Loot Stealing

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*edmaster44
Posts: 797
Joined: Thu Jan 01, 1970 12:00 am

Posted by *edmaster44 »


Central park can be dangerous........, But i do agree about some planes needing environmental hazards or traps. I make Rouges and often times i don't bother investing in disable traps because there aren't many traps only on chest and few places that i can recall from the top of my head.
*poststructuralism
Posts: 45
Joined: Thu Jan 01, 1970 12:00 am

Posted by *poststructuralism »


edmaster44,May 24 2016 wrote: Central park can be dangerous........, But i do agree about some planes needing environmental hazards or traps. I make Rouges and often times i don't bother investing in disable traps because there aren't many traps only on chest and few places that i can recall from the top of my head.
+1! More traps, and everywhere! Level cap the epic areas! I'm all for making the game harder, in general.
*Jelkia
Posts: 71
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Jelkia »


If ya were picking up loot that was from the devils an demons fighting that aint your fault someone got angry. But it'd be best.. er.. least ah think so.. if that wasn't an option. Like ya said Post... all it takes is ah lowbie with invis an ya can skip all the 'growth an development' that.. ah guess.. comes with gearing up on this server. >.>

An no thanks for that Strawberry.. with the slow recouperating. :tongue:

Ah already played EQ for several years way back when. Got all of the lets sit'n'wait to play a game out of my system back then. Really don't need to go back to one fight every 10 minutes. XD

I agree Post.. more than happy for the game to be harder. Just want to suggest considering how that's done. Lots of game designers for some reason decided that tedium and difficulty are the same thing. An.. that aint really the case.
*Mr_Otyugh
Posts: 2242
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Mr_Otyugh »


And this is how power creep happens. :P Having non-dangerous things be able to see invis is terrible, but traps and regular damage is fine. XD The point wasn't to make the area more difficult for the existing level range, it was to make the area less accessible to clearly under leveled characters. Which is probably best done by making the loot to drop only when PC (and their companions) is the killer. That in itself should cause players to take more risks to be able to kill the fiends before they kill each other.
*Mr_Otyugh
Posts: 2242
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Mr_Otyugh »


Lets not blow this out of proportions. Sure loot stealing isn't fun for anyone it happens to, but as far as infrictions go, that's a very minor one which is usually easy to solve with calm communication. Usually just a mention to the violator is enough, and as has been established here it was, but on the other side the violator should be forward of compensating and offering the ill-gained goods back to those that had deserved them. Even if their tone is not to your liking, there's likely a reason for it. Beyond that, DMs can sort it out rather than escalating the issue further between the players. As said, few loot drops are generally speaking of non-consequence and probably scrolls, devil blood, or non-rare gems or suboptimal items. Nothing spectacular.
*Godolia il Magus
Posts: 80
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Godolia il Magus »


Mr_Otyugh,May 24 2016 wrote:Lets not blow this out of proportions. Sure loot stealing isn't fun for anyone it happens to, but as far as infrictions go, that's a very minor one which is usually easy to solve with calm communication.
That's the best thing to do in the first instance, given that the offender will always listen to you, although experience has taught me that reasonable people are a few. :)
*Mr_Otyugh
Posts: 2242
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Mr_Otyugh »


Funny, my experience has taught me otherwise. Very few cases haven't worked well, it's just a matter of understanding that people don't like to be placed in position where they can be pointed fingers at. Generally approaching matters from the point of view that it was a misunderstanding, and that seems to work usually.
*Godolia il Magus
Posts: 80
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Godolia il Magus »


Mr_Otyugh,May 24 2016 wrote: Funny, my experience has taught me otherwise.
Don't get me wrong, what I said in the first post was directed to the people - in general - that tend to ignore any attempt at being sympathetic, I have misspoken. As a personal example, a guy that played with me (tabletop), both when I was mastering and when I was a fellow player: he had been behaving all the time annoying me, and his only excuse was that he was "playing his role". I have bad reminiscences of people that mask their abuses under the like of a game, whether the game is an rpg or european football.

I understand your approach and I mostly agree with it, I just had enough "bullying" in my life and I am a bit sensitive about this. :lol:
*Strawberry Jam
Posts: 441
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Strawberry Jam »


I think it has been discussed before that planar traits and terrain or environmental traits add difficulty to an area, rather than just sticking in more powerful monsters.

Adding see invis and high spot/listen to all monsters would be a poor idea too.

I also think there is nothing spectacularly wrong with opening doors or chests in stealth, unless it is a dragon's hoard. Being undetected is one of the few things that actually work well for rogues and I see it no different than an EDM frenzied bezerker or storm lord breezing through areas.

I did once play on a server where they added a scripted temporary stealth penalty for interacting with objects. It's more of a speed bump than a road block. In fact the rules for steath in pnp are very intricate, you can also snipe from a distance and reroll your stealth check at a penalty to avoid being seen. Can't do that in NWN2 sadly.
*Godolia il Magus
Posts: 80
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Godolia il Magus »


Strawberry Jam,May 24 2016 wrote: I also think there is nothing spectacularly wrong with opening doors or chests in stealth
There woudn't be anything wrong if the monsters weren't spawned by the concealed character, leaving all non-concealed characters, that subsequently come in the dungeon, to fight with monsters and not finding loot because it has been looted by the previous character. Also, if the reappearing times for the loot are too short, going concealed is an easy way to make loot without any effort.

To both problems there's a solution, the first one be not making monsters spawn, the second by setting longer times for the loot respawn.
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