Proposed changes to spellcasting on test center
Re: Proposed changes to spellcasting on test center
Townies and thieves should be two different things.
Re: Proposed changes to spellcasting on test center
So, does this mean if I'm sitting at the bank and some thief steals from me, I can just kill myself and give them a count?
How often can I give the thief a count?
Seriously, can I make a thief red in a little over 10 mins (2minCrimTimer x5) if he continues to steal from me after each rez?
And if he doesn't go red, I get to torment him until he logs off or the server goes down?
How often can I give the thief a count?
Seriously, can I make a thief red in a little over 10 mins (2minCrimTimer x5) if he continues to steal from me after each rez?
And if he doesn't go red, I get to torment him until he logs off or the server goes down?
Re: Proposed changes to spellcasting on test center
No, it wouldn't work that wayCue_Ball wrote:So, does this mean if I'm sitting at the bank and some thief steals from me, I can just kill myself and give them a count?
How often can I give the thief a count?
Seriously, can I make a thief red in a little over 10 mins (2minCrimTimer x5) if he continues to steal from me after each rez?
And if he doesn't go red, I get to torment him until he logs off or the server goes down?
The thief changes have been urgently pulled due to a bug.
Re: Proposed changes to spellcasting on test center
The thief must damage you in order for you to die and give the count.
If you attack them after 2 minutes is up then normal perma rules apply and they can kill you.
If you attack them after 2 minutes is up then normal perma rules apply and they can kill you.
Re: Proposed changes to spellcasting on test center
I think it's a great change.
There's a difference between actually using your stealing ability to steal items from a players inventory, and merely using it to provoke people into battle with you so that you can kill them.
Provoke thievery -- an excuse to kill people without going reds, usually new players.
Stealth theivery -- stealing and finding a way to sneak away.
Or like my friend used to do; he would steal something, and if he was attacked with melee, disarm their weapon and steal that too. That actually takes some skill.
The people who are upset that they can't troll brit GY and blacksmiths in order to ultimately kill someone for loot rather than stealing it aren't doing the class justice.
There's a difference between actually using your stealing ability to steal items from a players inventory, and merely using it to provoke people into battle with you so that you can kill them.
Provoke thievery -- an excuse to kill people without going reds, usually new players.
Stealth theivery -- stealing and finding a way to sneak away.
Or like my friend used to do; he would steal something, and if he was attacked with melee, disarm their weapon and steal that too. That actually takes some skill.
The people who are upset that they can't troll brit GY and blacksmiths in order to ultimately kill someone for loot rather than stealing it aren't doing the class justice.
Re: Proposed changes to spellcasting on test center
Yohsiph wrote:I think it's a great change.
There's a difference between actually using your stealing ability to steal items from a players inventory, and merely using it to provoke people into battle with you so that you can kill them.
Provoke thievery -- an excuse to kill people without going reds, usually new players.
Stealth theivery -- stealing and finding a way to sneak away.
Or like my friend used to do; he would steal something, and if he was attacked with melee, disarm their weapon and steal that too. That actually takes some skill.
The people who are upset that they can't troll brit GY and blacksmiths in order to ultimately kill someone for loot rather than stealing it aren't doing the class justice.
There is hardly anything worth stealing...
The point is to drum up a fight so you can take it all. This is what UO is all about.
Re: Proposed changes to spellcasting on test center
Yohsiph wrote:I think it's a great change.
There's a difference between actually using your stealing ability to steal items from a players inventory, and merely using it to provoke people into battle with you so that you can kill them.
Provoke thievery -- an excuse to kill people without going reds, usually new players.
Stealth theivery -- stealing and finding a way to sneak away.
Or like my friend used to do; he would steal something, and if he was attacked with melee, disarm their weapon and steal that too. That actually takes some skill.
The people who are upset that they can't troll brit GY and blacksmiths in order to ultimately kill someone for loot rather than stealing it aren't doing the class justice.
No disarm here......
Re: Proposed changes to spellcasting on test center
Well we know that's not true, because if there's nothing worth stealing, then there's nothing worth killing for, unless you play your class purely for the sake of stealing armor -- I can think of easier ways to acquire it.Slade wrote:There is hardly anything worth stealing...
The point is to drum up a fight so you can take it all. This is what UO is all about.
UO is not "all about" killing someone and taking all of their things. That's part of what being a pk is about and that's just one aspect of the game. If that's what you want to do, fine, but it seems like you just want to use the class to murder without going red.
You can still "drum up a fight," but you can take the count just like everyone else.
Re: Proposed changes to spellcasting on test center
Yohsiph wrote:Well we know that's not true, because if there's nothing worth stealing, then there's nothing worth killing for, unless you play your class purely for the sake of stealing armor -- I can think of easier ways to acquire it.Slade wrote:There is hardly anything worth stealing...
The point is to drum up a fight so you can take it all. This is what UO is all about.
Use your head.
Do I really have to explain the difference between stealing ONE that weighs less than 10 stones, and killing someone outright to take EVERYTHING they have?
Really? Ok I guess I'll explain it then.You can still "drum up a fight," but you can take the count just like everyone else.
The difference between my thief and PK is that my thief fights people who CHOOSE to engage me. PK's take murders because their victims are 100% unwilling participants in the battle itself.
Obviously, no one comes up to me and says, "Hey, would you please steal my mandrake root?" but they most certainly do make a choice when they decide to go into warmode and attack me afterward instead of simply recalling away or putting their things into a container.
You and I both know that you aren't that dumb, so let's stop with the silly comparisons between thieves and PK's.
Re: Proposed changes to spellcasting on test center
The first is thieving, while the other is Pking?Do I really have to explain the difference between stealing ONE that weighs less than 10 stones, and killing someone outright to take EVERYTHING they have?
False. Just because a pk attacks a person doesn't mean that the intended victim does not participate willingly. Following people around and goading them into combat is not thievery, and it's not crafty; it's annoying, and frankly, it's also borderline griefing.The difference between my thief and PK is that my thief fights people who CHOOSE to engage me. PK's take murders because their victims are 100% unwilling participants in the battle itself.
You're exploiting a game mechanic to avoid going red -- for all intensive purposes you're a murderer. And again, that's fine, but you can play as a red. I'm actually curious as to why you don't just take the 200 or so points from snooping and thievery, put them into something more lethal, and just gank people if you believe that stealing alone is an unprofitable endeavor.
Re: Proposed changes to spellcasting on test center
This would be impossible, because upon getting the murder count they would be booted from the thieves' guild and thus unable to steal from players for the next week until they can rejoin.Cue_Ball wrote:So, does this mean if I'm sitting at the bank and some thief steals from me, I can just kill myself and give them a count?
How often can I give the thief a count?
Seriously, can I make a thief red in a little over 10 mins (2minCrimTimer x5) if he continues to steal from me after each rez?
And if he doesn't go red, I get to torment him until he logs off or the server goes down?
Re: Proposed changes to spellcasting on test center
For every murder count a thief takes, there is 40 hours of in-game time they must "decay" before they can steal again.
Re: Proposed changes to spellcasting on test center
It's actually more than just a 40 hour wait time. If you receive a murder count, you will also be expelled from the thieves guild and will not be able to re-join for a week.
Re: Proposed changes to spellcasting on test center
I believe that if the damage someone takes heals before the person can kill himself, the attacker won't get a count.
Re: Proposed changes to spellcasting on test center
Thieving changes now live on TestCenter:
http://forum.uosecondage.com/viewtopic. ... 28&p=29335
http://forum.uosecondage.com/viewtopic. ... 28&p=29335