Billium813 wrote: »Just to play devils advocate for 1 moment...
What if they did remove the Smuggler's Fee, and they added Laundering to Pirharri! Why would a player ever go to a Fence in an Outlaw Refuge again?
See, look at Merchant Assistants. I bet players would love Merchant Assistants to fix armor, and sell lockpicks! But ZOS refuses to let Merchant Assistants do everything a "real" merchant can. Why? I think ZOS just doesn't want Assistants to make existing things in the game 100% obsolete. Which... I actually think is admirable. Even though some players claim they would want it, it would be a bad thing for the game ON THE WHOLE to have players shut up in their houses, using assistants to do everything, never needing to go into town themselves.
This is exactly why Pirrhari doesn't fence, banker assistants don't have guild access, and the merchant doesn't repair armor. ZOS wants people to have to go to towns, so they look busy and vibrant, and the game looks like it's thriving. Which is also why you'll never be able to do writs in your house, too.
Billium813 wrote: »I doubt they will remove the fee our assistant charges since doing so also eliminates the risk of thieving.
Basically, if someone has a bounty they can dump their ill gotten loot via the assistant without risk of guards taking it. If they want full price then they need to risk traveling to the fence. It seems to be a clear design.
What "risk of of thieving" are you talking about? I mean, it's not like Thieves Guild entrances are all in the center of town, surrounded by town Guards. It's not exactly hard to get to a Fence, so that "risk" is already incredibly small. I get it, I get the idea of the design conceptually, but in practice it just doesn't work that way. Maybe if random NPCs could nark on you and summon guards... but there just aren't enough guards in the game to create a real "risk" and Thieves Guilds are already positioned out of town.
Also, we are talking 10's of gold here. No on is getting rich selling Stolen Goods to Fences. All the Fee does is make no one want to use Pirharri at all.
Billium813 wrote: »I doubt they will remove the fee our assistant charges since doing so also eliminates the risk of thieving.
Basically, if someone has a bounty they can dump their ill gotten loot via the assistant without risk of guards taking it. If they want full price then they need to risk traveling to the fence. It seems to be a clear design.
What "risk of of thieving" are you talking about? I mean, it's not like Thieves Guild entrances are all in the center of town, surrounded by town Guards. It's not exactly hard to get to a Fence, so that "risk" is already incredibly small. I get it, I get the idea of the design conceptually, but in practice it just doesn't work that way. Maybe if random NPCs could nark on you and summon guards... but there just aren't enough guards in the game to create a real "risk" and Thieves Guilds are already positioned out of town.
Also, we are talking 10's of gold here. No on is getting rich selling Stolen Goods to Fences. All the Fee does is make no one want to use Pirharri at all.
The risk is clear and obvious. Granted, I don’t find it hard to avoid or run from a guard but there is still a risk that is very evident.
As you indicated, it’s not hard to get to a den so there is little reason for Zenimax to change their mind on this as the design seems to have been created on purpose.
Cooperharley wrote: »Billium813 wrote: »I doubt they will remove the fee our assistant charges since doing so also eliminates the risk of thieving.
Basically, if someone has a bounty they can dump their ill gotten loot via the assistant without risk of guards taking it. If they want full price then they need to risk traveling to the fence. It seems to be a clear design.
What "risk of of thieving" are you talking about? I mean, it's not like Thieves Guild entrances are all in the center of town, surrounded by town Guards. It's not exactly hard to get to a Fence, so that "risk" is already incredibly small. I get it, I get the idea of the design conceptually, but in practice it just doesn't work that way. Maybe if random NPCs could nark on you and summon guards... but there just aren't enough guards in the game to create a real "risk" and Thieves Guilds are already positioned out of town.
Also, we are talking 10's of gold here. No on is getting rich selling Stolen Goods to Fences. All the Fee does is make no one want to use Pirharri at all.
The risk is clear and obvious. Granted, I don’t find it hard to avoid or run from a guard but there is still a risk that is very evident.
As you indicated, it’s not hard to get to a den so there is little reason for Zenimax to change their mind on this as the design seems to have been created on purpose.
Design choices are made all the time that may conceptually make sense in 2014 but in practice in all of the following years and especially 10 years later, it's just silly.
There's no difficulty getting to a thieves den just like there's no difficulty running back to town to get to a merchant or banker. The assistants are there to provide ease of access and that's it - not to RP and conceptually try to make sense of an in-game mechanic.
It's something that definitely needs to be changed. Conceptual or not - their frame of thinking with it makes the assistant unusable, so that's bad design.
shadyjane62 wrote: »Billium813 wrote: »I doubt they will remove the fee our assistant charges since doing so also eliminates the risk of thieving.
Basically, if someone has a bounty they can dump their ill gotten loot via the assistant without risk of guards taking it. If they want full price then they need to risk traveling to the fence. It seems to be a clear design.
What "risk of of thieving" are you talking about? I mean, it's not like Thieves Guild entrances are all in the center of town, surrounded by town Guards. It's not exactly hard to get to a Fence, so that "risk" is already incredibly small. I get it, I get the idea of the design conceptually, but in practice it just doesn't work that way. Maybe if random NPCs could nark on you and summon guards... but there just aren't enough guards in the game to create a real "risk" and Thieves Guilds are already positioned out of town.
Also, we are talking 10's of gold here. No on is getting rich selling Stolen Goods to Fences. All the Fee does is make no one want to use Pirharri at all.
Ten years I have played this game. Not once have I used the smuggler because the 35% is outrageous.
TBH I had to think twice who the smuggler was.
Cooperharley wrote: »Billium813 wrote: »I doubt they will remove the fee our assistant charges since doing so also eliminates the risk of thieving.
Basically, if someone has a bounty they can dump their ill gotten loot via the assistant without risk of guards taking it. If they want full price then they need to risk traveling to the fence. It seems to be a clear design.
What "risk of of thieving" are you talking about? I mean, it's not like Thieves Guild entrances are all in the center of town, surrounded by town Guards. It's not exactly hard to get to a Fence, so that "risk" is already incredibly small. I get it, I get the idea of the design conceptually, but in practice it just doesn't work that way. Maybe if random NPCs could nark on you and summon guards... but there just aren't enough guards in the game to create a real "risk" and Thieves Guilds are already positioned out of town.
Also, we are talking 10's of gold here. No on is getting rich selling Stolen Goods to Fences. All the Fee does is make no one want to use Pirharri at all.
The risk is clear and obvious. Granted, I don’t find it hard to avoid or run from a guard but there is still a risk that is very evident.
As you indicated, it’s not hard to get to a den so there is little reason for Zenimax to change their mind on this as the design seems to have been created on purpose.
Design choices are made all the time that may conceptually make sense in 2014 but in practice in all of the following years and especially 10 years later, it's just silly.
There's no difficulty getting to a thieves den just like there's no difficulty running back to town to get to a merchant or banker. The assistants are there to provide ease of access and that's it - not to RP and conceptually try to make sense of an in-game mechanic.
It's something that definitely needs to be changed. Conceptual or not - their frame of thinking with it makes the assistant unusable, so that's bad design.
The banker and merchant also have limited use. All by design and all good for the game. THe zones/towns need to feel populated and assistants that have full functionality take away from that.
Cooperharley wrote: »Billium813 wrote: »I doubt they will remove the fee our assistant charges since doing so also eliminates the risk of thieving.
Basically, if someone has a bounty they can dump their ill gotten loot via the assistant without risk of guards taking it. If they want full price then they need to risk traveling to the fence. It seems to be a clear design.
What "risk of of thieving" are you talking about? I mean, it's not like Thieves Guild entrances are all in the center of town, surrounded by town Guards. It's not exactly hard to get to a Fence, so that "risk" is already incredibly small. I get it, I get the idea of the design conceptually, but in practice it just doesn't work that way. Maybe if random NPCs could nark on you and summon guards... but there just aren't enough guards in the game to create a real "risk" and Thieves Guilds are already positioned out of town.
Also, we are talking 10's of gold here. No on is getting rich selling Stolen Goods to Fences. All the Fee does is make no one want to use Pirharri at all.
The risk is clear and obvious. Granted, I don’t find it hard to avoid or run from a guard but there is still a risk that is very evident.
As you indicated, it’s not hard to get to a den so there is little reason for Zenimax to change their mind on this as the design seems to have been created on purpose.
Design choices are made all the time that may conceptually make sense in 2014 but in practice in all of the following years and especially 10 years later, it's just silly.
There's no difficulty getting to a thieves den just like there's no difficulty running back to town to get to a merchant or banker. The assistants are there to provide ease of access and that's it - not to RP and conceptually try to make sense of an in-game mechanic.
It's something that definitely needs to be changed. Conceptual or not - their frame of thinking with it makes the assistant unusable, so that's bad design.
The banker and merchant also have limited use. All by design and all good for the game. THe zones/towns need to feel populated and assistants that have full functionality take away from that.
Well.... I thought so - until starting my new baby account. I'm waiting on the next discount on the banker at least - because more than a dozen times an hour in playing my low level new girls on that account both PC NA and EU, hit F9 to pull up Ezabi - and then realize I don't HAVE Ezabi on that account yet....
The only flaw in that argument is that, as someone already mentioned in this thread, you can travel to a house (e.g. Sleek Creek), go straight into the nearest outlaw's refuge, and use the fence there. That already allows anyone to steal without consequences. This basically makes Pirharri obsolete.DenverRalphy wrote: »If a change needs to be made, I seriously doubt the playerbase will like it, because there's really only one way to fix it. In fact, they'll scream bloody murder if it is fixed.
The fee can't be removed, and they sure as hell can't give it the ability to Launder items either. Why? Because that would make the Justice system completely pointless because everybody could just walk around thieving willy nilly.If you can just dump or wash your treasure/loot on the fly as you go, then the bounty system is effectively taken out of the game because you can just let guards kill you to remove the bounty, and even empty inventory slots being taken up by garbage treasures.
So what's the fix if the Justice System is just so easy to circumnavigate that the assistant's limitetd use is antiquated and pointless? Simple really. Bolster and beef up the justice system so that it's not a trivial matter to get around it. Crank up the bounty-decay times, increase the bounties, extend the aggro range of guards, and let guards whip out that 1-Shot Kill crossbow bolt more often that they currently very rarely use.
Pirhrarri wouldn't be looking so bad then, would she?
The only flaw in that argument is that, as someone already mentioned in this thread, you can travel to a house (e.g. Sleek Creek), go straight into the nearest outlaw's refuge, and use the fence there. That already allows anyone to steal without consequences. This basically makes Pirharri obsolete.DenverRalphy wrote: »If a change needs to be made, I seriously doubt the playerbase will like it, because there's really only one way to fix it. In fact, they'll scream bloody murder if it is fixed.
The fee can't be removed, and they sure as hell can't give it the ability to Launder items either. Why? Because that would make the Justice system completely pointless because everybody could just walk around thieving willy nilly.If you can just dump or wash your treasure/loot on the fly as you go, then the bounty system is effectively taken out of the game because you can just let guards kill you to remove the bounty, and even empty inventory slots being taken up by garbage treasures.
So what's the fix if the Justice System is just so easy to circumnavigate that the assistant's limitetd use is antiquated and pointless? Simple really. Bolster and beef up the justice system so that it's not a trivial matter to get around it. Crank up the bounty-decay times, increase the bounties, extend the aggro range of guards, and let guards whip out that 1-Shot Kill crossbow bolt more often that they currently very rarely use.
Pirhrarri wouldn't be looking so bad then, would she?
Well, I weigh that inconvenience against the 35% fence fee, and guess which one wins?DenverRalphy wrote: »The only flaw in that argument is that, as someone already mentioned in this thread, you can travel to a house (e.g. Sleek Creek), go straight into the nearest outlaw's refuge, and use the fence there. That already allows anyone to steal without consequences. This basically makes Pirharri obsolete.DenverRalphy wrote: »If a change needs to be made, I seriously doubt the playerbase will like it, because there's really only one way to fix it. In fact, they'll scream bloody murder if it is fixed.
The fee can't be removed, and they sure as hell can't give it the ability to Launder items either. Why? Because that would make the Justice system completely pointless because everybody could just walk around thieving willy nilly.If you can just dump or wash your treasure/loot on the fly as you go, then the bounty system is effectively taken out of the game because you can just let guards kill you to remove the bounty, and even empty inventory slots being taken up by garbage treasures.
So what's the fix if the Justice System is just so easy to circumnavigate that the assistant's limitetd use is antiquated and pointless? Simple really. Bolster and beef up the justice system so that it's not a trivial matter to get around it. Crank up the bounty-decay times, increase the bounties, extend the aggro range of guards, and let guards whip out that 1-Shot Kill crossbow bolt more often that they currently very rarely use.
Pirhrarri wouldn't be looking so bad then, would she?
And Emmisary's Enclave has a door exiting directly into an Outlaw Refuge. But it doesn't matter.
Even the best thieves get spotted from time to time, and often at very unfortunate times. And traveling to the house every time you pick something up worth any value is too much trouble, and often bad for your crime spree because other thieves will step right into your rotation while you're zoning.
For example, the Vvardenfell safebox run throughout the zone. No thief who knows what they're doing is going to scurry home after they pick every safebox and pocket in an area. They[re gonna go straight to the next area because the competition is pretty cutthroat. They're not headed back to safety until they either collect a substantial number of high value treasures, or hit a big score with a 500k-5mil drop, or they complete the loop. They don't want to keep porting home to safety, because they know the chances are high that another thief will have cleaned the next area while they were gone.
Well, I weigh that inconvenience against the 35% fence fee, and guess which one wins?DenverRalphy wrote: »The only flaw in that argument is that, as someone already mentioned in this thread, you can travel to a house (e.g. Sleek Creek), go straight into the nearest outlaw's refuge, and use the fence there. That already allows anyone to steal without consequences. This basically makes Pirharri obsolete.DenverRalphy wrote: »If a change needs to be made, I seriously doubt the playerbase will like it, because there's really only one way to fix it. In fact, they'll scream bloody murder if it is fixed.
The fee can't be removed, and they sure as hell can't give it the ability to Launder items either. Why? Because that would make the Justice system completely pointless because everybody could just walk around thieving willy nilly.If you can just dump or wash your treasure/loot on the fly as you go, then the bounty system is effectively taken out of the game because you can just let guards kill you to remove the bounty, and even empty inventory slots being taken up by garbage treasures.
So what's the fix if the Justice System is just so easy to circumnavigate that the assistant's limitetd use is antiquated and pointless? Simple really. Bolster and beef up the justice system so that it's not a trivial matter to get around it. Crank up the bounty-decay times, increase the bounties, extend the aggro range of guards, and let guards whip out that 1-Shot Kill crossbow bolt more often that they currently very rarely use.
Pirhrarri wouldn't be looking so bad then, would she?
And Emmisary's Enclave has a door exiting directly into an Outlaw Refuge. But it doesn't matter.
Even the best thieves get spotted from time to time, and often at very unfortunate times. And traveling to the house every time you pick something up worth any value is too much trouble, and often bad for your crime spree because other thieves will step right into your rotation while you're zoning.
For example, the Vvardenfell safebox run throughout the zone. No thief who knows what they're doing is going to scurry home after they pick every safebox and pocket in an area. They[re gonna go straight to the next area because the competition is pretty cutthroat. They're not headed back to safety until they either collect a substantial number of high value treasures, or hit a big score with a 500k-5mil drop, or they complete the loop. They don't want to keep porting home to safety, because they know the chances are high that another thief will have cleaned the next area while they were gone.
Please stop acting as a self-appointed moderator, i.e. mentioning the time between my earlier post and the previous one, even though this topic is still very much relevant. Since you're also aiming your posts at me, not the topic, I have no further comment to add to this thread.DenverRalphy wrote: »Well, I weigh that inconvenience against the 35% fence fee, and guess which one wins?DenverRalphy wrote: »The only flaw in that argument is that, as someone already mentioned in this thread, you can travel to a house (e.g. Sleek Creek), go straight into the nearest outlaw's refuge, and use the fence there. That already allows anyone to steal without consequences. This basically makes Pirharri obsolete.DenverRalphy wrote: »If a change needs to be made, I seriously doubt the playerbase will like it, because there's really only one way to fix it. In fact, they'll scream bloody murder if it is fixed.
The fee can't be removed, and they sure as hell can't give it the ability to Launder items either. Why? Because that would make the Justice system completely pointless because everybody could just walk around thieving willy nilly.If you can just dump or wash your treasure/loot on the fly as you go, then the bounty system is effectively taken out of the game because you can just let guards kill you to remove the bounty, and even empty inventory slots being taken up by garbage treasures.
So what's the fix if the Justice System is just so easy to circumnavigate that the assistant's limitetd use is antiquated and pointless? Simple really. Bolster and beef up the justice system so that it's not a trivial matter to get around it. Crank up the bounty-decay times, increase the bounties, extend the aggro range of guards, and let guards whip out that 1-Shot Kill crossbow bolt more often that they currently very rarely use.
Pirhrarri wouldn't be looking so bad then, would she?
And Emmisary's Enclave has a door exiting directly into an Outlaw Refuge. But it doesn't matter.
Even the best thieves get spotted from time to time, and often at very unfortunate times. And traveling to the house every time you pick something up worth any value is too much trouble, and often bad for your crime spree because other thieves will step right into your rotation while you're zoning.
For example, the Vvardenfell safebox run throughout the zone. No thief who knows what they're doing is going to scurry home after they pick every safebox and pocket in an area. They[re gonna go straight to the next area because the competition is pretty cutthroat. They're not headed back to safety until they either collect a substantial number of high value treasures, or hit a big score with a 500k-5mil drop, or they complete the loop. They don't want to keep porting home to safety, because they know the chances are high that another thief will have cleaned the next area while they were gone.
Yup, that is correct. Which brings us back to how to fix it. Remove the fee, literally making a trivial justice system 100% useless. Or fix the justice system to give the 35% fee an actual consideration?
The 'fee' of 35% can be completely negated by having all the relevant legerdemain and thieves guild passives (not including cp, I think).
I expect the developers made Piranha (or whatever) with that in mind.
DenverRalphy wrote: »Wow, necro post almost a year old. But I'll contribute.
If Pirharri didn't have the 35% fee, and could launder, then the entire Bounty System would simply become obsolete.
Thieves could simply pick a pocket, sell the loot. Crack open a safebox, sell the treasure and launder the big score. Get stopped by a guard? pffft... take the death because there's nothing to lose because you've already sold/laundered everything and you get a free bounty reset and the junk/trash items are confiscated to clear your inventory slots.
And if that's the case. Might as well just go back to Pre-Justice system and everything is just lootable.
The 'fee' of 35% can be completely negated by having all the relevant legerdemain and thieves guild passives (not including cp, I think).
I expect the developers made Piranha (or whatever) with that in mind.
Since thread is necroed....updating/correcting this.
The fee can be completely negated with Thieves Guild Haggling passive (+10%) and the green cp star 'infamous' (+25%). Still think devs had this in mind when creating this npc.
With some of the requests to remove the penalty, I doubt zos will fix it with Piranha (or whatever her name is - I don't use her either) but might introduce a new crown-store exclusive assistant who doesn't have the penalty and looks like a cat, bird, factotum...
This is exactly why Pirrhari doesn't fence, banker assistants don't have guild access, and the merchant doesn't repair armor. ZOS wants people to have to go to towns, so they look busy and vibrant, and the game looks like it's thriving. Which is also why you'll never be able to do writs in your house, too.
MreeBiPolar wrote: »This is exactly why Pirrhari doesn't fence, banker assistants don't have guild access, and the merchant doesn't repair armor. ZOS wants people to have to go to towns, so they look busy and vibrant, and the game looks like it's thriving. Which is also why you'll never be able to do writs in your house, too.
On that note, what's a meaningful reason for outlaw refuge bankers to not have guild access?
The 'fee' of 35% can be completely negated by having all the relevant legerdemain and thieves guild passives (not including cp, I think).
I expect the developers made Piranha (or whatever) with that in mind.
Since thread is necroed....updating/correcting this.
The fee can be completely negated with Thieves Guild Haggling passive (+10%) and the green cp star 'infamous' (+25%). Still think devs had this in mind when creating this npc.
The 'fee' of 35% can be completely negated by having all the relevant legerdemain and thieves guild passives (not including cp, I think).
I expect the developers made Piranha (or whatever) with that in mind.
Since thread is necroed....updating/correcting this.
The fee can be completely negated with Thieves Guild Haggling passive (+10%) and the green cp star 'infamous' (+25%). Still think devs had this in mind when creating this npc.
The fee cannot be completed negated.
Her cut is multiplicative. Haggling and Infamous are first additive with each other and then multiplicative. The game does not just do -35% for her cut and +35% for your bonuses. It multiplies by 0.65 for her cut and then by 1.35 for the two bonuses combined. The result is 87.75%.
Check this screenshot - you will see Haggling Bonus 35% in the lower right because I have both Infamous and Haggling. Pirharri will still only give me 880 gold for a stack of 10x 100-gold green items, or 88 gold each. She will give 35 gold per white treasure, which have a default price tag of 40 gold (40 * 0.65 * 1.35 = 35.1).
The 'fee' of 35% can be completely negated by having all the relevant legerdemain and thieves guild passives (not including cp, I think).
I expect the developers made Piranha (or whatever) with that in mind.
Since thread is necroed....updating/correcting this.
The fee can be completely negated with Thieves Guild Haggling passive (+10%) and the green cp star 'infamous' (+25%). Still think devs had this in mind when creating this npc.
The fee cannot be completed negated.
Her cut is multiplicative. Haggling and Infamous are first additive with each other and then multiplicative. The game does not just do -35% for her cut and +35% for your bonuses. It multiplies by 0.65 for her cut and then by 1.35 for the two bonuses combined. The result is 87.75%.
Check this screenshot - you will see Haggling Bonus 35% in the lower right because I have both Infamous and Haggling. Pirharri will still only give me 880 gold for a stack of 10x 100-gold green items, or 88 gold each. She will give 35 gold per white treasure, which have a default price tag of 40 gold (40 * 0.65 * 1.35 = 35.1).
Thanks for the correction, and for checking, which I confess, I did not do and incorrectly assumed they were additive and therefore simply cancelled. Apologies; as I mentioned earlier I don't use that assistant and never have.
On checking I came by the same results slightly differently: 0.65 to account Piranah's(edit: or whatever her name is) cut to which is added 0.35 of that result due to haggling[0.2275] - the result is same at listed_price * 0.8775 (or, more fully, listed_price * [0.65 + 0.2275] ).
Thanks again - greatly appreciate the insightful check & correction.