was and there is a replacement of sorts in a highly trafficed area (congrats to those now using it) which is a little more balanced.
As for whatever else you're upset about, these issues are generally simple fixes to some much larger bad area design issue or just something the author intended.
If you want to collect the Big List of Things I Should Steal and e-mail it to me, you're welcome to. I may not agree with you or change things the way you wanted, but my mailbox is open. The best thing for me would be just a list of the mob, what it is you think you should steal, and most importantly why you want it (sometimes these are obvious, sometimes not).
But please, no diatribes about why this or that is stupid.
Just the facts, man.
Qaledus qaledus@carrionfields.com
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#97, "I agree."
In response to Reply #2
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A lot of it stems from bad area design such that, things are locked down and forced into a bottleneck of straightforward behavior mitigating the abilities of thieves. Thieves are meant to steal, so unless we're talking very potent items/preps, area explores or quests with non-combat solutions I don't personally feel they should be made immune vs steal.
It was very frustrating for me personally, when I rolled a thief, because I had rolled a thief I didn't intend on fighting much with and just wanted to be the stealthy guy using steal and pick locks and etc to get around fighting. A lot of areas are fairly immune to this and as such, I found it a more appealing option to play a combat/PK oriented class because I usually felt like a hamstrung assassin.
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Qaledus | Tue 13-Dec-05 04:04 PM |
Member since 09th May 2004
458 posts
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#98, "RE: I agree."
In response to Reply #4
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>...things are locked down and forced into a bottleneck >of straightforward behavior mitigating the abilities of >thieves.
Removal of these bottlenecks will be an upside to the standardization project too. As values start to be become standard item by item, the reasons to block off certain things reduces as like, or better, items become available elsewhere (like in shops).
It's a process, but this type of concern is definitely a known.
Hang in there thieves, you're not forgotten.
Qaledus qaledus@carrionfields.com
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