Stealing skill against players?

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Katia

Stealing skill against players?

Post by Katia »

We have all experienced troubles when someone begins stealing stuff all around town.


I think this skill should not be used against other players, but until now that depends on the player's personal ethics, and since the skill is able to get used there's no way you can avoid this behavior.


So, wouldnt it be a good idea to put it clear if stealing is or isn't allowed in each server?


And if it is allowed, it could be balanced with the pking posibility too.





I might sound as Gollum here :D but I treasure my collected stuff and if i'm carrying it is cause i'll probably need it sooner or later to fight some foe, so IMO losing some item would be really worse than death with it's consecuences.


Everybody cares too much about levels, but if you have the items that brought you to a certain level you will sooner or later (and very probably much faster than before) go back to the level you was but you may find it very hard to find some kind of items again in the world.





There are some who think stealing is a way to compete and that "about equal level characters should be allowed to compete because it's a part of the game".





But i don't see it very logical that a server that doesn't allow pk'ing allows stealing.





What do you think?
Avion
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Post by Avion »

Maybe if the stelaling attempt fails something nasty can happen to the theif (guards, frozen, jail...)? Would this be acceptable since PK is not? On the other hand maybe it very well should be somehthing you can turn off in the settings file. How about doing both ideas?
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hoxu
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Post by hoxu »

Good idea avion..

http://www.metalforge.net/cfmb/viewtopic.php?t=132 is related to this too :)

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Ryo
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Worse thing is...

Post by Ryo »

That stealing from another player doesn't give any experience....

So I assume thieves steal only for items....

I don't mind per se stealing, but there should be a like a counterskill you could ready to prevent attempt, or something like that. Of course that would require readying it when other players are in the neighbourhood :-)
(talk about distrust...)

Just my 2 cents of €
Pathor
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Re: Stealing skill against players?

Post by Pathor »

Katia wrote: There are some who think stealing is a way to compete and that "about equal level characters should be allowed to compete because it's a part of the game".

But i don't see it very logical that a server that doesn't allow pk'ing allows stealing.

What do you think?
Yes, without pking, it is a bit hard to get revenge if you don't have the stealing skill yourself. PKing is a good way to get balance against stealing, but if it isn't allowed then there is nothing stopping thieves, except other thieves. :wink:
Avion
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Post by Avion »

You know, what should really be done is have an outlaw flag that indicates when someone has gone rogue and thus is fairgame for retribution. This would mean if someone steals or attacks another player they are flagged as an outlaw, and can be attacked or stold from with no consequence. If you attack or steal from a player who is not an outlaw you will become an outlaw. Maybe even have areas where outlaws cannot enter (like newbie areas). This outlaw state can be indicated on a who command or something. If you want to be an outlaw then you are subject to beatings...
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Reminds me of something

Post by Ryo »

Avion wrote:You know, what should really be done is have an outlaw flag that indicates when someone has gone rogue and thus is fairgame for retribution.
That reminds me of a QuakeII mod called 'Holy wars' (i think).
There was a Saint & some Heretics, and heretics could only kill the saint without any consequence, while the saint could kill anything :-)
An heretic killing another heretic resulted in being unable to restore health & such...

That outlaw flag could be fun.
But killing because someone stole, I think that's slightly overkilling (no pun intended).
Also that flag should only last for some time, like a few hours (player's time, not server!).

Just my 2 cents of €
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hoxu
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Post by hoxu »

Outlaw flag, alignment, criminal points.. implemented the right way it could be really neat. I think there's been some discussion about adding alignment to the game. I wonder what was the outcome?

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garbled
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Post by garbled »

Problem with an outlaw flag is that it's really easy in CF to accidentally kill someone. Especially when you are casting fireballs and someone wanders into the room.

That being said, we had one on my mud, and the way it worked was if you tried to attack a player, you instantly got an outlaw flag. You also got one if you tried to steal, and failed. (from a player)

If I were going to design this, I would make the rules pretty much the same. You can get outlaw flagged by:

1) Killing a player with a ranged attack.
2) Attacking a player with a physcial attack.
3) Stealing from a player, and failing in the attempt. (you got caught)

Now, you need a way to lose the flag. Here are some ideas:

1) Track who the flag registered against. Have a forgive command.
2) You can turn yourself in to the jail, it will pick a sentance, you serve it out, and the flag is cleared on release.
3) If another player kills you. (killing outlaws is a free kill, no flag)
4) The player can bribe an official.

In addition, outlaws would get attacked when passing guards, and friendly NPCs.
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hoxu
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Post by hoxu »

garbled wrote:Now, you need a way to lose the flag.
I'd vote for timeout (certain time online or something).
garbled wrote:In addition, outlaws would get attacked when passing guards, and friendly NPCs.
And not get attacked by monsters? :P

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