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More Thieving And Fixed Prices


RPGoof

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I, in fact, am not a member, but I would think it would be cool if you could steal from banks/players. I'm not saynig actaully taking an item from another person, which means that other person won't have it. Example: Bob steeals from bob1. He gets a random item from bob1, yet bob1 doesn't lose that item. Same thing with banks. And it could be like thieving lvl 20- player lvls 30-40.

 

 

 

 

 

 

 

Also: fixed prices. I constanly see strange prices. I once saw cooked lobsters cost alot less then raw ones. I'm not sure if its the quantity of the item or not, but something is going wrong with prices. I also saw a kite cost less then a sq shield...

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I, in fact, am not a member, but I would think it would be cool if you could steal from banks/players. I'm not saynig actaully taking an item from another person, which means that other person won't have it. Example: Bob steeals from bob1. He gets a random item from bob1, yet bob1 doesn't lose that item. Same thing with banks. And it could be like thieving lvl 20- player lvls 30-40.

 

 

 

 

 

 

 

Also: fixed prices. I constanly see strange prices. I once saw cooked lobsters cost alot less then raw ones. I'm not sure if its the quantity of the item or not, but something is going wrong with prices. I also saw a kite cost less then a sq shield...

 

 

 

 

 

 

 

Well, I'm a member in the top 1000 thieves, and I don't like it :) I realize that when you steal from a NPC, there's an unlimited amount of loot to be had, but that doesn't make sense with actual players. It should be the same as killing that NPC or an actual player.

 

 

 

 

 

 

 

Thieving from banks is always something I've greedily wanted to do, but that sounds like something that could be very bad for the RS economy.

 

 

 

 

 

 

 

And fixed prices? You're gonna upset a lof of merchants with that one :) "Strange" prices are what merchanting is about. I don't support preying on a player's inexperienced, but if a player desperately needs a law rune and is willing to pay 10k, then the seller is in luck.

 

 

 

 

 

 

 

Sorry, no on all three, but please keep posting :)

 

 

 

 

 

 

 

lpinkus

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dammit you're all agist bastards! you let the old man steal, why not me?? i mean, he's OLD.

 

 

 

 

 

 

 

no, seriously, i can see where this guys coming from on the idea, and its a nice fresh source of stuff to steal. make it really complex and stuff and it could be done, but jagex wont, because its quite unfeasible and too much effort. done properly i think it would be good, but it'd be hard to achieve, so its a bit of a silly idea. what they COULD do, is that all/any NPC or maybe attackable npcs are theivable, and you get an item corresponding to their drops, higher thieving leads to a better drop, but still rares stay very rare. Could be limited to one thief per monster(i'e you're in a fight, you theif a monster, you cant thief it again til you kill it and fight a fresh one). Or do something silly like only being able to thief from monster once every 10 min. i dunno, this idea didnt even exist 5 minutes ago! i havent thought it through! aaaaaaaaagggggghhhhhhh

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I, in fact, am not a member, but I would think it would be cool if you could steal from banks/players. I'm not saynig actaully taking an item from another person, which means that other person won't have it. Example: Bob steeals from bob1. He gets a random item from bob1, yet bob1 doesn't lose that item. Same thing with banks. And it could be like thieving lvl 20- player lvls 30-40.

 

 

 

 

 

 

 

Also: fixed prices. I constanly see strange prices. I once saw cooked lobsters cost alot less then raw ones. I'm not sure if its the quantity of the item or not, but something is going wrong with prices. I also saw a kite cost less then a sq shield...

 

 

 

 

 

 

 

As lpinkus said: Bad, bad and bad. These ideas are terrible, and would mess up the economy ten-fold.

 

 

 

 

 

 

 

Plus, use your logic with the shields and lobsters. Raw food sells for more because they give you COOKING EXP while cooked food doesn't. Players who want experience are willing to a pay a bit more.

 

 

 

 

 

 

 

And also, more kiteshields are put into the game than square shields are. More monsters drop kites (I believe) and smithers would more commonly make the kites over the squares. It all makes perfect sense to me.

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There is a fixed price on most items... If you sell to shop. Street price is almost always going to be higher. Raw lobs are worth more then cooked since the buyer recieves cooking exp, along with cooked lobs.

 

 

 

 

 

 

 

So, to your ideas, I say (N) (N) (Two thumbs down :( )

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I once saw cooked lobsters cost alot less then raw ones.

 

 

 

 

 

 

 

Of course, cooked lobsters can't give the buyer cooking xp!

 

 

 

 

 

 

 

That thieving idea is very bad. People would just load up with party hats, and then we'd have duping. Would ruin the economy hardcore.

 

 

 

 

 

 

 

You missed the point.

 

 

 

 

 

 

 

A random item would be generated based on the target's level, the player being thieved from would not lose anything, the player doing the thieving would not benefit any more from stealing from a guy carrying 28 phats than he would from stealing from me (absolutely nothing of value whatsoever ;p).

 

 

 

 

 

 

 

dammit you're all agist silly persons! you let the old man steal, why not me?? i mean, he's OLD.

 

 

 

 

 

 

 

Who's the ageist?

 

 

 

 

 

 

 

Besides, unlike physical skills, which decline with age, mental skills don't, barring disease and extremely advanced age.

 

 

 

 

 

 

 

As lpinkus said: Bad, bad and bad. These ideas are terrible, and would mess up the economy ten-fold.

 

 

 

 

 

 

 

Not if done properly, it would be no different than it is now, just more thieving targets.

 

 

 

 

 

 

 

1) Tables would be needed, based on the player's total levels (remember, there are plenty of players with combat level 3 running around with hundreds, if not over 1000, of total levels, and/or millions of gp).

 

 

 

 

 

 

 

2) Some kind of adjustment based on net worth, there are merchants in rs who have never gained a single level in any skill whatsoever, but who are richer than many players with 99 in all skills.

 

 

 

 

 

 

 

3) Perhaps another adjustment based on what skill(s) the player has concentrated on, i.e. a person with fishing much higher than his or her other skills would be more likely to "have" raw fish, a person with high cooking would yield random cooked food, a person with high cooking+fishing would most likely have cooked fish.

 

 

 

 

 

 

 

This might be a bit too complicated, but even a simple table system based on combat level would prevent it from unbalancing the rs "economy" such as it were.

 

 

 

 

 

 

 

And it would be SO funny to see someone try to thieve a person in full Barrows with an Abby Whip or something similar, fail, and get whacked like npcs do to you, only for dmg more appropriate to the target's levels/gear.

 

 

 

 

 

 

 

Not to mention the person noticing and putting you on their permanent "hit list" just for the audacity, even if there is no chance of the target actually losing anything.

Suzanne Vega

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tokin rite wurx gud!

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