Right now, goods that are stolen can be tracked down. While this can be useful for finding criminals, this injects a new aspect of paranoia to trading. If you want to find someone's village, steal an object from yourself or a friend, gather the scents, then trade that object with the person you want to locate. Your scents can now be used to locate that person's home or village.
Proposed solution: make stolen objects show if they have scents pointing to them.
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Onionfighter
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Trade and tracking stolen goods
Cheerleader
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ElGato
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Re: Trade and tracking stolen goods
Solution:
Trade only with trusted people.
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Trade only with trusted people.
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theTrav
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Re: Trade and tracking stolen goods
I like onionfighters suggestion, I'd probably add to it that it'd be nice if the scent followed the same visibility rules at tracking, therefore people with high perception and exploration are better able to spot "hot" goods, wheras thieves still have some potential to sell stuff on...
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Chakravanti
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Re: Trade and tracking stolen goods
isn't that kind of like perception on QL tho? It's not bad but still it's one more thing that favors already OP players.
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
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Brian
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Re: Trade and tracking stolen goods
Maybe selling hot stuff would create some additional difficulties for the one that tracking it, one more skill check or something, but more like somehow extend whole tracking process while i like idea about "spotting" those goods.
The only reason why i like this is because we all now what we could get if this is implemented right — A Black Market! Yay! Or at least a drama on the traders square: "-Why those cavebulbs are so cheap, are you trying to sell a stolen goods to me, you lowlife?! - How could you, my lord, i raised them with my own arms" Stuff like that.
The only reason why i like this is because we all now what we could get if this is implemented right — A Black Market! Yay! Or at least a drama on the traders square: "-Why those cavebulbs are so cheap, are you trying to sell a stolen goods to me, you lowlife?! - How could you, my lord, i raised them with my own arms" Stuff like that.
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Jackard
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theTrav
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Re: Trade and tracking stolen goods
not quite the same, perception on QL was implemented with the idea that it nerfs everyone to some degree, wheras this is more of a concession to thieves that if they can find the right patsy to pass their gear off they can still get by.Chakravanti wrote:isn't that kind of like perception on QL tho? It's not bad but still it's one more thing that favors already OP players.
It may prove better to force thieves to hold on to their loot until the scents wear off though
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Potjeh
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Re: Trade and tracking stolen goods
I'd rather not have the exploration check to see if an item is hot. Hot items should go to fences, who can resell them when the heat dies down.
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vikingdragons
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Re: Trade and tracking stolen goods
ah yes, this way theives would have a reason to work with other ppl, and then there will be a real criminal element, instead of rangers get mauled by bears (me) and ppl getting randomly attacked by raider hordes (wait, thats noly midly broken
)
but theives would have to trust the fences, and the fences the theives to a smaller degree. before you know it, we have gang wars and theives guilds!
but theives would have to trust the fences, and the fences the theives to a smaller degree. before you know it, we have gang wars and theives guilds!
"A word to the wise ain't necessary. It's the stupid ones that need the advice." -Bill Cosby