Last night some folks in stream brought up the point of stealing from other players. While I'm for adding negative and positive interactions with other players, I can't see how it could work until the justice system had player guards, players on the same faction could attack one another, and without a system in place to prevent farming. So, let's talk about the latter, assuming that player guards and there are ways to player pvp.
What would you steal?
Stealing actual items off players might lead to a host of issues. Of course anything bound shouldn't transfer over, less we break the lock and allow a way to subvert the lock. So alternatively we only allow unbound items to be stolen. Unless fresh from a dungeon, most wouldn't even have items that are not bound to them outside of food and potions. Most would likely turtle items as well, leaving everything they can in banks or well hidden mule characters. Lets say you are coming back from a dungeon encounter, would you want a hard fought piece of the skirmisher or a ravager band that you just bought but didn't equip to be stolen? Not likely. Maybe I'm just too opinionated on such things.
What else can we offer stealing from other players
After some thought over a few months, why not give players loot tables similar to NPCs? You'd have a chance to steal white, green, blue, even purple items. The chance for something good though should go up or down though depending on the two player levels, otherwise it's extremely easy for a high level to steal off a low level. This would seem to integrate better with how we have the system now, without losing hard fought loot or letting players turtle their goods.
What are the negatives to being robbed?
If we allow full on item stealing, the effect is pretty obvious. If we allow NPC loot tables though, we'd have to organize a set of debuffs. The debuff would prevent or given less loot for the next player, but also annoy you as well. A few things this could include is reduced gold found, less chance to find good items, less chance to get mats from breaking things down, and possible stamina or magicka regen. This debuff could be cleared if your thief is captured and forced to return their items, over time, or if you pay a small fee to the gaurds.
What can you do if you've been robbed?
I feel most players should be a "advanced" level of pickpocketing, with a 20-40% chance until you raise skill level into pickpocketing. So your character will passively stop pickpocketing attempts on their own. If it succeeds however, you should have a limited time and attempts to accuse your pickpocketer. This will give them a bounty and let them be attack by you or by guards. If you use up your accusations though, let's say 2 to 3, the guards won't believe you and you'll have to pray other players or NPCS get them. I'd also be on the fence when a person is attack able if they could fight back. It would be pretty easy for a high level to pick on lowbie toons, even with reduced loot, and one shot them in a lot of builds. If the accuser could be the only one to fight them until guards or player guards got thrre, that would up some of the skill needed. Also not sure outside heals should necessarily apply
Where can you steal?
in the open world? In town? PVP? I'd argue if we're going with the system above the only viable area would be in a certain range of a town and gaurds. Allowing g to be done anywhere would distract from the adventuring and lead to other issues with phasing. Also, to make sure folks aren't just robbed while loading in, a certain time or a certain action (talking to an NPC, taking 5 steps) would have to be done before being stealable. This may or may not cause issues with Roleplay Era though. In PVP this might be interested against enemy players, but not sure how this wouldn't just be over abused by nightblades on players without detect pots.
What else can improve this?
There are a few things that could be put in place to help systems like this. Now I mentioned player guards should be in place, but a really well developed guard system would help this considerably. If towns could be shut out and instanced with gateways snd doors I think that could also help make towns more "arena" like for thieves, but that might be a bit much. Player housing would be another way to really add a layer of breaking and entering stealing in as well.
So, what are some other's thoughts with stealing from other players? Would you opt out? Take part? What do you want to see with a player based stealing system? Assume of course this may never be realized, but it's fun to talk about =3.
Herfi Driderkitty of the Aldmeri Dominion
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