1) Leave the stealth skill as it is now. Hey, those roleplaying rogues
need it, right?
2) Cripple the skill so that it cannot be used to screw other players.
Easiest way I can see is to impose a severe encumbrance penalty to its
use, combined with a skill delay after looting or stealing anything.
No snooping while invisible, either.
3) Remove it from the game. A failed experiment that cannot be
salvaged.
What do you think?
--------------
'Jesus died for somebody's sins, but not mine.'
- Patti Smith, "Gloria"
Mriswith of Sonoma
>2) Cripple the skill so that it cannot be used to screw other players.
>Easiest way I can see is to impose a severe encumbrance penalty to its
>use, combined with a skill delay after looting or stealing anything.
>No snooping while invisible, either.
I think since you're revealed automatically when you loot, that's good
enough for that.
Extending the "auto detect" to friends of the house as well as to the
owner takes care of that.
And no snooping while hidden *would* solve the stealth-steal problem.
I think.
-
Dundee - http://dundee.uong.com/
Skara Brae - http://members.xoom.com/skara/
Lake Superior - http://mars.spaceports.com/~lakesup/
Puck: Don't hurt! I already gave your pearl to Corwin!
I can live with 2 but I prefer 3. And I have a thief char (just not a jerk
one).
Brandy (SBR, LS)
Puck: Strong Proponent of Stealth
Avatar of Hell
Puck: Steal? Umm, no, I'm a mage...
|
|Okay, let's see what the newsgroup thinks about this. Should we:
|
|1) Leave the stealth skill as it is now. Hey, those roleplaying rogues
|need it, right?
|
|2) Cripple the skill so that it cannot be used to screw other players.
|Easiest way I can see is to impose a severe encumbrance penalty to its
|use, combined with a skill delay after looting or stealing anything.
|No snooping while invisible, either.
|
|3) Remove it from the game. A failed experiment that cannot be
|salvaged.
4) Moderate it a bit without shooting it in the head. Snooping under
Stealth should go -- any skill check should break Hiding -- but there's no
need for massive skill delays. They've already got to break LOS first anyway.
Dennis F. Heffernan UO: Venture (Catskills) dfra...@email.com
Montclair State U #include <disclaim.h> ICQ:9154048 CompSci/Philosophy
"And I say now these kittens, they do not get trained/As we did in the days
when Victoria reigned." -- T. S. Eliot, "Gus, the Theatre Cat"
>stealth over there. Also, making snooping a revealing act would
>circumvent how it's suppose to work (ie, ideally, snoop the fellow bag
>without him knowing) Perhaps if failure revealed you, I could live with
>that :)
How it's supposed to work is: You get crim' flagged for it if you're
caught doing it.
OSI quit doing that because newbies were "accidently snooping".
They should have made it an action skill, snooping. With a skill
delay. Impossible to do it "accidentally" then. Impossible to do it
while hidden. And make it a crime to get caught doing it, which it
really ought to be.
But I'm getting to be old and bitter, in UO years. I'm sick of
entertaining thieves, killer, jerks, looters, etc.
Remember this?:
"For some time now the Dev Team has been developing a plan to further
reduce antisocial behavior in Britannia. The first stage of these
plans is tackling the problem of rampant thievery."
I read that and I thought they might be trying to *reduce* the
antisocial behavior in Britannia. I thought they might try to tackle
the problem of rampant thievery by making it *less* rampant.
Stupid me.
I think that snooping while hidden should always pose the risk that you
are revealed, depending on the victims detect hidden skill. The chance
should be much less than when DH is actively used, but then again, a
thief needs to snoop several times to get to the goodies (normally).
Aside from that, I think people should not be able to hide in any form
of house (public or private) unless they are a friend of it. Anyone
that is sneaking should become visible upon entering the house.
Honest Dragon
There are skill enhancers - I'm talking about the apparent use of anatomy to
increase the damage in melee...
Make it so that if stealth is active that snooping becomes that much
harder... No, the better the stealth, the easier it is to snoop. Do it
something like this:
Value of Stealth Result when Snooping
0 - 20 90% Chance Hidden person will
appear and/or -40% Snooping is successfulll
21-35 80% Chance... and/or -35% Snooping
is Successful
36-50 70% Chance... and/or -30% Snooping
is successful
51 -65 60%Chance... and/or -25%....
66-80 50% Chance... and/or -20%....
81-90 40%Chance.... and/or -15%....
91-95 30%Chance.... and/or -10%
96-100 20% Chance... and/or -5%
Or something to that effect... Basically, even a GM Rogue with 100 Stealth
and 100 Snoop will still have a 20% Chance of being caught and only a 95%
chance of successfully snooping... This is, of course, if they are in
stealth. If they are snooping out of stealth then these ratios would not
apply.
Quench
Damocles wrote in message <36daf4a0...@news.rdc1.va.home.com>...
>
>Okay, let's see what the newsgroup thinks about this. Should we:
>
>1) Leave the stealth skill as it is now. Hey, those roleplaying rogues
>need it, right?
>
>2) Cripple the skill so that it cannot be used to screw other players.
>Easiest way I can see is to impose a severe encumbrance penalty to its
>use, combined with a skill delay after looting or stealing anything.
>No snooping while invisible, either.
>
>3) Remove it from the game. A failed experiment that cannot be
>salvaged.
>
On Mon, 01 Mar 1999 19:59:54 GMT, phae...@yahoo.com (Damocles)
wrote:
>
>
>I think since you're revealed automatically when you loot, that's good
>enough for that.
>
So, you are pro-stealth? Holy shit! And I always thought you had a
good handle on the game. I will wait and see what you say after one of
your OU sessions is wrecked by repeated annoyances from some of the GM
stealth thieves out there.
>Extending the "auto detect" to friends of the house as well as to the
>owner takes care of that.
>
>And no snooping while hidden *would* solve the stealth-steal problem.
>
>I think.
>
--
* Sean - ICQ: 1826323 - sunymoon at geocities dot com
* Assistant Web Adminstrator @ www.ZenSearch.com
* My Public PGP Key http://home.rochester.rr.com/zapem/pgpkey.zip
* Small Files? Zap `Em!: http://home.rochester.rr.com/zapem/
Damocles wrote in message <36daf4a0...@news.rdc1.va.home.com>...
>
>
>Okay, let's see what the newsgroup thinks about this. Should we:
>
>1) Leave the stealth skill as it is now. Hey, those roleplaying rogues
>need it, right?
>
>2) Cripple the skill so that it cannot be used to screw other players.
>Easiest way I can see is to impose a severe encumbrance penalty to its
>use, combined with a skill delay after looting or stealing anything.
>No snooping while invisible, either.
>
>3) Remove it from the game. A failed experiment that cannot be
>salvaged.
>
>What do you think?
>
Remove it from the game. It serves absolutely no purpose except to
make it even easier for thieves to harass other players.
Hear, hear... why ISN'T it an action skill???
...
> Remember this?:
> "For some time now the Dev Team has been developing a plan to further
> reduce antisocial behavior in Britannia. The first stage of these
> plans is tackling the problem of rampant thievery."
> I read that and I thought they might be trying to *reduce* the
> antisocial behavior in Britannia. I thought they might try to tackle
> the problem of rampant thievery by making it *less* rampant.
> Stupid me.
Don't feel bad, I fell for it too. DD = GM fibber methinks.
na
>
>Okay, let's see what the newsgroup thinks about this. Should we:
>
>1) Leave the stealth skill as it is now. Hey, those roleplaying rogues
>need it, right?
>
>2) Cripple the skill so that it cannot be used to screw other players.
>Easiest way I can see is to impose a severe encumbrance penalty to its
>use, combined with a skill delay after looting or stealing anything.
>No snooping while invisible, either.
>
>3) Remove it from the game. A failed experiment that cannot be
>salvaged.
>
>What do you think?
Remove it.
--
Erinnyes Dragon -==(UDIC)==-
Moonglow, Atlantic
I'll go with that one.
Players complaining about the ease of the thieving profession is what
produced the patch in the first place, pal. If enough players have
problems with the sneaking scum continuing to find holes in the
system, OSI will patch stealth away too. Then it will be you and your
friends who will be finding new games to play.
Agreed. Besides the snooping, the only other problem with stealth seems
to be house looting, and the change to detect hidden inside houses fixes
that pretty well.
-Smedley, Summoner of Daemons
The skill makes sense, it's new and it's interesting.
Besides, consider it an exchange for the thieves guild idea.
Great Bob
Brandy (SBR, LS)
Puck wrote in message <36DB07D4...@mail.utexas.edu>...
Friends of the house cannot auto-detect yet. Makes it kinda tough when you
have 3 people sharing a house (like I do) _which is what OSI wanted_.
It's so great to be punished (and yes this is a punishment) for doing your
bit to reduce housing.
Brandy (SBR, LS)
no snooping while invinsible sounds right ,but they could do something about
hiding after being attacked.I dont think its working so well as it is now.
>On Mon, 01 Mar 1999 19:59:54 GMT, phae...@yahoo.com (Damocles)
>wrote:
>
>>2) Cripple the skill so that it cannot be used to screw other players.
>>Easiest way I can see is to impose a severe encumbrance penalty to its
>>use, combined with a skill delay after looting or stealing anything.
>>No snooping while invisible, either.
>
>Nerf it: Make it more difficult to be stealthy. Snooping is OK: But
>if you are caught, you are revealed. Oh, and make it so that you
>can't resume Stealth mode for 1 minute after stealing an item or being
>revealed.
Or better yet make it one of those wonderful random skill delays that
OSI is so fond of putting on skills that aren't used to piss off other
players.
Reg LeCrisp - Atlantic
What the heck are you gonna do when you have deadly traps in dungeons if
there is no rogue to stealth in, detect draps, and disarm them?!!!!
Stop yer dang whining!
On Mon, 1 Mar 1999, Reid Elledge wrote:
> Remove it. It sucks, makes no sense, is too exploitable, etc. etc. etc. DD
> was probably on the toilet (where he gets all his bright ideas) when he came
> up with this one. "YAY!! STEALTH!! NOW I CAN WALK AROUND TOWN AND NOBODY
> CAN SEE ME!!! I AM 3733t!! Ph43r me!!" Let's see...instead of wasting
> time on creating and implementing this stupid skill, they could have spent
> their time fixing shit that has existed since day 1 *cough* macro mining
> *cough cough* I must have a cold. Good bye.
>
> Mriswith of Sonoma
>
>
>
>
See pucks post.
On Mon, 1 Mar 1999, Damocles wrote:
>
> Okay, let's see what the newsgroup thinks about this. Should we:
>
> 1) Leave the stealth skill as it is now. Hey, those roleplaying rogues
> need it, right?
>
> 2) Cripple the skill so that it cannot be used to screw other players.
> Easiest way I can see is to impose a severe encumbrance penalty to its
> use, combined with a skill delay after looting or stealing anything.
> No snooping while invisible, either.
>
> 3) Remove it from the game. A failed experiment that cannot be
> salvaged.
>
> What do you think?
>If you nerf stealth, then I say you nerf G@ddamn magery and G@ddamn
>provocation. Bards macro all day. Mages macro all day.
X sucks.
Y sucks.
Therefore it is ok if Z sucks too.
>Now something comes along to put a crimp in monster harvesting, make
>dungeons dangerous, and
The "fix" for monsters being too stupid to pose a threat is: "Delete
the monsters and let the players kill each other"?
>bring a little life to the sterile realm of UO.
One question:
What was the purpose of the thief patch?
OrionCA wrote:
> On Mon, 01 Mar 1999 19:59:54 GMT, phae...@yahoo.com (Damocles)
> wrote:
>
> >2) Cripple the skill so that it cannot be used to screw other players.
> >Easiest way I can see is to impose a severe encumbrance penalty to its
> >use, combined with a skill delay after looting or stealing anything.
> >No snooping while invisible, either.
>
> Nerf it: Make it more difficult to be stealthy. Snooping is OK: But
> if you are caught, you are revealed. Oh, and make it so that you
> can't resume Stealth mode for 1 minute after stealing an item or being
> revealed.
> --
> Think about the tiny, furry rodents scurrying around the
> Jurassic landscape being eaten by predators many times
> their size. To them, the asteroid wasn't a disaster,
> it was a Godsend.
I like these ideas, I could live with them if they were implemented :)
Puck: Wha-hey! That guy has a bow of Vanquishing!
sheesh-0-rama! Never have I seen so much whining!
On
On Tue, 2 Mar 1999, Dundee wrote:
> On Tue, 2 Mar 1999 10:46:07 -0500, "flister john m."
> <fli...@gl.umbc.edu> wrote:
>
> >If you nerf stealth, then I say you nerf G@ddamn magery and G@ddamn
> >provocation. Bards macro all day. Mages macro all day.
>
> X sucks.
> Y sucks.
> Therefore it is ok if Z sucks too.
I would say just because Z is different doesn't mean it should be nerfed
for those who like x and y.
>
> >Now something comes along to put a crimp in monster harvesting, make
> >dungeons dangerous, and
>
> The "fix" for monsters being too stupid to pose a threat is: "Delete
> the monsters and let the players kill each other"?
UO put the Assassin class in. I suppose somewhere in that concept murder
of players and npcs of sosaria is involved.
>
> >bring a little life to the sterile realm of UO.
>
> One question:
>
> What was the purpose of the thief patch?
>
To keep thieves from being able to steal and kill. Now they can only do
one or the other. If you attack Joe Stealth, who is a thieves guild
member, he has to leave.
If you attack Joe Stealth, who is an assassin, you get what you pay for.
>> What was the purpose of the thief patch?
>
>To keep thieves from being able to steal and kill.
Oh... so close. Credit to you for a partial answer. There *was*
another purpose of the thief patch. Says so right on the OWO website.
"flister john m." wrote:
>
> Stealth puts a crimp in the macro killa mage and the superbard, all
> standing behind their hay bales. It's actually a dang fine skill.
> Now your monster exploiting and harvesting is not going to be as easy. I
> love removing your hay bales, you cheatin' guyz!. Beg DD for a sterile
> UO, I hope he doesn't listen! Using stealth I got into areas in the
> spider dungeon I have never been able to reach!
>
> What the heck are you gonna do when you have deadly traps in dungeons if
> there is no rogue to stealth in, detect draps, and disarm them?!!!!
>
> Stop yer dang whining!
>
> On Mon, 1 Mar 1999, Reid Elledge wrote:
>
>
>The day they put traps in dungeons is the day I stop going to
>dungeons. That's just a damn stupid idea..
>
>
It's part of the plan for making thieves useful in adventuring
situations. I thought it had gone in with the thief patch, but maybe
not...haven't hit any dungeons recently.
no matter what they do to stealth they HAVE to make it so snooping reveals
you.
Hiding and stealth need to be nerfed servely.
Damocles wrote in message <36daf4a0...@news.rdc1.va.home.com>...
>
>Okay, let's see what the newsgroup thinks about this. Should we:
>
>1) Leave the stealth skill as it is now. Hey, those roleplaying rogues
>need it, right?
>
>2) Cripple the skill so that it cannot be used to screw other players.
>Easiest way I can see is to impose a severe encumbrance penalty to its
>use, combined with a skill delay after looting or stealing anything.
>No snooping while invisible, either.
>
>3) Remove it from the game. A failed experiment that cannot be
>salvaged.
>
>What do you think?
>
Did you know that there are two levers in the cathedral level of the
spider dungeon? You cross a rope to get to the first. You pull it, it
unblocks a door to another lever protected by a horde of spiders, you pull
that lever and....
On Tue, 2 Mar 1999, Damocles wrote:
> On Tue, 02 Mar 1999 15:21:25 -0600, Harold Roberson
> <hj...@mindspring.com> wrote:
>
> >
> >The day they put traps in dungeons is the day I stop going to
> >dungeons. That's just a damn stupid idea..
> >
> >
>
> It's part of the plan for making thieves useful in adventuring
> situations. I thought it had gone in with the thief patch, but maybe
> not...haven't hit any dungeons recently.
>
>
: Let's see.... hrmmm... to be stealthy I have to have at least 80 hide
: skill. To activate stealth I have to be very talented at it. It has
: around a six second delay before reuse. It has limitations in the
: number of steps... Ug. Now we should do a nerf on it to make it polite?
kkk
Oh bull - it cqn be macroed up in 3-5 days, along with the hiding and dex
pre-req. I say leave it in place for what it was designed for (the
adventuring rogue), but nerf it to non existence when involving town (bank
stealing) and houses (house looting). I.e. - if you enter a house other
than one you own or are a friend of you are immediately unhidden on the
stairs and cannot hide until you move to "neutral" ground. And for town,
if a thief attempts a teal (like banke thieves), they have an immediate
skill delay and are revealed (to give the mark a chance to strike back in
town). If you are out in the woods or dungeon - hey thats a chance you
take. But in town and your own home, you should be able to be secure.
That would limit scumball immature and antisocial predators like looters
and thieves, but not the adventuring rogues like Puck.