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This is an extension of a discussion in
Theme: Where Are You, Withmore? because it's true it was getting a little far from that main topic, and a development from complaints I made in
Complaints: Dipping Double Dips on Restrictions. Basically the long and short is that I feel there are both too many overlapping controls and disadvantages and policies on theft (ie. using the pickpocket command in any context). These are current what I would describe as five separate controls and policies on theft and some of them have, in my opinion, contradictory purposes.
The change I would suggest making is to dissolve the 1:1 policy on NPC:PC targeting and instead leave it up to players to steal from other players at their preference, but to instead limit players to stealing chyen from NPCs once per day total and four times per week total, in addition to all the other coded limitations that already exist. This would, in my opinion, bring it into line with similar time-gating mechanisms on other automated income sources and prevent wholesale farming of NPCs, give an incentive to target dangerous wealthy NPCs in high risk areas, and also reduce the degree of theft that players will be overall subjected to per chyen that a thief is earning.
This would also have the significant advantage of being a coded interlock and would not be subject to the same subjective variation in what is appropriate or not. In my view this would make the game better for both thieves and their targets, and has no obvious issues of abuse that I can see.
By 0x1mm at Mar 25, 2025, 7:58 PM
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LEGEND
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I will just add that I think this type of system would also be resistant to negative feedback loops like we have now, where as the level of player street activity drops the amount of theft pressure the remaining players are subjected to tends to increase, which discourages street activity and so on.
This would allow players to avoid stealing from other players when activity is really low or it would be otherwise counter-productive overall (if someone is playing at 2AM DST and has one other active player moving around their sector, they don't want to be stealing from them 4 times a week) but also allow players to survive playing their archetype even when player populations drop and there isn't six practical PC targets to pursue a week (let alone a day).
By 0x1mm at Mar 25, 2025, 8:10 PM
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So in the back of my mind, when I read over this idea I'm thinking to myself…
"What if the PC already consumed their coded pickpockets for the day, there's RP occurring that would benefit from their ability to pickpocket an NPC, and now they simply cannot?"
This is really the only problem I have with code locks. It removes flexibility to respond those uncertain instances. And yes, they could just, presumably keep their pickpocketing down to plan for that, but that seems less fun when you're building your character around that skillset.
By Quotient at Mar 26, 2025, 6:19 AM
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STREET SAM
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This wouldn't apply to pickpocketing items for roleplaying or any other purposes.
By 0x1mm at Mar 26, 2025, 12:32 PM
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LEGEND
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How would it not? Coded mechanism are indiscriminate.
By Quotient at Mar 26, 2025, 12:35 PM
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STREET SAM
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Because I'm only referring to pickpocketing chyen, not using the steal command against items. They're tracked differently already.
By 0x1mm at Mar 26, 2025, 1:00 PM
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What if pickpocketing the chyen from an NPC was the purpose of the RP in question?
By Quotient at Mar 26, 2025, 1:01 PM
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STREET SAM
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I'm not trying to nitpick. I'm just pointing out that, while I advocate heavily for coded solutions where appropriate, there are some instances where they actually inhibit the freedom of the sandbox that this game is.
By Quotient at Mar 26, 2025, 1:02 PM
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STREET SAM
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Well then I weep for that future sad hypothetical scenario?
I've never had 'steal chyen from this NPC right this moment' as an urgent part of a roleplaying scenario. It strikes me as a vanishingly small hypothetical set against the 520,000c of automated income a player has allocated to them a year to earn, and not something I would personally want to do away with a happier experience overall for.
By 0x1mm at Mar 26, 2025, 1:03 PM
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Well it does tend to escalate on a matter of precedence. I don't ever want a player to have to local OOC "Hey, I can't do that, because it's telling me I reached my limit for today." And I don't want other players to have to get creative to navigate around mechanical roadblocks any more than necessary.
By Quotient at Mar 26, 2025, 1:05 PM
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STREET SAM
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The perfect is the enemy of the good here. Not being able to solve for every possible situation is not a reason to keep a bad, subjectively enforced policy (one that is obviously read by different players in incredibly different ways) in place versus something everyone can clearly understand and work with and has no room for favouritism or low key punishment.
Code should absolutely be the determiner in places where a lot of disagreement is likely to arise about what is fair and what should happen. See also things like interlocks on attacking.
By 0x1mm at Mar 26, 2025, 1:06 PM
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And I don't want other players to have to get creative to navigate around mechanical roadblocks any more than necessary.
And I want to be able to play my archetype without wondering each day if I've got enough favourable impression on whoever is currently staff online not to get punished for a very blurry line different people have had different interpretations on.
By 0x1mm at Mar 26, 2025, 1:08 PM
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And I want to be able to play my archetype without wondering each day if I've got enough favourable impression on whoever is currently staff online not to get punished for a very blurry line different people have had different interpretations on.
I've literally been XHELPed seconds after taking chyen from an NPC after solely acquiring income through PC interaction for months. So I feel you, but I'm still going to advocate for mechanical freedom over codified restrictions in this specific instance.
By Quotient at Mar 26, 2025, 1:11 PM
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STREET SAM
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You're just framing it in the most restrictive possible hypothetical terms that don't have to exist in order to dismiss the idea. I was very supportive of the difficulties you've had and supported changes to aid them on this forum, and I think it would be constructive to suggest ways to improve the suggestions rather than nitpick hypotheticals and deconstruct phrasing as law.
By 0x1mm at Mar 26, 2025, 1:13 PM
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You're just framing it in the most restrictive possible hypothetical terms that don't have to exist in order to dismiss the idea. I was very supportive of the difficulties you've had and supported changes to aid them on this forum, and I think it would be constructive to suggest ways to improve the suggestions rather than nitpick hypotheticals and deconstruct phrasing as law.
We go back and forth. I don't generally take things on here personally and I certainly hope you don't.
There's a possibility that I may come up with an alternative in the near future as it occurs to be, but right now my responses reflect my stance. I will certainly contribute in a more positive way if an alternative means of implementation occurs to me, but for now I'm just expressing an opinion, which is important in its own way, no?
By Quotient at Mar 26, 2025, 1:17 PM
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STREET SAM
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I don't see how there's anything in what I said that leads to anything you've raised as being fatal issues. The current code that tells players to steal once from one target a day doesn't restrict your mechanical freedom as you put it, so what is the problem exactly with having a similarly explicit control instead of vibes so different players have different outcomes and very different experiences?
By 0x1mm at Mar 26, 2025, 1:20 PM
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What you call 'mechanical freedom' I'd just say was wishy-washy policy that could punish one player and reward another for the same behaviour. No one ever argued we should have mechanical freedom to roleplay combat as we liked, that would be an instant catastrophe of accusations of favourtism and meddling.
Where conflict and loss are concerned it should be about code, or explicit exacting policy period. Not whatever someone happens to be feeling about a given player. Why would you want that type of system supporting it?
By 0x1mm at Mar 26, 2025, 1:23 PM
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so what is the problem exactly with having a similarly explicit control instead of vibes so different players have different outcomes and very different experiences?
Theoretically, I imagine a conversation taking place. "Why did you exceed the limit?" "Well, there was a roleplay interaction that took place and I felt that interaction justified exceeding the limit. There is a @note for it." "We'll review and act as necessary."
I don't realistically know how well that would go over. I'm only theorizing.
There's a lot of code in place currently to prevent someone from exceeding the automated income via NPC "drops", I think. I do not know how heavily that applies to pickpocketing, but it's there. It's a more passive solution that has an explanation beyond feedback that you cannot do that again today.
By Quotient at Mar 26, 2025, 1:28 PM
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STREET SAM
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I suppose in this case the more passive solution, in accordance with what I've already stated would simply to render 0 chyen from the target NPC, and eliminate any chyen on them in that moment so as not to render different results between PCs.
By Quotient at Mar 26, 2025, 1:30 PM
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STREET SAM
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I've literally been XHELPed seconds after taking chyen from an NPC after solely acquiring income through PC interaction for months.
Put it this way: You got an XHELP for earning maybe ~2000c of automated income, while a player with an ideal freight set up could theoretically earn more automated income in a single day more than other players would in two months, and routinely more that what others would earn in an entire month.
In that context does this strike you as a policy that is giving thieves mechanical freedom with how the game is played today? Because having experienced those two different things in back-to-back characters leaves me with the strong impression this is a policy far rooted in the past and not equal in treatment for comparable effort.
By 0x1mm at Mar 26, 2025, 1:37 PM
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A single day is even a misleading framing, by definition it would be within a single 30 minute window in an ideal scenario. 30 minutes, once a week. Yes,
very expensive to get there, other complications involved and it's not a one-to-one comparison, but I spent about about 12 hours of my playing hours in the last week walking and seeing no players at all, let alone having something to take from them.
At a minimum we should have similar levels of reward and controls based on level of risk and effort. Ten times the work, or twenty times the time, for tiny rewards is not an outcome that is reasonable or fairly implemented in my opinion when looking at all the various income systems that exist and where most of the money being earned in the game is coming from.
By 0x1mm at Mar 26, 2025, 1:41 PM
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0x1mm
Every participant in this game, including staff has a limited perspective and experience. I just want to clarify that I'm not taking a hard line or attacking you personally. I'm only expressing an opinion based on my experience, which could lack critical data, and is certainly not intended as a personal attack on your idea/suggestion.
By Quotient at Mar 26, 2025, 1:41 PM
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STREET SAM
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I don't think you're attacking me I just think you're missing the forest for the trees. I didn't say anything about
blocking all further thefts land I feel like it's a strange point to fixate on against the larger problems being faced, and I think you're aware of the spirit of what's being suggested but are choosing to hyperfocus on details I didn't raise.
There's nothing in what I suggested that says anything you've put forward as a problem is impossible or will be fatal to the experience, this type of code already exists for single-target per day tracking, I've never heard anyone say that was catastrophically preventing their roleplaying? I just don't see why you view this as such a problem.
By 0x1mm at Mar 26, 2025, 1:47 PM
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Frankly, I could just not understand the limitations of the current system or the experience as those who are participating in it actively do.
That said, I did suggest that the NPCs render 0 chyen on pickpocket as an alternative to an explicit block and message, which… I believe, is already a coded practice with other criteria and has more IC justification.
By Quotient at Mar 26, 2025, 1:52 PM
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STREET SAM
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Would it make more sense for the pool of chyen to be determined on a weekly basis and the PC to roll their stats/skills against their ability to acquire the allotment in X amount of pickpockets so there is no more confusion?
By Quotient at Mar 26, 2025, 2:00 PM
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STREET SAM
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That already exists though. Those income sources are already subject to weekly caps after which NPCs cannot be stolen from by code, which is part of the reason I'm so adament that the additional policy on top of that is pointless except to drive aggression against players which players are
extremely vocal about degrading their experience.
It's already governed by income caps, it's already governed by a one-per-day-per-bit interlock, it's already governed by hard skill checks and NPC callouts and audience spotting and a bunch of other areas. The subjective policy is not creating good outcomes on top of those existing restrictions in my opinion.
By 0x1mm at Mar 26, 2025, 2:06 PM
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Like, believe me it is not lost on me that players will ask for
anything but killing as their gameplay experience but then turn around and advocate against theft to the nth degree so that it keeps getting more and more restricted and limited. But I am trying to some degree trying to heed the feedback players are giving about why they feel discouraged about playing and want to make it
very explicit through these discussions why they're subject to theft and what is driving it.
If no one wants to get on board with changing some of the policies that drive that experience, then ultimately that is okay with me because I have the skill and time and resources and character build to work around uphill work, but I will recognize that other players are going to be worse off, in my opinion, based on their feedback to thievery.
By 0x1mm at Mar 26, 2025, 2:20 PM
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I don't actually think there has to be any code involved at all and that the policy can be completely thrown away entirely without any changes and there will be no problems whatsoever. NPC theft is governed by skill checks and risk and automated income caps, period, there doesn't need to be
anything else.
Players and staff historically have complained and protested about the idea of someone just earning income from NPCs, in some kind of bubble where freight and crates and long-hauls and a bunch of other systems added since 2010 exist. I don't think these complaints have any weight whatsoever (what is different in making income from pickpocketing with a hard skill check compared to a long-haul that has none?), but for some reason people hate this idea so I'm suggesting an extra control to replace the policy that still actually allows some reason level of play even though I don't think it should exist myself.
By 0x1mm at Mar 26, 2025, 2:37 PM
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I honestly probably wouldn't care if @rules were loosened to allow people to mug or pickpocket NPCs to cap.
There are a number of factors that allow individuals who depend on other authorized sources of income to reach cap more efficiently, I don't see why other specialties should be prohibited from doing so.
My only advocacy is not to inhibit the ability for a PC to perform a needed action in the moment of meaningful RP.
By Quotient at Mar 26, 2025, 2:41 PM
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For elaboration…
Investments in certain skills or stats toward certain activities result in a more efficient accumulation of wealth against automated sources, that, to my knowledge, are not scrutinized to the level that mugging and pickpocketing are.
If there is indeed a disparity beyond my personal observance, I don't see any reason why combat/pickpocket PCs should be subject to additional scrutiny when it comes to system sourced income. I would even advocate that other specialties should have such means for leveraging their skillsets to supplement their activities.
By Quotient at Mar 26, 2025, 2:46 PM
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STREET SAM
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I don't think pickpocketing PCs for profit of your PC is good in any scenario. Pickpocketing PCs for RP purposes (stealing a progia to get access to their messages, stealing their PRI to read their love-journal, stealing whatever to setup something else) is fine.
But just pickpocketing PCs that have no way to discover you, stop you from pickpocketing them etc is just a negative experience for the target. It doesn't give them anything but loss.
So, whichever system we can implement that promotes more RP-bearing-based thievery I am all for. Why is it so terrible to let pickpockets hone skills and earn chy from NPCs? Especially if that profit falls in line with weekly caps etc.
There is literally no benefit in immy#2467 having their crate money lifted. Immy is suddenly without resources to continue certain RP avenues, has no idea what happened and is just shit out of luck for more interaction. The PC pickpocket would earn the same profit just stealing from some tourist and would leave another PC with resources to generate fun for themselves and others.
By 84Winston at Mar 26, 2025, 5:49 PM
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NEWBIE
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@84
The idea that stealing from a PC is only valid if it’s for some higher RP goal such as an enote or progia and only for a specific purpose creates a false binary. Profit is a valid RP goal. So is reputation. So is feeding your gang. So is simply surviving in a systemically hostile city. When a thief takes someone’s flash, it’s not “just loss”.
If we start saying theft is only okay when it doesn’t inconvenience anyone too much, Then might as well delete theft.
By Mindhunter at Mar 26, 2025, 6:28 PM
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CHUMMER
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This first part is in response to 0x1mm's comment in the Where are you Withmore thread, with regard to the rules referring to balance among all sources of income (not just dips). The dip I played did pull in a majority of income from dips or dip related RP. So while I think I do nterpret the farming rules the similarly, I was referring to dipping in a vacuum because I was interested in, and did, lean very heavily into the archetype to the exclusion of other income (never mind profit), including job terminals, for long periods of time.
The stress and frustration of trying to do this without being flagged for farming led me to stop dipping altogether for 6 or so months at one point.
I have to ask myself how many people are earning the majority of their income from automated sources like job terminals, candy runs, shitberg farming, etc etc and not from other players at equal intervals. None of those income streams are dictated in rules as being restricted beyond the weekly cap
Dips, on top of their extra farming controls, have much less agency to make up the disparity between NPC and PC income than say, a combat character doing the same thing. A mugger can work someone over and steal a holstered weapon. Dips can't. Combatants can steal worn clothes. Dips can't. They can beat you down and frisk you to find the best things to steal. Dips can't. They can potentially rip chrome or have chrome ripped. Dips can't. They can literally steal every item on your person at once. Dips can't. They can target the same person more than once in a day without messages popping every time they input their bread and butter command. Dips can't.
A dip can bring 10k in NPC flash with 2-4 dip x npc commands. It takes all of five 5 minutes. For that 10k in income that everyone with dayjob income just gets in automated hustle if they want it (no strings attached via terminals, candy, weapon runs, bergs, etc.), a dip might have to go after 10+ PCs to accumulate the same in PC targeted income. Add the value of a big ticket item and it goes up. It represents hours and hours of effort. I felt like I had to spend my whole life online to come close to equilibrium on the NPC/PC income ratio. All for something most others get with no fuss. Dips have access to the same automated income if they want it, face the same blanket caps as everyone else (toward which their one unique source of semi-automated income counts), but deal with IC gear and mechanical features that restrict their ability to take from PCs, plus additional rules around farming. It makes no sense.
Keep the 1PC dip per day and remove the additional farming considerations is my opinion. Put them on the same level of consideration that every other automated income stream gets and let the weekly cap do its job.
By RatchetEffect at Mar 26, 2025, 10:32 PM
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STREET SAM
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And by being dictated, I mean I don't hear anyone complaining that they get xhelps for collecting terminal payments and doing street level automated income.
By RatchetEffect at Mar 26, 2025, 10:35 PM
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STREET SAM
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This first part is in response to 0x1mm's comment in the Where are you Withmore thread, with regard to the rules referring to balance among all sources of income (not just dips). The dip I played did pull in a majority of income from dips or dip related RP. So while I think I do nterpret the farming rules the similarly, I was referring to dipping in a vacuum because I was interested in, and did, lean very heavily into the archetype to the exclusion of other income (never mind profit), including job terminals, for long periods of time.
Aha I follow you now sorry for the cross-chatter I didn't fully grasp what you meant in the other thread, and also my sincere sympathies because that sounds brutal.
By 0x1mm at Mar 26, 2025, 11:59 PM
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I really only even suggested a different code control because I felt there wouldn't be staff buy-in on dropping the policy without some other downside to take its place and I think Quotient and I were, while somewhat talking past one another, somewhat still in general agreement about those issues (I think we were just understanding the word interlock differently because I am a non-technical person and probably used it wrong).
There is almost certainly a more ideal alternative mechanism someone could think up, I was just drawing an analogy to the time-gating on crates (one type of limit per day, another limit per week) but it was basically an arbitrary choice by me for this topic.
By 0x1mm at Mar 27, 2025, 12:16 AM
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Also, to Quotient's point about codelocking NPC dips, I empathize. That's basically what happens right now because of the 1 dip/PC/day control. Maybe you dip an empty wallet from someone in the morning then see them receiving a juicy letter full of paydata in the evening. Too bad, you already took that wallet. No creating RP for you.
I think it's a bigger issue on that side than for NPCs.
Still, I don't want to see dips going hog wild on PCs were that 1 a day rule lifted. That's a tough one to solve for me.
By RatchetEffect at Mar 27, 2025, 12:26 PM
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@Mindhunter
I am not saying to delete theft if it's an inconvenience. I am thinking in more terms of respecting a players time. A new character might have to work longer in RL time to make some flash, and to have it taken away without any meaningful interaction, scene or 'fun' (that a mugging for example could provide) does not respect the players time or fun.
It's abstracted from the theme and the immersion. It's just that it leads to a negative loop and to weird IC behaviours that are wholly focused on avoiding game mechanics and drives down interaction and visibility of the playerbase. – Which was a previous complaint here on the board. You want more people out and about? Don't make them suffer IC unnecessarily or without payoff. I have very little interest in playing 1-3 hours, and then have whatever results of that playtime nullified without even an interaction with another player.
By 84Winston at Mar 27, 2025, 12:50 PM
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NEWBIE
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There are answers to being dipped. And not just stat or gear gains. Find out about dips in the area. Network. Forge relationships. Hire dips as you get established. Or work for them. Do favors. Help them if you can't afford to pay them. Find people that don't like dips and hunt down any dip or all the dips you can find. Make them pay even if you don't know who specificaly did it. Go scorched earth. There are so many things you can do to get dips off your back and probably make money in the process. Even if a dip doesn't give you more RP than leave your pocket lighter, you have options.
By RatchetEffect at Mar 27, 2025, 1:04 PM
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But I can't network if I'm stolen from. It's smallwordling. There's no realistic chance of finding the exact dip that turfed my stuff in a sector where there's so many of them. Theft has even less interaction than being mugged. At least you can see who's mugging you, even if it is just a shroud or a hood. My experience with being stolen from is realizing fifteen minutes after I needed something that I don't have it any more.
You don't get any interaction with dips and they just get stuff from you. They're really uninteresting to coexist in a roleplay space with, and I think that, rightly or wrongly, dictates some of the IC attitudes towards them as well.
None of this "coaching" is going to solve that perception.
By Ameliorative at Mar 27, 2025, 1:26 PM
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You could see then how a policy that
requires thieves to target players at what is a very aggressive level in proportion to the income they represent could be harmful then.
And do you even know you were pickpocketed by a player?
This is what I mean about the design choices and policies of the game pushing negativity onto players over things they have little say or no say in currently. I would prefer myself to engage with players in more interesting ways like Winston describes, but if I want to make a very basic income from my considerable skill investments, I don't have that option with this policy in place.
By 0x1mm at Mar 27, 2025, 1:39 PM
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I'm trying to offer some kind of "advice" as someone who's experienced both sides of dipping. You're not required to take it, but commenting complaints and saying nothing works and offering no constructive ideas to correct it isn't going to help anything unless your goal is to shout into an echo chamber.
Also, it isn't small worlding to indiscriminately target an archetype. You don't need to know who dipped you to hate all dips and/or work toward getting even with the first dip you find. So someone took your stuff. Find someone else to take it back from.
Anyway, I don't want to get off topic. 0x1mm's sentiment is perfectly on point here. The combined systems and rules do work in a way that forces dips to target PCs much more frequently than NPCs and it reinforces the very perception we're talking about. I've already said my thoughts on what I think we should try so I'll leave it at that.
By RatchetEffect at Mar 28, 2025, 7:31 PM
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