This is a very interesting idea and it spawned a bunch of sub-ideas in my head I'll categorize into home court advantage.
Maybe some races get bonuses from certain area types. Storm giants in water, faerie in air, fire giant in fire rooms, etc, but also add a hometown effect-- you heal best in your city,not just any city. These areas become basically their "high ground" in pk and going there gives them a huge edge on catching ticks, they land blows more, better rolls, etc. I like dynamics that give an edge to the pursued at the cost of the pursuer, because if the pursuer loses, he can start running to where has the advantage and reclaim the edge, and it could help balance the scales a bit on characters being dominated by another character-- instead of logging out go to your home area. Your super unwinnable fight is now at least half-feasible to win. If the other guy doesn't like it, he doesn't have to fight you on your turf. Most places aren't anyone's turf so it creates "safe zones" without making them no-pk areas, but just tilting the odds.
Wouldnt this also hurt the "rogues" if they are attempting to capitalize on someone in a city and it is not the "rogues" hometown? There are several ways to lure people to town, but yes, there really is no need to ever be in cities anymore which hurts Tribunals and "rogues".
The object of a thief is to de-buff an opponent through steal and pry, then they will fight. If you want to get your stuff back, wait it out and try to out fight them.
That only works in theory, but the mechanics allows for a difference. I have watched many a thief steal things and log out. Now, if steal/pry returned everything taken upon logout, you would have no problem and people would actually fight.
That is a problem with the players, not the class. I had a Slith thief that stole and pried from Jhalice, then I meleed him to death (no backstabs). The problem is most thief players dont take the risk to get the kill, they just steal and pry until they believe they are "decked" enough to fight. Thieves are not designed to fight toe to toe without debuffing their opponent (Gladiator thieves dont count, even though they cant be glads anymore).
God I wish I still had my old laptop with all the Skexzys PK logs. I'm not a great PKer and I collected over 50 heads in 4-5 months as a Syndi thief. I got a couple dozen on a short-lived Pandy thief. IMO, they are the easiest class to PK with. A good thief player simply needs one thing: Patience.
Getting the setup to kill with a thief is often difficult and takes time. But once you get that setup, death is very likely. I don't think thieves need any melee boosting or defensive perks added to their kit. They just need a way to limit the amount of stealing of gear that can happen. But people lose one item these days and it's raining hellfire on thieves.
FWIW, a naked thief might be the most fun you can have in FL.
Well, to be a thief today you need to **not **carry recalls, gyvels, baubles, dark reds, common backpacks, dark black leaves, or basically anything commonly located. At least daggers/shurikens were removed from being able to be located. That was a good change for thieves.
Or, we could just remove milk from the game and force all food to be city provided, with very limited outside of city locations. The city food provides the best food.
Or, we could just remove milk from the game and force all food to be city provided, with very limited outside of city locations. The city food provides the best food.
I'd agree with that if we also take out detect invis potions.:derisive:
Or, we could just remove milk from the game and force all food to be city provided, with very limited outside of city locations. The city food provides the best food.
I'd agree with this if we also take out detect invis potions.:derisive: