Page 1 of 2

Thoughts on house breaking

Posted: Mon Jan 27, 2020 3:04 pm
by CNS
A thread to gather the communities thoughts.

As the victim of repeated housebreaking this is something that has stuck in my craw a bit and something that I really feel could be better.

Basic facts:
  • You can set your lock DC to 127 as a max
  • There are (please don't discuss) a couple of builds that can reach that DC
  • Same goes for traps
  • The rules state you can steal one item/stack of items from a persons persistent chest per 24 RL house
  • In case its a thing, they also state you can steal a fixture on the same timelimit
While I recognize there is fertile role-play opportunity in a cat burglar situation, I have yet to see it used in this way. Instead you just log in each day and look for what got stolen from your storage today. No interaction, no role play just another missing item, usually in descending value order.

Now in response I have very few options:
  • I can raise my lock and trap DC's, assuming it wasn't done already, and they can and will still be beaten by pretty much anyone trying to rob quarters
  • I can make a post to the community my character lives in, or alert the guards - who can they do very little because there are no evidence or mechanics to catch them.
  • I can also watch my chest go down each day
I know the advice, don't keep anything of real value in there (which I don't) most of the stuff stolen had a gold value of less than 50k usually 5-10k its hardly a casino heist but its so annoying. Especially as I've been robbed many times while not online and never while online. I've never had a note left. And there aren't any systems of evidence to track someone down.

I don't think its a mechanic that should be taken away, although I think that would be better than the current situation, but I do think a change to the rules might make this better, the agency all sits with the thief at the moment so a change to the rules that makes them have to turn thievery into an active RP scenario of some sort seems like it would solve this.

What do you think, both of house breaking and robbery in general and my suggestion?

[Edit] Another thought occurred to me as well, some quarters cross an AT which means your door sits wide open for a long time before the script that closes it runs which you have no control over. Again allowing easy ingress for anyone who waits for you to go inside and can hide from you.

Re: Thoughts on house breaking

Posted: Mon Jan 27, 2020 4:20 pm
by Shadowy Reality
Report it. And as you mentioned, dont keep anything too valuable in there.

I know it is technically within the rules, but still report it if it happened more than two or three times. I imagine the DM team can at least monitor the situation and perhaps have a friendly word with the burglar's player.

Re: Thoughts on house breaking

Posted: Mon Jan 27, 2020 4:35 pm
by Royal Blood
I think this is worth looking into. And I don't think it's right that you can't keep something valuable in your quarter. For example Dex builds can't carry a lot they can't just haul around a full pack of sentimental objects.

I think the real issue here is that unless the player purposefully leaves clues to expose themselves there is no mechanical way to counter act this kind of game play and it can easily be 'troll-y' but also within the rules.

My suggestion would be this: When you break into a quarter maybe you have to enter a 'thief' mode or something you toggle to indicate to the server that a timer begins. Every 30 seconds inside a quarter your character leaves a clue.

Then, if you think you had something stolen a Ranger/Rogue with spot/search could enter the quarter and investigate. Maybe they find a foot print?

And then maybe a ranger is able to identify a foot print then deduce the race of that foot print

Maybe a skilled ranger could even guess the gender based on how heavy the foot print was and its size.

Maybe there is a smudge on the box that gives you a clue as to the hand size and there for race of the thief etc.

None of these say 'Hey this guy did it!' But it at least allows a player options. Like if you identified the thief was a human female okay, atleast you've reduced your search parameters down quite a bit. Maybe then you can even deduce the time it occurred and begin looking for human females in the area at X time.

It's not much, but at least you're not entirely dead in the water having to watch your possessions get stolen every day.

Otherwise, if things are being stolen constantly with no RP I think that is grounds for breaking the be nice rule. It's not giving you as a player any avenue for RP other than to lose things without a hope of knowing who, how or why.

Re: Thoughts on house breaking

Posted: Mon Jan 27, 2020 5:00 pm
by Irongron
Settlement storage can work for those 'must not lose' object.

Unfortunately once inside a quarter the engine has no way to know it isn't yours, which limits further options, but off the top of my head...

Once you successfully pass a quarter door lock pick/bash roll, you automatically enter a 'thief mode' for 15 mins, or until you leave a valid area. (This could possibly be done by checking if you are in an 'always rest' zone)

When in thief mode you cannot interact with storage chests or fixtures, but instead gain a 'steal' feat based on pickpocket (skill could be renamed).

A single roll would be allowed - This would either (more commonly) grant a set amount of gold, based upon the level of the skill, which would be added to the next Monthly Rental charge of the quarter door you interacted with, or brings up a generated menu.

The menu would either say 'You have successfully cracked the strong box!' Which would list items in the storage chest and allow you to choose 1, or the message 'You can steal an item of furniture!' which would bring up a list of fixtures.

Finally a check would be made against the weight of the selected item, which (in settlements only) may summon NPC guards. The strength and frequency of these guards can be set by settlement leaders at a cost of gold.

IF all of this were done, we could change the DC of quarter locks to something less exact - perhaps 3 or 4 tiers, which would allow for a % chance of success at ANY level, though still with overall lock pick skill playing a part, and a door becoming inaccessible for x hours after a failed attempt.

All quite complex I know.

Re: Thoughts on house breaking

Posted: Mon Jan 27, 2020 5:42 pm
by Party in the forest at midnight
I'm not a fan of the lockpick quarter mechanic. Sure, it's difficult to do and it requires 2 players, but people who build to do it basically have unlimited entry into my house. And they can wait until they see me offline to do it, and lens out if they see me log in. It's not interactive at all, there's very little risk on their part.

I tried raising the quarter trap strength hoping that would deter the thieves, but traps increase the monthly cost dramatically. A quarter break in duo would need to have a cleric, so unless the trap does something like 200 damage they could easily heal through each break in attempt. Getting a trap up that high would end up costing probably around 20000 per in game month for my current quarter, 20000 per every 3 IRL days.

I think lockpicking quarters should be removed. If people want to break in, there should be a much higher potential of the thief interacting with the victim. Stealthing in behind someone, befriending them to gain access to the house, any number of RP ways to get into a quarter. There's possible counterplays to this, where the victim is able to do something to protect themself through gameplay. And more importantly, the thief gains access due to the victim opening the door. The thieves can't just watch the playerlist for players to be offline.

If quarter lockpicking is not removed, can the cost for door traps be reduced so it becomes more viable to have a strong door trap?

Re: Thoughts on house breaking

Posted: Mon Jan 27, 2020 6:35 pm
by Party in the forest at midnight
Irongron wrote: Mon Jan 27, 2020 5:00 pm Settlement storage can work for those 'must not lose' object.

Unfortunately once inside a quarter the engine has no way to know it isn't yours, which limits further options, but off the top of my head...

Once you successfully pass a quarter door lock pick/bash roll, you automatically enter a 'thief mode' for 15 mins, or until you leave a valid area. (This could possibly be done by checking if you are in an 'always rest' zone)

When in thief mode you cannot interact with storage chests or fixtures, but instead gain a 'steal' feat based on pickpocket (skill could be renamed).

A single roll would be allowed - This would either (more commonly) grant a set amount of gold, based upon the level of the skill, which would be added to the next Monthly Rental charge of the quarter door you interacted with, or brings up a generated menu.

The menu would either say 'You have successfully cracked the strong box!' Which would list items in the storage chest and allow you to choose 1, or the message 'You can steal an item of furniture!' which would bring up a list of fixtures.

Finally a check would be made against the weight of the selected item, which (in settlements only) may summon NPC guards. The strength and frequency of these guards can be set by settlement leaders at a cost of gold.

IF all of this were done, we could change the DC of quarter locks to something less exact - perhaps 3 or 4 tiers, which would allow for a % chance of success at ANY level, though still with overall lock pick skill playing a part, and a door becoming inaccessible for x hours after a failed attempt.

All quite complex I know.

I think this would make things worse. People could still scout the playerlist looking for people who are offline, and then just chain rob houses for gold or until they got lucky and got a fixture or lockbox item. And if it's made easier to get into a quarter, what happens when 5 or 10 thieves start doing this? Even if all they take is gold, and it gets appended to the monthly cost of the house, that would add up significantly if a lot of people did it. And if people wanted to grief someone, they could all make thieves and try to rob them so much that they force the quarter to be released by draining the character's bank account. And absolutely everything in a released quarter is fair game to take. But not only that, I could see people doing this to try and claim choice properties for themselves or their friends.

The proposed idea also relies heavily on being a citizen of a settlement. There are a lot of properties that aren't in settlements. Wilderness homes, the Crow's Nest, Sencliff, Sibayad. Are people living here going to be screwed?

I don't think citizen storage is the solution to theft either. My favourite fixtures are the ones I use to RP with other people, like message boards or bookshelves. I guess I could store my bookshelf in citizen storage, it just feels really disappointing that I can't keep it in my house. And what happens if I get exiled from the settlement I'm citizen of, or if I somehow lose citizenship? Does everything in storage get deleted?

Re: Thoughts on house breaking

Posted: Mon Jan 27, 2020 6:37 pm
by magistrasa
I am one of those few people willing to defend thief RP to my dying breath - and even I think the door lock DC is a bit silly. It's just above what a reasonable, dedicated lockpick build would be able to achieve, and just within the realm of possibility for a meme bard build that exists for the sole purpose of cracking locks. I think the fact that it's possible only for the cheesiest kind of player makes it enticing to bad actors who aren't particularly interested in making things fun. And it also sends kind of a confusing message: Do you want people to be able to break into things, or not? If yes, what kinds of people do you want to be breaking into things if it's a feat that's basically impossible for even rogues to achieve?

If interactive thief roleplay is what you want, then I echo the observations of everyone else here: This isn't quite working. Raise the DC to where it's impossible, and let the stealthers do their thing. Because there's plenty of countermeasures to stop even the best stealth thief from looting your belongings, and in those countermeasures comes plenty of chances for that desired interactivity.

Re: Thoughts on house breaking

Posted: Mon Jan 27, 2020 6:50 pm
by magistrasa
Idea: All quarters are fitted with the alarm spell, linked to the quarter's key. Whenever someone breaks the lock, all keyholders are pinged with an alert about the intrusion. Thieves who watch the player list for the quarter's owner will need to bear the keyholders in mind and would be more reluctant to break in willy nilly, while quarter owners will be encouraged to make friends and entrust keys to others. Perhaps we'll see neighborhood watch groups form, or guards will be handed keys from concerned citizens who have been repeatedly targeted. Faction quarter permissions would not work for this function - it has to be a physical key in one's inventory.

Re: Thoughts on house breaking

Posted: Mon Jan 27, 2020 6:52 pm
by three wolf moon
Back in the day, it wasn't possible to pick quarter locks. You had to put yourself at risk and sneak in. I think that being able to pick locks while someone is offline is bad form, especially in a server where people spend a lot of time creating RP objects, there are objects that might hold several dozen RP objects (bookshelves, message boards), and so on. There ought to be a risk that people have to take to get these things, but currently there is no player response to the burglar cleric/30 bard combo.

Re: Thoughts on house breaking

Posted: Mon Jan 27, 2020 6:59 pm
by Skarain
In my picture ... if you are going to be roleplaying a thief, be a good sport about it.

"Anything that involves another player must permit a response." This is the very basis of any roleplaying community in the world-wide-web, and why we don't say "bob punches jake" but "bob swings a direct punch towards jake".

If you leave behind no clues, no calling card, or even a piece of parchment, you are not permitting a response. Likewise, if you repeatedly keep stealing from the same person once every 24h cycle, that isn't very nice to the receiving player. This is not a singleplayer game. You -must- provide means for interaction. Always keep your "victims" in mind and try to ensure that -they- are having fun. Arrange a meeting. Exchange favors. Enable them to buy off thieving immunity from the thief. Meet up with the thief and pay them to steal from your rival instead. Especially useful if your settlement isn't interested on doing anything about thieving issues (if given the tools to do so, as by Irongron's suggestions).

On a larger note about Irongron's post, It sounds all interesting in theory. Presently, you need a -very-, -VERY- specifically built character to have any chance with quarter locks. Lowering the requirements but increasing the consequences sounds all very interesting, and might even encourage more Thief vs. Guard style roleplaying in larger cities.

Re: Thoughts on house breaking

Posted: Mon Jan 27, 2020 7:13 pm
by monkeywithstick
An easy way to minimise the total avoidance of interaction could be to flag a quarter's locks as pickable/bashable for a set time period (say a few hours) after they are legitimately opened. It at least guarantees the burglary activity was done in close to the same TZ as one of the occupants which increases the counterplay that can be brought to bear.

Another option would be to set a semi-ooc vulnerability window as +/- 2 hours from a selected OOC time for the quarters (I'd say it is best set using a console command to be either side of current time to discourage the setting of times to the server's off peak or away from known burglar's playtimes)

Correctly used, this at least means that the burgled player and whatever people they report it to, can know that they are at least looking in the correct timezone rather than EU guards desperately seeking clues for Australian burglars or vice-versa which really only serves as an exercise in frustration.
It also acts as a headsup to conscientious burglars that the person they are trying to rob is not someone for whom there is a realistic prospect of RP interaction.

There is still a lot that would be relying on the burglars to be a good sport however. I am sure this isn't always the case, but it certainly can be.

Re: Thoughts on house breaking

Posted: Mon Jan 27, 2020 7:44 pm
by Anomandaris
This doesn't need to be overly complicated. There are logs that track this kind of behavior right? Really it could be a simple solution:

1) Lower upkeep cost for high DC lock & trapped doors.
2) Set a rule that further restricts the frequency of theft. 1/24 RL hrs is too frequent and perhaps allows one to clean out a quarter before the other player even logs. Maybe make it so that you can only rob the same PC 1/RL Month.
3) Explore another rule that requires some sort of interaction w/ the player that was robbed (calling card, giving them opportunity to buy back their stuff - at a premium etc).

I recognize it sucks to be robbed. Sometimes there is no RP around it (from the thief). I don't have a build that can do this, nor intend to ever make it, so I say it as someone who can only end up on the "losing" side of this coin. That said, I really am not in favor of whittling away at all the things that make me (as a player) and my character experience strife.

What was it that was said, bad things happen to good adventurers? The world is a dangerous place. With the above rule tweaks it will avoid someone systematically griefing another player via robbery (that sucks), with no mechanical or dev changes required.

There are other things that breaking PC housing locks allow besides thieving (spying, assassinations etc). To arbitrarily say for OOC reasons (like I don't like being robbed as a player) that our houses are somehow protected beyond the means of any thief ever breaking in, is silly. Realistically there are thieves out there should be able to violate your personal space without you having anything to say about it. And yah, you'll probably never know who it was. With some version of Rule #3 we can fudge things to create some small thread to pull on for the person being robbed (but I don't think it's 100% necessary even).

Arbitrarily creating a means to give the person being robbed information to create RP sounds cool in theory but the feeling of having your personal space violated and having no control over it is the real feeling of being broken into. Use that to create RP. Try to root out the local thieves guild. Try to track down who's selling those goods and punish them... I'd say the same thing about other suggestions like limiting break-ins to when the PC is online.

--

TL:DR 1/day robbery makes this whole thing a problem. Restrict frequency so that robberies can only happen very infrequently against the same PC and this problem will be greatly alleviated. Otherwise, we should stop trying to make this ecosystem "safe" by eliminating all the terrible things that "might" happen to our PCs.

Re: Thoughts on house breaking

Posted: Mon Jan 27, 2020 8:28 pm
by Party in the forest at midnight
To me the 1/day theft thing isn't necessarily bad. Most things are replaceable. I think the only thing I would be truly upset over losing would be a bookshelf. And a 1/day or 1/month theft rule wouldn't matter in that case. Bookshelves can contain an immense amount of server history, books made by characters who rolled ages ago. A tremendous amount of work goes into writing, and player books are bits and pieces of stories that help tell the story of the server as a whole. If there's one thing I'd ask is that bookshelves be made off limits to being stolen. I don't know if that's something the team would be willing to enforce.

I think even message boards are fair game, they're a communication tool and stealing a board is a cool play for spies.
I guess the kind of gameplay I'd like to see enabled would be spy vs spy stuff, where a sneak could stealth in after another player, find a message board and rob it. This is why I think stealthing in after people is ok, it adds to the gameplay of the server.

If someone wanted to sneak in and read through a bookshelf, sure. But stealing the entire thing would make me really, really sad.

I'm glad that the playerbase has been respectful of libraries (to my knowledge at least), when I first started the Arcane Tower library I thought it would have been robbed in a week. So, thank all of you for being respectful of bookshelves.


EDIT: Although this wouldn't help public libraries, how about disabling -pickup_fixture for anyone except house keyholders?

Re: Thoughts on house breaking

Posted: Mon Jan 27, 2020 9:16 pm
by Wuthering
Frankly I'd be for making it much easier to break into a quarter (within the possibility of a very dedicated but not absurdly built rogue) and expanding bank storage so you can keep 20 items there with no chance of theft.

Maybe our housing problem wouldn't be as bad if there was no storage in quarters at all or just 5 items and everyone could just use a bank to offload heavy/sentimental things. People would be much less inclined to take quarters they never RP in, just use to stash stuff.

Re: Thoughts on house breaking

Posted: Tue Jan 28, 2020 1:20 am
by Kaeldre
One idea would be to tie theft to the -investigate command, just as fixture remains are. Allow those who have been robbed to investigate the scene or seek out others who can to find clues to the identity of the perpetrator. I find this approach preferable since it builds on one that is already operational. It also gives opportunity for roleplay.

If the given clues are too vague by mundane means (Search and Lore) then maybe the magical approach could discern an image or infer a name. The -investigate command is already tied to the divination line of feats, which seems appropriate for this case as well. Maybe the divination attempt should have a chance of failure to symbolize the uncertainty of augury.

Re: Thoughts on house breaking

Posted: Tue Jan 28, 2020 12:34 pm
by malcolm_mountainslayer
Why don't we just slightly lower maclx picklock dcs while making upkeep for traps cheaper (make it more oriented around rogues) and deadlier, but most importantly of all:

Why don't we make it a requirement to create roleplay? Just like how cheesy one liners before pvp between complete strangers is totally not cool, why not more roleplay ruling around house theiving instead of relying on mechanics to be gamed? We have great oppurtunities to be made like framing evidence, etc.

Re: Thoughts on house breaking

Posted: Tue Jan 28, 2020 5:52 pm
by monkeywithstick
malcolm_mountainslayer wrote: Tue Jan 28, 2020 12:34 pm Why don't we make it a requirement to create roleplay? Just like how cheesy one liners before pvp between complete strangers is totally not cool, why not more roleplay ruling around house theiving instead of relying on mechanics to be gamed? We have great oppurtunities to be made like framing evidence, etc.
I do agree, but the problem with that requirement is it is likely going to end up as more contentious than the PvP requirement. If there is no one in the house, I see a few options:
-leave a fixture
-leave a note in the storage replacing whatever was taken or a note on someone's IC messageboard or door
-move some fixtures around to make it clear someone was there
-bash a fixture so they have a -investigate option
-RP around town dropping clues.

So practically from the burgled party's perspective in most instances only two options that they will see: A left note or a bashed fixture. I'm not sure we really want to encourage fixture bashing overmuch as part of this process.
New Fixtures and moving them are going to run into issues with the fixture limit, especially in shared housing areas.
RP around town is great but you can all but guarantee it would be reported as a rules breach by the burgled party because the odds are they won't see it and it is thus indistinguishable to them from "no RP happened". Yes an investigation would show that this isn't the case, but it's more menial legwork for the DMs.

Re: Thoughts on house breaking

Posted: Tue Jan 28, 2020 6:14 pm
by magistrasa
I'm writing this post assuming that the "evidence" suggestion is made with the ultimate purpose of putting a thief in a vulnerable position that will inevitably lead to their discovery.

Any policy that basically requires thieves to out themselves is a dangerous idea. There's already so much toxic vitriol in response to even the most minor acts of thievery, and it would only be made worse by giving people the opportunity to direct that toxicity to specific players. I'm sure some might interpret the new mechanic as free license to do so. The community is so prone to stress-induced seizures over theft that we hamstrung the disarm feat, largely in response to one well-known player incorporating it into his build and using it exactly as people want - to create unique circumstances of roleplay with the victims of the theft - to which everyone lost their minds. (In the interest of full disclosure, yes, the disarm skill was a bit unbalanced and even glitched in some cases, but the only reason why people started talking about it when they did was because of one player using it to steal people's weapons and force ordinarily powerful characters into roleplaying from a position of vulnerability and a surprising amount of people just couldn't handle it.) Even roleplayers that I deeply respected at the time would message me to vent their frustrations and lash out against the player (not the mechanics, not the character, but the player!) for having the audacity to make them work for their weapon back. The sentiment that those who take the pickpocket skill are actual terrible people who want to ruin roleplay is way too common. I've seen more than one mid-level petty thief killbashed into character deletion because once they're discovered, that's basically the end of the game. The fact that there's so many years-old characters means that sometimes even shelving to wait for the death squads to die off doesn't always work.

Typically catching a character in the act elicits a different response from victims. It's a feeling of triumph, or jittery nervousness, or excitement in the heat of the moment. They don't consider themselves victims in that moment - they consider themselves victors. There isn't the festering sense of bitterness that comes with lingering over one's loss of property or privacy, which is what the slow-moving and perhaps speculative evidence-based investigation and justice process would likely play off of. The shock of the moment of discovery is immersive, and some of the most fun moments of roleplay I've experienced on both sides on the dynamic. Mind you, half the time it seems the victim still doesn't know how to handle the situation and abruptly turns it into one-line PvP, but I still think it's better than the what is likely to result from requiring calling cards or other pieces of evidence. If there's any way to create fun and engaging roleplay between thief and victim, I think it's going to be in focusing on moments like those.

Don't get me wrong, I do sympathize with the victims and absolutely recognize how rare good thief RP can be. Like was mentioned, I'm actually leaning towards the thought that quarter doors shouldn't be lockpicked at all because of the low likelihood of anything satisfying coming out of that avenue as it is now. All the same, I encourage everyone to seriously consider what it would mean to require thieves to leave identifying evidence behind. The consequences are all but predictable: Witch hunts will form, OOC toxicity will focus and magnify once given a specific target, and even the best and most well-intentioned roleplayers will suffer for it.

Sidenote: When I first came to this server I didn't expect to become a loud annoying Thieves' Rights Activist but here we are.

Re: Thoughts on house breaking

Posted: Tue Jan 28, 2020 6:52 pm
by Dr. B
Thoughts on house breaking
Well, I recommend you begin by crate training. You can transition to letting the dog outside the crate once he's reliably going outdoors, but have a pee pad handy just in case.

(Sorry, had to :D .)

Re: Thoughts on house breaking

Posted: Tue Jan 28, 2020 7:58 pm
by three wolf moon
Irongron wrote: Mon Jan 27, 2020 5:00 pm Settlement storage can work for those 'must not lose' object.

I hate to break it to you, but you can steal from settlement storage. I won't go into detail how, unless you want me to send it to you in a PM.

Re: Thoughts on house breaking

Posted: Tue Jan 28, 2020 8:08 pm
by Ebonstar
magistrasa wrote: Mon Jan 27, 2020 6:50 pm Idea: All quarters are fitted with the alarm spell, linked to the quarter's key. Whenever someone breaks the lock, all keyholders are pinged with an alert about the intrusion. Thieves who watch the player list for the quarter's owner will need to bear the keyholders in mind and would be more reluctant to break in willy nilly, while quarter owners will be encouraged to make friends and entrust keys to others. Perhaps we'll see neighborhood watch groups form, or guards will be handed keys from concerned citizens who have been repeatedly targeted. Faction quarter permissions would not work for this function - it has to be a physical key in one's inventory.
i recall a script that works for this. all members who had that key got a key buzzes in your pocket floaty or it chimes like a bell until a keyholder uses the door

Re: Thoughts on house breaking

Posted: Tue Jan 28, 2020 8:12 pm
by Hunter548
magistrasa wrote: Tue Jan 28, 2020 6:14 pm Don't get me wrong, I do sympathize with the victims and absolutely recognize how rare good thief RP can be. Like was mentioned, I'm actually leaning towards the thought that quarter doors shouldn't be lockpicked at all because of the low likelihood of anything satisfying coming out of that avenue as it is now. All the same, I encourage everyone to seriously consider what it would mean to require thieves to leave identifying evidence behind. The consequences are all but predictable: Witch hunts will form, OOC toxicity will focus and magnify once given a specific target, and even the best and most well-intentioned roleplayers will suffer for it.

Sidenote: When I first came to this server I didn't expect to become a loud annoying Thieves' Rights Activist but here we are.
Honestly I think this is the best solution.

Robbing player houses just leads to all-around bad feelings: the owner gets upset if there's not enough RP from the thieves ("Hey, where'd my X go? Did I get robbed?") while forcing thieves to leave RP clues either implicitly ("Hey, it's kind of boring RP to not interact with someone you're robbing") or explicitly will lead to either non-clues or gamey systems that'll get abused. That's without getting into potential problems of timezones or people waiting until you're not online to break into your house (Which I'm sure happens, even if unintentionally).

Making it into more of a codified system is a bad idea too. Putting a system behind it just encourages gaming it by finding loopholes or whatnot, and also encourages treating your fellow players as something to hit for loot rather than something to tell a story with (Okay it's been 24 hours, time to go rob Jim's house, no need to do any roleplay or interaction with him or leave notes because there's a coded system that adds what's required of me regardless).

I think removing the ability to break into quarters at all, and expanding the half-a-system Cordor has for robbing NPCs so that you can still have thief RP, might be a better way to go about it. You can still rob your fellow players, but you have to do so by either finding them in person, or ambushing them as they go into their quarter and interacting with them that way.

Re: Thoughts on house breaking

Posted: Tue Jan 28, 2020 8:53 pm
by Apokriphos
I think that no area should be completely inaccessible. For roleplay considerations, it makes for very stale storytelling to have a perfectly secure location accessible to most everyone.

I am of the camp that when a thief successfully picks a home lock investigatable evidence is left for the owner to find, perhaps indestructible broken lock remains that is able to be investigated.

There is nothing wrong with investigating the scene of a murder. It leads to suspects being questioned IC, which in my opinion is a good thing and furthers intrigue. I think the same would be true for a thief lockpicker. I also think that stolen chest items should be treated the same as ones acquired via pickpocket. Flagged stolen and droppable if the thief is killed.

Re: Thoughts on house breaking

Posted: Tue Jan 28, 2020 10:46 pm
by Volograd
CNS wrote: Mon Jan 27, 2020 3:04 pm
[Edit] Another thought occurred to me as well, some quarters cross an AT which means your door sits wide open for a long time before the script that closes it runs which you have no control over. Again allowing easy ingress for anyone who waits for you to go inside and can hide from you.
You should be able to put your cursor over the transition tile and close the door with the right-click radial menu.

Re: Thoughts on house breaking

Posted: Wed Jan 29, 2020 3:06 am
by Animist
I like Irongrons idea, but would add a bit to it

Add patrolling guards to towns, the frequency and strength of the patrols can be increased via gold/resource settlement cost

Seeing as interacting with a door breaks stealth already, make it so it also autohostiles relevant NPCs, or causes them to shout out if they see a door being tampered with if they're not guard NPCs

When in "thief" mode, make it so portals will fail

Add in a use for the thieves guild, players who can access the area can see a list of houses and get "writs" for stealing specific items that spawn only when the door is breached, these items will be relatively useless but can be sold to the fence for some quick coin and to complete the writ

Players who cannot access the thieves guild can have an option to pay protection to have their house removed from this list for a period of time

Add in that breaking into player houses can only be done once per 24 hours instead of once per player per 24 hours to limit the inevitable crime spree that will occur when this is new

After one break in the option to pick or bash any doors is removed for 24 RL hours

I would love to see thief RP be given a purpose beyond just stealing from players and making them feel griefed