Thieves

NonelNonel Posts: 29
The challenges of having thieves on NL were brought up by Kryonix on the general forum during beta. He had good points, I suppose, regarding grief. As of now has there been any changes to this? Is it worth having a discussion about? Maybe figuring out a way to get us involved? Or were we, the endangered yet noblest profession of old UO, finally thrown out?

Comments

  • If no coding has taken place yet, I suspect we're in for a long wait.
    However, some suggestions that might avoid the griefing:

    1. Bomb Squad. A specific type of mob places a curse on you. This takes the form of an item in your backpack. While carrying it, it has a negative effect on you. Let's take stat loss as a possible example of this. You cannot remove the item yourself. You need the services of a "skilled professional". A thief snoops you, takes the item, puts it into a crafter-created deactivation container. What you do with it after that - well, there's potential. It's a complex way to get a rare ingredient, if you want one. 
    As a fail-safe, if not removed, the cursed item expires after a given period - perhaps an hour? 

    2. Town spies, much like the faction / sigil thieves. We've already established that the politics in NL are not the same as other shards - no king, towns govern themselves. So, turn that to our advantage. Boost loyalty - and your house refresh - by stealing secrets from other towns. 

    3. Bosses. Right now, the tamer is supreme. Why not introduce some bosses that require different skills to take down? A boss that becomes more vulnerable after some key item is stolen from it wouldn't greatly upset anyone - or it shouldn't. 

    4. Areas. "Warning: Thieves operate in this area. Please keep a close eye on your valuables".  
    Then make it highly lucrative to actually GO into that area. Risk vs reward. 

    Or, come up with something completely new and innovative. 
    As said, I'm aware that ANY change requires dev time.

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