*Offer applies with enrollment in triple advantage*mining wrote: Gimmicks. Gimmicks are fun.
Pure Rogue
Re: Pure Rogue
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- Pk Bait
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Re: Pure Rogue
I like Nyeleni's and Rufio's ideas. It would be fun if rogues could make some fun traps. It would be cool if they would be more efficient at pickpocketing. For example, make they could steal more golds or heavier items, or would get bonus on rolls when trying PP.
Re: Pure Rogue
Pickpocket is incredibly unfun to be on the receiving end of, though.OpalimTeGolim wrote:I like Nyeleni's and Rufio's ideas. It would be fun if rogues could make some fun traps. It would be cool if they would be more efficient at pickpocketing. For example, make they could steal more golds or heavier items, or would get bonus on rolls when trying PP.
Bargeld wrote:Overall, I think most would agree that a pure rogue is probably the worst build on the server.
Re: Pure Rogue
And Disarm isn't?mining wrote:Pickpocket is incredibly unfun to be on the receiving end of, though.
Re: Pure Rogue
Disarm is horrible, but most players will give weapons back. Pickpocketing to start with implies keeping it as opposed to a quick legup in combat.
Bargeld wrote:Overall, I think most would agree that a pure rogue is probably the worst build on the server.
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- Lord DM Supreme
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Re: Pure Rogue
i don't give weapons back....
Re: Pure Rogue
You don't know even know what a weapon is or how to disarm
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Aiya Mielikki! CELEB ALCONTARI CUYO ANANN!
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Re: Pure Rogue
Does anyone else find Carejo's animations annoying? I think they are the source of all server lag.
I like disarm, but I hate pickpocket. I think all pickpocketers should be drawn and quartered and their bodies impelled on pikes and displayed at the Avendell Crossing.

I like disarm, but I hate pickpocket. I think all pickpocketers should be drawn and quartered and their bodies impelled on pikes and displayed at the Avendell Crossing.
Torm the Loyal Fury
Re: Pure Rogue
Just disable the animations or pictures. You still can see them by clicking. And I use to ignore most of Carejo's posts without any trouble...
Well, as it is, pick pocket is too easy or powerful. It would be nice however if you could steal from npcs (including hostile spawns).
Well, as it is, pick pocket is too easy or powerful. It would be nice however if you could steal from npcs (including hostile spawns).

Aiya Mielikki! CELEB ALCONTARI CUYO ANANN!
For the Glory of Torm! Clericus Liberatus Anno Dominis - Gloria Triadis!
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- Relic Raider
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Re: Pure Rogue
Video version of willow.DM_Sultan wrote:Does anyone else find Carejo's animations annoying? I think they are the source of all server lag.![]()

Twig (TSS) - Twig [CLAD] - Twigs -Fury- - SyNfully Rotted Twig - Twig'lee -Down Under- - Twig'zilla
Fergus Glonshire [FoN] - Sakij Lovac [FoN] - Zatharus Rivermoon (TSS) - Bumble (TSS) - Body built for SyN
Fergus Glonshire [FoN] - Sakij Lovac [FoN] - Zatharus Rivermoon (TSS) - Bumble (TSS) - Body built for SyN
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Re: Pure Rogue
Hmm... How about this. Introduce two additional tokens. First one is a PP token which improves chance to PP, but is rare to find (like +2 book for example). Also, you could make restriction on who can use such token (system like that already exists for crafting traps). Such token could give bonus to all pp checks or something like that. However, if pickpocketer fails pp, the targets gets his PP token with some probability.DM_Sultan wrote:Does anyone else find Carejo's animations annoying? I think they are the source of all server lag.![]()
I like disarm, but I hate pickpocket. I think all pickpocketers should be drawn and quartered and their bodies impelled on pikes and displayed at the Avendell Crossing.
The other token is PP-detection token. It would work similar to paladin detect alignment ability, except it would detect all players carrying PP token. That way, it would be easier to know in advance who might be pickpocketing and the player could do something (run away from or try to kill the thief).
Problem with PP at this moment is that target has much more to loose compared to the thief. With rare PP token, that would somewhat change because the thief would risk to loose something valuable too (his PP token).
Ofc, such system would depend on how rare the PP token is. If the token is common, then system would not work. If it is very very rare, only players that like to risk would use it, but on the other hand, that is what being a pickpocketer is all about.. risking.
P.S.
I agree. Atm as far as I know, you can just steal gold from npcs.It would be nice however if you could steal from npcs (including hostile spawns).
Re: Pure Rogue
Pure rogues by the time they reach pinnicale of their skills (40th level) would have built up such a scoundrel reputation that they would be wanted dead or alive throughout Aetheria, and a special group of Avendel Marshals would hunt them down where ever they might be in the realm.
-Every zone a pure rogue transistions into there would be a 5% chance that CR 50 Avendel Marshals spawns to capture the rogue,
-imprison the rogue in Avendel,
-after 24 game hours the rogue brought forth to a magistrate for araignment: roll of d100 to determine bail to be set for release:
a. 1-10 released on own recognizance.
b. 11-25 released on 100,000 gp bail
c. 26-50 released on 250,000 gp bail
d. 51-75 released on 500,000 gp bail
e. 75-99 remainded without bail.
g. 100 rogue escapes, at transitions within 3 maps of Avendel there is now 25% chance Marshals locating and recapturing.
-if rogue used pp skill at any time then use following to determine bail:
a. 1-10 released on 250,000 gp bail
d. 25-50 released on 500,000 gp bail
c. 51-75 released on 1,000,000 gp bail
d. 75-99 remainded without bail
e. 100 rogue escapes, at transitions within 3 maps of Avendel there is now 25% chance Marshals locating and recapturing.
-if rogue used pp skill and still holds the stolen item in their inventory: rogue is considered caught red handed:
a. item(s) removed from rogue's inventory, item(s) are returned to the rightful owner (players have 24 game hours to claim and regain from magistrate).
b. bail rolls are:
1. 1-10 released on 500,000 gp bail
2. 11-25 released on 1,000,000 gp bail
3. 26-50 released on 1,000,000 gp bail plus a level 35+ item
51-75 remainded without bail
76-99 rogue deemed to dangerous and immediately slain (special) in court. (see special slain below).
100 rogue escapes; at transitions within 3 maps of Avendel there is now 25% chance Marshals locating and recapturing.
-if remainded without bail or unable to pay bail within 2 game hours then rogue is held in stocks in the center of Avendel.
-if the rogue escapes and is recatpured then the rogue is held in stocks in Avendell until the trial.
-if the rogue has sufficient gp on them, then bail is paid and the rogue is released.
-if rogue does not have sufficient gp on them, then another player is allowed to act as bail bondsman and pay bail fee for them, rogue required to give either 10% of their gold or a level 35+ item to bail bondsman player as collateral.
-after 48 game hours the rogue's trial is held by the magistrate for trial:
a. if the rogue is in the Avendel stocks then they are brought forth to the magistrate,
b. if the rogue was released on bail and bail was paid by the rogue then they have 1 game hour to appear before the magistrate or receive a 100,000 xp penalty and they forfeit the paid bail.
c. if the rogue's bail was paid by a bail bondsman, then rogue has 1 game hour to appear before the magistrate, if the rogue does not appear before the magistrate then the rogue receives a 1,000 xp penalty and the player who paid the bail has 24 game hours to produce the rogue to the magistrate (pk the rogue and the rogue is instant spawned to the magistrate), bail bondsman after pking the rogue receives the bond back, awarded 5,000 xp and is instantly transported to DM prize room. If the bail bondsman is unable to pk the rogue then they forfeit the bond and receive a 10,000 xp penalty.
At trial: d100 roll is made to determine outcome:
a. 1-10 insufficient evidence was available and the case is dismissed, bond returned to rogue or bail bondsman, and rogue released.
11-25 found innocent by a miscarrage of justice or due to an inept prosecutor.
26-50 found guilty and ordered to time served and a 10,000 xp penalty.
51-75 found guilty and ordered to time served and a 25,000 xp penalty.
76-99 found guilty and ordered to time served and a 50,000 xp penalty.
100 slain for crimes against Aetheria (special slain see below).
If rogue is slain (special) at araignment or after trial, then the toon is perma-deleted from that player's vault and player receives a temporary ban of 24 real hours from the server for being such a scoundrel!!!
In the event that the rogue and/or bail bondsman have not logged in during any of the above time periods, then game hours are only counted when they are logged on the server together. If after 7 real days pass and the rogue has not logged on to server for 24 game hours then bond is forfeitted, no xp penalty to the bail bondsman, the rogue is tried in absentia (while absent).
d100 roll for trail:
a. 1-25 abscense was proof of guilty, 50,000 xp penalty applied to the rogue's player's next 30+ level logged toon; whether that toon is the rogue build or another when that person logs onto server again (determined by CD key or player's ISP address).
b. 26-50 abscense was proof of guilt, 100,000 xp penalty applied to the rogue's player's next 30+ level logged toon; whether that toon is the rogue build or another when that person logs onto server again (determined by CD key or player's ISP address).
c. 51-75 abscense was proof of guilt, 250,000 xp penalty applied to the rogue's player's next 30+ level logged toon; whether that toon is the rogue build or another when that person logs onto server again (determined by CD key or players ISP address).
d. 76-99 abscense was proof of guilt, the rogue build is deleted from the player's vault and 50,000 xp penalty applied to xp penalty applied to the player's next 30+ level logged toon (determined by CD key or player's ISP address).
100 abscense was proof of guilt, the rogue build is deleted from the player's vault, player receives a 7-day temporary ban, and 250,000 xp penalty applied to the player's next 30+ level logged toon (determined by CD key or player's ISP address).
-Every zone a pure rogue transistions into there would be a 5% chance that CR 50 Avendel Marshals spawns to capture the rogue,
-imprison the rogue in Avendel,
-after 24 game hours the rogue brought forth to a magistrate for araignment: roll of d100 to determine bail to be set for release:
a. 1-10 released on own recognizance.
b. 11-25 released on 100,000 gp bail
c. 26-50 released on 250,000 gp bail
d. 51-75 released on 500,000 gp bail
e. 75-99 remainded without bail.
g. 100 rogue escapes, at transitions within 3 maps of Avendel there is now 25% chance Marshals locating and recapturing.
-if rogue used pp skill at any time then use following to determine bail:
a. 1-10 released on 250,000 gp bail
d. 25-50 released on 500,000 gp bail
c. 51-75 released on 1,000,000 gp bail
d. 75-99 remainded without bail
e. 100 rogue escapes, at transitions within 3 maps of Avendel there is now 25% chance Marshals locating and recapturing.
-if rogue used pp skill and still holds the stolen item in their inventory: rogue is considered caught red handed:
a. item(s) removed from rogue's inventory, item(s) are returned to the rightful owner (players have 24 game hours to claim and regain from magistrate).
b. bail rolls are:
1. 1-10 released on 500,000 gp bail
2. 11-25 released on 1,000,000 gp bail
3. 26-50 released on 1,000,000 gp bail plus a level 35+ item
51-75 remainded without bail
76-99 rogue deemed to dangerous and immediately slain (special) in court. (see special slain below).
100 rogue escapes; at transitions within 3 maps of Avendel there is now 25% chance Marshals locating and recapturing.
-if remainded without bail or unable to pay bail within 2 game hours then rogue is held in stocks in the center of Avendel.
-if the rogue escapes and is recatpured then the rogue is held in stocks in Avendell until the trial.
-if the rogue has sufficient gp on them, then bail is paid and the rogue is released.
-if rogue does not have sufficient gp on them, then another player is allowed to act as bail bondsman and pay bail fee for them, rogue required to give either 10% of their gold or a level 35+ item to bail bondsman player as collateral.
-after 48 game hours the rogue's trial is held by the magistrate for trial:
a. if the rogue is in the Avendel stocks then they are brought forth to the magistrate,
b. if the rogue was released on bail and bail was paid by the rogue then they have 1 game hour to appear before the magistrate or receive a 100,000 xp penalty and they forfeit the paid bail.
c. if the rogue's bail was paid by a bail bondsman, then rogue has 1 game hour to appear before the magistrate, if the rogue does not appear before the magistrate then the rogue receives a 1,000 xp penalty and the player who paid the bail has 24 game hours to produce the rogue to the magistrate (pk the rogue and the rogue is instant spawned to the magistrate), bail bondsman after pking the rogue receives the bond back, awarded 5,000 xp and is instantly transported to DM prize room. If the bail bondsman is unable to pk the rogue then they forfeit the bond and receive a 10,000 xp penalty.
At trial: d100 roll is made to determine outcome:
a. 1-10 insufficient evidence was available and the case is dismissed, bond returned to rogue or bail bondsman, and rogue released.
11-25 found innocent by a miscarrage of justice or due to an inept prosecutor.
26-50 found guilty and ordered to time served and a 10,000 xp penalty.
51-75 found guilty and ordered to time served and a 25,000 xp penalty.
76-99 found guilty and ordered to time served and a 50,000 xp penalty.
100 slain for crimes against Aetheria (special slain see below).
If rogue is slain (special) at araignment or after trial, then the toon is perma-deleted from that player's vault and player receives a temporary ban of 24 real hours from the server for being such a scoundrel!!!

In the event that the rogue and/or bail bondsman have not logged in during any of the above time periods, then game hours are only counted when they are logged on the server together. If after 7 real days pass and the rogue has not logged on to server for 24 game hours then bond is forfeitted, no xp penalty to the bail bondsman, the rogue is tried in absentia (while absent).
d100 roll for trail:
a. 1-25 abscense was proof of guilty, 50,000 xp penalty applied to the rogue's player's next 30+ level logged toon; whether that toon is the rogue build or another when that person logs onto server again (determined by CD key or player's ISP address).
b. 26-50 abscense was proof of guilt, 100,000 xp penalty applied to the rogue's player's next 30+ level logged toon; whether that toon is the rogue build or another when that person logs onto server again (determined by CD key or player's ISP address).
c. 51-75 abscense was proof of guilt, 250,000 xp penalty applied to the rogue's player's next 30+ level logged toon; whether that toon is the rogue build or another when that person logs onto server again (determined by CD key or players ISP address).
d. 76-99 abscense was proof of guilt, the rogue build is deleted from the player's vault and 50,000 xp penalty applied to xp penalty applied to the player's next 30+ level logged toon (determined by CD key or player's ISP address).
100 abscense was proof of guilt, the rogue build is deleted from the player's vault, player receives a 7-day temporary ban, and 250,000 xp penalty applied to the player's next 30+ level logged toon (determined by CD key or player's ISP address).
Last edited by Eldaquen on Wed Dec 01, 2010 12:52 pm, edited 2 times in total.
Murphy's Law:
Nothing is as easy as it looks.
Everything takes longer than you expect.
And if anything can go wrong,
It will, at the worst possible moment.
Nothing is as easy as it looks.
Everything takes longer than you expect.
And if anything can go wrong,
It will, at the worst possible moment.
Re: Pure Rogue
What if the scoundrel is carrying a relic?
Death Dealers ::DD::
Laufer - Gemetzel - Force - Little Fist - Egil - Torture - Hatshepsu - Nemesis - Hierophant - Supernaut - Flesh Hound - Insurrection - Antithesis - Dead of Winter - Volcanus 2000
Laufer - Gemetzel - Force - Little Fist - Egil - Torture - Hatshepsu - Nemesis - Hierophant - Supernaut - Flesh Hound - Insurrection - Antithesis - Dead of Winter - Volcanus 2000
Re: Pure Rogue
Then relic is dropped on the ground where rogue was captured. Besides relics are carried by speedy monks anyway ... 

Murphy's Law:
Nothing is as easy as it looks.
Everything takes longer than you expect.
And if anything can go wrong,
It will, at the worst possible moment.
Nothing is as easy as it looks.
Everything takes longer than you expect.
And if anything can go wrong,
It will, at the worst possible moment.
Re: Pure Rogue
Forgot to meantion what happens when CR 50 Avendel Marshals appear:
Dialog (conversation) starts when captian of Marshals catchs up to rogue. Rogue given choice to surrender peaceably or fight. If rogue is in a party and surrenders then party is left alone. If rogue choose to fight then Marshals attack rogue and any and all party members. When the rogue is killed by the marshals, then rogue is instantly transported to Avendel stocks to await arraignment. The remaining party members has the choice of continue fighting Marshals or flee.
Dialog (conversation) starts when captian of Marshals catchs up to rogue. Rogue given choice to surrender peaceably or fight. If rogue is in a party and surrenders then party is left alone. If rogue choose to fight then Marshals attack rogue and any and all party members. When the rogue is killed by the marshals, then rogue is instantly transported to Avendel stocks to await arraignment. The remaining party members has the choice of continue fighting Marshals or flee.
Murphy's Law:
Nothing is as easy as it looks.
Everything takes longer than you expect.
And if anything can go wrong,
It will, at the worst possible moment.
Nothing is as easy as it looks.
Everything takes longer than you expect.
And if anything can go wrong,
It will, at the worst possible moment.