MooCow wrote:1. Burglary requires that you perform a lot of tasks in order to steal. You need to get enough stealth to pick locks, walk from your hearth to the site, wait at least 1 hour to get in. My hope is that this bar makes stealing more common, without making it oppressive.
It doesn't seem like a lot to me. Let's even assume you play all day long, and sleep on average 6 hours a day. That still gives a 6 hours window for anyone to steal from you with ease.
Getting stealth is a joke, unless a wooden lock takes 1000 stealth, and the rest up from there. But it would make no sense.
Walking to the site, that's what already everyone does for anything.
Waiting 1 hour to get in? No big deal, you still have at least 5 more hours.
Unfortunately with how kinship works, you could just make an alt, kin your victim (most people accept kinships from anyone), and in a few days study his online-offline pattens. There you go, you'll know exactly when to strike without getting caught.
Without better prerequisite, something hard to raise, people would just spam thief alts. LPs are not really a rare commodity, and can easily be gained on inactive alts through study tables.
MooCow wrote:2. I kinda agree. Originally I pointed out that stolen items should never disappear, but realize that having enough time people will be huge jerks. I suggest a correction. Thieves take 10% shp damage when stealing instead of just 1
This is something I can agree on. A % damage makes constitution pointless, allowing both noobies and veterans to only steal so much, and do so much damage.
The only issue I can still see, is large factions (or crazy multi boxers) going with several accounts. If 1 thief gets in, he can do 9 "point of damage" (90% shp), but if it's 10 guys, then things get messy.
Sure that means raising 10 accounts, but with stealth being the only prerequisite, it's not that big of a deal, especially for larger groups.
MooCow wrote:3. Alt vaulting needs to be fixed. For now I think the trouble of logging in and out makes it unlikely that people would vault more than 4-5 alts or 250-300 items. Being able to steal stuff is not actually the main reason for burglary. Stealth killing red handed people is. Burglary is just very thematic, and an often requested feature.
As of today, I don't do alt-vaulting.
If this was introduced right now, I would, and I would hard. I would make a selection of everything I own, trying to reduce its number as much as I can, and then put everything on alts. Whatever I can't keep on an alt, would get dumped. Hell I'd even consider not playing anymore, rather than get my stuff stolen without a fair chance to defend it.
I have no issue with the killing red-handed people, but I don't see it working well. People would just make a small "safe spot" for red-handed characters, making like a 4x4 palisade and building more gates in front of it. With a 1-hour minimum time to lock pick, 10 gates would mean 10 hours at least.
It being only a spot for 1 character to be afk at, you don't need it to be large, so it doesn't really take that much space.
MooCow wrote:I really like the idea of guard dogs, any system that allows theft to bypass walls needs to wait until we get them guard doggos
Guard dogs would effectively work only if it becomes a mini game. I imagine something like this: the dogs patrol the area at walk speed. The thief has to move at crawl speed not to alert them. If the thief alerts a dog, going too fast or moving too close to it, the dog attacks.
While in combat, the thief shouldn't be able to fight back the dog (or any semi-decent UA/MC build will make dogs useless), but should have a chance to escape if he can rush to the gate before getting killed.
If he manages to escape, he can't attempt to steal from the same claim for 24h or something (preventing thief to just keep trying over and over until they manage to get what they wanted)