11-12-2007, 04:19 PM
I really like that all these small skills have been added to the game. On IN, we didnt really have any of these like Begging, Provocation, Stealing didnt really work, Cartography.
I think it should be made so that if you beg from NPCs (one "gift" from each NPC), you should be able to make about 1k+ per hour. Yes it sounds like alot, but within a few days of casual hunting or mining you could be making far more than that, so its not like its an easy way to gain skill. Its really only for those who actually want to do it, since it is pretty time consuming and tedious.
For Stealing, I think it should be made to where you can go to an NPC and they will have one item that you could find in their shop***. Then a GM thief would have like a 2% (1/50) chance to actually become a criminal, and like a 33% (1/3) chance to get the item at all. That means that on any given NPC, he would, on average, have to try 3 times to get the item, and would thus have actually a 6% (~1/17) chance of becoming a criminal. If a thief had the guts to consecutively steal from each NPC he passes, he should be able to make about 1.5-2k per hour. If hed rather bank every one or few items to be safe, then that would slow him down to about 1k per hour.
Something like this would allow these Low-down, Dirty RPers (:thumbsup: ) some kind of a reward, but no so much that it is actually "easy" (UO-wise, not in-game effort wise).
*** A mage might have 10 sulfurous ash, a blacksmith might have ringmail sleeves or a sword, a tailor might have 10-20 pieces of cloth, etc etc. It should be random and the value should change (like maybe sometimes an leather-worker might be carrying a studded tuning, which can sell for a few hundred GP, and at other times he might just be carrying some hides).
Ill add more when I get back from class!
*edit*
K, back now. ?
So yeah, it would obviously be a pretty simple task to get around the criminal thing, because you could have a friend follow you around while you steal, and whenever you come criminal, just loot the stuff off you. However, what pair of friends wants to split a measely (at most)after an hours worth of work (also depending on how many times they became criminal and had to wait it out)? So I think that would also scare away the "get-rich-quick"-ers, and keep it so that only those who really want it could do it.
And maybe even have the occasional Ruin weapon, higher circle scroll, or even rare-colored clothing item from NPCs, that could only be stolen with GM healing (because anyone would naturally be a little more cautious when carrying such an item, so it would take more skill to steal), to spice up the life of a thief! I think it would just make it that much more fun to do, without it being anywhere near as profitable as most other professions. Plus, the fact that you might only get one such item every 15 strait minutes of stealing, would also make it not worth the time to do it.
I think it should be made so that if you beg from NPCs (one "gift" from each NPC), you should be able to make about 1k+ per hour. Yes it sounds like alot, but within a few days of casual hunting or mining you could be making far more than that, so its not like its an easy way to gain skill. Its really only for those who actually want to do it, since it is pretty time consuming and tedious.
For Stealing, I think it should be made to where you can go to an NPC and they will have one item that you could find in their shop***. Then a GM thief would have like a 2% (1/50) chance to actually become a criminal, and like a 33% (1/3) chance to get the item at all. That means that on any given NPC, he would, on average, have to try 3 times to get the item, and would thus have actually a 6% (~1/17) chance of becoming a criminal. If a thief had the guts to consecutively steal from each NPC he passes, he should be able to make about 1.5-2k per hour. If hed rather bank every one or few items to be safe, then that would slow him down to about 1k per hour.
Something like this would allow these Low-down, Dirty RPers (:thumbsup: ) some kind of a reward, but no so much that it is actually "easy" (UO-wise, not in-game effort wise).
*** A mage might have 10 sulfurous ash, a blacksmith might have ringmail sleeves or a sword, a tailor might have 10-20 pieces of cloth, etc etc. It should be random and the value should change (like maybe sometimes an leather-worker might be carrying a studded tuning, which can sell for a few hundred GP, and at other times he might just be carrying some hides).
Ill add more when I get back from class!
*edit*
K, back now. ?
So yeah, it would obviously be a pretty simple task to get around the criminal thing, because you could have a friend follow you around while you steal, and whenever you come criminal, just loot the stuff off you. However, what pair of friends wants to split a measely (at most)after an hours worth of work (also depending on how many times they became criminal and had to wait it out)? So I think that would also scare away the "get-rich-quick"-ers, and keep it so that only those who really want it could do it.
And maybe even have the occasional Ruin weapon, higher circle scroll, or even rare-colored clothing item from NPCs, that could only be stolen with GM healing (because anyone would naturally be a little more cautious when carrying such an item, so it would take more skill to steal), to spice up the life of a thief! I think it would just make it that much more fun to do, without it being anywhere near as profitable as most other professions. Plus, the fact that you might only get one such item every 15 strait minutes of stealing, would also make it not worth the time to do it.

