Plaza Suggestion 09/12/2012 06:57 PM CDT
I'll admit, this is specifically designed to cater to my laziness.

>ask guard for bank
A guard says, "I'd be glad to get you an escort to the bank, but since it's outside of our normal duties, I'll have to charge you xxxxxxx. Want me to take you?"
[Ask again within 30 seconds to be taken to Market Plaza, Foyer.]

>ask guard for bank
A plaza guard says, "Very well, right this way." The guard leads you your destination....

Poof bank.

Stick another guard at the bank to do the reverse, done.

Yes, I'm lazy, but I'd be glad to pay a gold or two to zip back and forth.



Weapons for Sale:
http://www.elanthipedia.org/wiki/User:Caraamon#Wares
Hunta Talna Kortok, built by Gor'Togs, for Gor'Togs
http://www.angelfire.com/rpg2/caraamon/home.html
Combat Balance List:
http://tinyurl.com/DRBalance
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Re: Plaza Suggestion 09/13/2012 10:24 PM CDT
How about:

>.plazatobank

Where it goes:
put go gate
put go ramp
put s
put s
put go ramp
put w
put go bank
put go window

It's less typing. And they'd probably stick in a RT for asking those guards.

Personally as a Trader, I actually do .shoptogris and then .gristobank. I've been too lazy myself to make a script to go direct from my shop to the bank, and I'm more accustomed to visiting the gem shop first. I'm actually pretty quick at manually going from my shop to the bank, but after the first few hundred times one has it memorized.

Kaeta Airtag

>>Actually an opinion cannot be changed or corrected. Nice try back of line.-VERATHOR
>>But it can be wrong.-Starlear
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Re: Plaza Suggestion 09/14/2012 03:29 AM CDT
I'd prefer it to be usable anywhere in the plaza and save your location, so you could ask to return and be taken back to whatever shot you came from.



Weapons for Sale:
http://www.elanthipedia.org/wiki/User:Caraamon#Wares
Hunta Talna Kortok, built by Gor'Togs, for Gor'Togs
http://www.angelfire.com/rpg2/caraamon/home.html
Combat Balance List:
http://tinyurl.com/DRBalance
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Re: Plaza Suggestion 09/14/2012 04:02 AM CDT
I have to say, the trip may be really quick, but I've always wanted something like this too. I know it's terribly lazy, but it seems like every time I go shopping I find one thing after another and run back and forth, and it's just tiresome.

Although I'd rather just be able to withdraw from my bank account from right within the shop.


-- Player of Eyuve
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Re: Plaza Suggestion 09/14/2012 06:05 AM CDT
Maybe an atm at the foyer? Charge per use kinda thing?

On a whim...: http://www.lostonawhim.com/

The Zoluren army asks, "We're um.... really sorry about the clubhouse and all... so uh... are we cool?"

Train? Why? I'll get there eventually...
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Re: Plaza Suggestion 09/14/2012 07:30 AM CDT

From a Thief-players point of view, I hate this idea. I know with scripted actions it basically is impossible to catch anyone moving from the plaza to the bank and back either way, but to completely negate that chance with yet another mechanic that hamstrings the STEAL verb would be a bit of a letdown.
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Re: Plaza Suggestion 09/14/2012 10:23 AM CDT
I'd rather see new and interesting uses for the steal command and skill than continue to harp on 'player stealing'.

It's valid RP sure. But it's also rather grieftastic, and largely rendered moot by travel scripts or simply spamming directions.

It's a lost thing man. Let it go.



Adding nothing to the conversation since 1834.
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Re: Plaza Suggestion 09/14/2012 10:52 AM CDT
>>It's a lost thing man. Let it go.

Completely disagree and is still the thing I enjoy most in the game. Now that perception is incredibly easy to train as well there's no excuse to be stolen from. Do I wish there were no "no-steal" rooms? Of course, but you can still steal from players if you know where to go or are a little creative.
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Re: Plaza Suggestion 09/14/2012 11:45 AM CDT
I am still pissed from years ago as a new character killing enough goblins to get the 5 gold or whatever the Pilgrim's Badge cost at the festival they came out at, and having it all stolen from me on the barge to Lang.

Good times, good times.
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Re: Plaza Suggestion 09/14/2012 12:40 PM CDT
My first real person to person experience in DR was a theft. Way back when I played a paladin that saved everything for the Massive Plate armor from Dirge. Someone asked if they could appraise it and told me to take it off and put it on the ground. Next thing I knew they were running off with it.

The next day I rerolled and started looking for the thieves guild.
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Stealing Suggestions 09/14/2012 01:43 PM CDT
>>I'd rather see new and interesting uses for the steal command and skill than continue to harp on 'player stealing'.

I should point out that I personally enjoy player stealing, I think the locked OPEN penalty is a bit harsh since it can always lead to some "profile pvp'er" coming along and taking someone out "just because they were open." If player stealing would instead block you from being able to go CLOSED, along with whatever consent is given to the victim, I think that would be just fine.

Another things that could make "money matter" in regards to the stealing skill would be to open up all the NPCs to the stealing mechanics. There are a ton of NPCs out there that you cannot steal from, however it stands to reason that if they sell something or offer a pay-to-use service, you should be able to snatch some coin from them. Things like...
-Shopkeeper NPCs. In order to set difficulty, give them an average between their highest cost item and lowest.
-Salesmen/women NPCs. From the little flower girl in Ratha to the random monks all over Elanthia, all of them that sell anything at all should be carrying a purse that can be stolen from. I would set them like the Shopkeeper NPC and have their difficulty be an average of their cheapest and most expensive items.
-Pilot NPCs. Maybe not the larger "no-pay" public transportation ones or on player owned ships, but the rent-a-boats in Theren for sure. Give them a set amount of money and have it increase in difficulty the less they have, refills anytime someone pays for command.
-Lift Guard NPCs. All over Ratha there is coin changing hands anytime someone grabs those lifts. Those guards should be able to be stolen from, perhaps justice could have an extra penalty in there for it (crimes against the crown?) and even be punishable by a trip to the penal colony. I'd expect the difficulty on these to be pretty rough, no clue as to what sort of numbers though. Definatly scaled with the lower tiers being easier than the top.


There is a lot of others out there, I just haven't thought of them all yet. I think the majority of them could benefit from having their character "fleshed" out a bit as each is given their own flavor of justice if players get caught. Some NPCs I don't expect to ever steal from (IE: banks, guildleaders, stat trainers, etc.) but I really don't see a whole lot of reason why some alchemist peddling wares on the street should be impervious to a little skullduggery and thieving.



The Shard Sentinel nods to Alexii and says, "Yes, you may pass."
Alexii says, "Sucker!"
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Re: Stealing Suggestions 09/14/2012 01:49 PM CDT
The museum is a really awesome perk of stealing, maybe they could expand that concept too to support higher ranks by adding some more rare components in there.
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Re: Stealing Suggestions 09/14/2012 05:53 PM CDT
still waiting for stealing from critters too.

/---
Oh and last one, DR at any given time has a population of weenies that will criticize at the drop of a hat, don't take things personally it happens to everyone.
Leucius
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Re: Stealing Suggestions 09/17/2012 01:52 PM CDT
> still waiting for stealing from critters too.

That would at least make stealing easier to train... tie stealing into the critter's perception, and all the scalable training issues would be fixed. I wouldn't even care (much) if you don't get anything valuable for stealing from them.
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Re: Stealing Suggestions 10/23/2012 06:16 PM CDT
haha love how this thread evolved from "Plaza Suggestions" to "Stealing Suggestions"

1 - I love Caraamon's Idea. Regardless of the laziness factor. Rather then "not our guard duties" maybe a "I can't really do that... while on Duty. I'm going on break in a minute, I'll run you to the bank and back... for a small fee" After a small delay, the guard escorts you to the bank. At which point you automatically withdraw coin and pay him. Thus point you could prompt him to return, but if you wait too long he'll leave without you. Usable once a day - Can't expect guards to have the freedom of a smoke break whenever they feel like it! Also this would (albeit slightly) address Osus' concern. You'd still have to leave the plaza on your own with any change, if you used the guard to get it. Personally, unless I'm getting 1 specific item, I typically bring more than I end up spending..

As far as the Stealing topic that the thread turned into...

I remember how much fun thieves were when there was a lot of Player-Theft. Sure, I got robbed of my golds as I hurriedly ran into the festival. It was amazing I was able to buy much! I learned to carry lots and lots of coppers a that time. They may grab a hand full of coin, but they grab a hand full of coppers rather than silvers or golds! heh. I remember running into plenty of thieves between Goblins and Rock Trolls. They were great fun. Ofcourse it sucked that they'd rob you blind while your in the middle of killing something, so they had a better chance at escaping! Oh how happy I was when the changes were put in that you couldn't be stolen from if you were in combat! Later when I rolled up my Paladin, thieves considered him an easy target. Mind you, this is the days when Paladins were 100% expected by Players AND GMs to follow the "Code". Needless to say, my little Paladin surprised a few thieves when he tracked them down, halted them and then Hacked them down! Oh fun fun!

Anyways enough with the memories. I like the ideas I see here. Opening up more NPCs, varying range of difficulties. Maybe if ya get caught tryin to pick pocket the wrong one, rather then just being accused of theft - they attempt to attack you! Ofcourse, nothing too serious - maybe a crack upside the head. Bleeder, long stun, then tosses you out on the curb!

I like the idea of the boat Captains being robbed - limited funds, replenishing only when they're services are paid for. Maybe on a weekly basis they have extra coin in pocket (perhaps a payment on a contract for keeping their boats available). Maybe even a day or three without Any coin -- payments made for maintenance of the boats. Maybe thats going into too much detail. My ideas for the suggestion stem from not seeing them become an easy money jar that thieves will camp out on to become rich. Throwing in a bit of diversity so that even if the captain had been rented several times, not been robbed, there's still a chance that a thief may not find full pockets.

I also like the idea of critter-stealing. Kinda surprised it hasn't been implemented. I know I'd be pissed of a thief came in, robbed all the critters of coins so that when I killed them, I had nothing to gain for it. Sure I hunt for XP, but also to build up the bank! Now if they were given a 'seperate' source of money that was only picked up on to be stolen from, I expect some thieves would focus on robbing their target, then killing it. Thus doubly earning from each kill. Then we'd hear the masses cry about how if your not stealing, then you can't compete with the income of those who do. Sounds petty - it is Petty. People will complain when a group of people has an advantage over another. I'm assuming perhaps these are the reasons that stealing from critters has NOT been put into the game? So my suggestion is this - successful theft on a critter results in a trinket. Something thats not going to be of much value, maybe can still get dumped into a gem pouch/bundle/some other 'reduce to 1 item' container. I dunno, just some ideas.
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Re: Stealing Suggestions 10/26/2012 02:14 PM CDT
Critter stealing is #1 on my list of things I would like to see. I don't care if I don't even earn anything and is just for training.
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Re: Stealing Suggestions 10/26/2012 02:25 PM CDT
Had a sudden idea, more or less so that it's not an issue of in-game monetary reward. Have people just steal loose and non-pawnable items from them.

It might make it more difficult to code that way, but maybe from a game balance that has been something that has been a hiccup.

_____________________________________
Victory Over Lyras, on the 397th year and 156 days since the Victory of Lanival the Redeemer.
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Re: Stealing Suggestions 10/26/2012 02:39 PM CDT
>Have people just steal loose and non-pawnable items from them.

not a bad idea I think, but maybe better if the item could be binned for reputation. even better if the items have a longer amount of time before they can't be binned so the character doesn't have to leave combat immediately just to bin whatever trinket they steal.

Blackguard Danoryiel

"Sogan udazama umbunor fau arrazoi inishatu seiremisai. (Only the fallen have nothing to despair)"
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Re: Stealing Suggestions 10/26/2012 04:37 PM CDT
Combat theft would be about training thievery in combat.

The trade off should be that you don't get compensation or rep for it, otherwise all non-combat thievery is pointless, since you can train 40000 skills at once in combat and only 4-5 doing stealing. Plus you lose the justice risk.

So if it results in any form of payout, it's grossly overpowered.



Adding nothing to the conversation since 1834.
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Re: Stealing Suggestions 10/26/2012 04:51 PM CDT
>>The trade off should be that you don't get compensation or rep for it, otherwise all non-combat thievery is pointless

The point of robbing shops just for the sake of robbing shops would become devalued, but robbing a store because you actually want something in it will become the norm. I'm sure there will always be a need for alchemy tools, herbs, cambrinth, throne city loot, etc.

>>So if it results in any form of payout, it's grossly overpowered.

It's my understanding that thief confidence gets boosted by doing thief things that are risky in combat and risky in justice zones, so it's not entirely out of the ordinary to see thief rep work in a similar way.



When in doubt, http://elanthipedia.org/
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Re: Stealing Suggestions 10/26/2012 06:33 PM CDT
>The point of robbing shops just for the sake of robbing shops would become devalued, but robbing a store because you actually want something in it will become the norm. I'm sure there will always be a need for alchemy tools, herbs, cambrinth, throne city loot, etc.

As far as I'm aware, aside from convenience thefts, the point you can steal an item is significantly, grossly, past the point where you would be using the item normally. So it's easier to simply buy it. Store stealing is really pretty useless except for the museum, which is singular.



Adding nothing to the conversation since 1834.
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Re: Stealing Suggestions 10/26/2012 11:47 PM CDT
Oh and during invasions, being able to steal supplies from enemy facilities. Their camp have it be a covert action, deep behind enemy lines, with capture worse then death.

Of course the reputational rewards would be significant.

_____________________________________
Victory Over Lyras, on the 397th year and 156 days since the Victory of Lanival the Redeemer.
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Re: Stealing Suggestions 10/27/2012 03:52 AM CDT
<<Store stealing is really pretty useless>>

not really. depends on your stealing ability, and what sort of pawning you can do. I found that it paid quite well.


-schvartz's puppeteer in prime-

/---
Oh and last one, DR at any given time has a population of weenies that will criticize at the drop of a hat, don't take things personally it happens to everyone.
Leucius
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