so right now it appears what we are seeing is a crime wave of alts and newbs who do not care about the offending characters. I believe the intention based on the system is to have a much smaller amount of thieves, who are relatively skilled, and have a serious investment in not failing. So, here are my thoughts on how to move from A to B, discard and use as you like, I am also going to mention some things that are already planed, and my thoughts on them.
1. Fences, locked gates, locked chests.
Thoughts on this are at the end, since it is something you have already stated you are doing, and I have a lot of thoughts, which may be completely wasted if you already know how you plan to implement
2. One character per account. Enforced 1 account per person (at least so long as the game remains free)
I am honestly not sure why this is not already the case, the game design seems to be centered around the character and his interactions with others, allowing multiple characters shoots holes in that by allowing a quick and easy way to avoid repercussions.
2b: Alternatively, a sufficient tracking skill may allow you to track a person's other characters (directly, or by clues), and maybe even their Kin at very high skill compared to the thief. (one account per person would still be important)
I think that I may like this option even better, it allows people to play different persona's, but there is always that risk all of your characters could be compromised.
3: LP gain for theft. If being a thief is to become a pursuit onto itself (which I think it should be able to be) proving an LP gain from the activity is fairly essential.
4. High perception increases night vision.
This one is only somewhat related, as it does not associate directly with stealing itself, but rather with sneaking and not being caught. For this to work within this context you would also need to change the current night system from a darkening of the whole screen to blacking out a certain amount of screen, and making a circle around light sources and yourself relatively visible. Right now night can be completely overcome by altering of video settings, which is fine so long as there is not a game mechanic tied to it, but imho would need to be changed if you do.
On Gates, Fences, And Locks
- Numerical skills ala exploration and sneaking for lock crafting and picking.
- Minimum 1 tile space between any object /obstacle and a fence
- Fencing can only be built on your own claim
- If fencing makes a completely enclosed area only your own hearthfire can be enclosed
- Locked chests are tethered to the ground, and can only be picked up if the locks are picked.
- Locks have keys (thoughts on keys)
-Keys can be duplicated by locksmiths
-Keys can be stolen, but if on the keyring (see below) it takes time to do so. (this prevents someone from a knockout, swipe all keys, and run)
-Keys can go to multiple locks (locks must be crafted to use the same key, not tied to a key later)
-Keyring which holds ~3 keys and takes up no inventory space, further keys take up inventory space normally
-Alternative but time consuming and obvious methods could be available to bypass fencing (tunnels under is the first thing that comes to mind)
My thoughts on this is that it would be a way for a relatively unskilled thief to attempt a major heist, while carrying significant risks in doing so.
- Along those same lines, various forms of fencing, that are more difficult/time get to break through. Cost and possibly even upkeep should scale exponentially to fence quality. With something like a moat that needs to be dredged regularly being the top tier.
Well, that is my thoughts. Hopefully this post is interesting to some. (ideally, to the devs, though I am sure they have thought this to death already)