The End of All Hope for Thievery (In My Opinion)

Teknique

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Jun 15, 2020
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A very reasonable conclusion.

All mo1 players that were worth their salt were duty bound to boycott this game years ago. As soon as the design philosophy on TC/Wardecs/housing was made apparent, that was sufficient for any VALID mo1 player to know what was occurring.
 

Sally

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Dec 2, 2023
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It says "not YET implemented". That doesn't say they won't be implemented; more that there is an intent to implement.

However, i think the point you're making is that we're being lied to; because SV perhaps suspect people want thievery, but perhaps they fear it will kill the game.

They of course think this because they keep doing votes; and people don't know what is good for the game.. And so, the game keeps going in the wrong direction.
 

finegamingconnoisseur

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It says "not YET implemented". That doesn't say they won't be implemented; more that there is an intent to implement.

However, i think the point you're making is that we're being lied to; because SV perhaps suspect people want thievery, but perhaps they fear it will kill the game.

They of course think this because they keep doing votes; and people don't know what is good for the game.. And so, the game keeps going in the wrong direction.
I wouldn't say that we're being lied to. It's more that those of us who wanted thievery (a good 63% in the unofficial forum poll I made several years back) have probably given up all hope that it will ever come to the game. The entire skill line is probably destined to remain in the not-yet implemented black hole for the foreseeable future, if you ask me.
 

Robmo

Community Manager
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Dec 9, 2021
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I can tell you, with confidence, that design has been working on things, that could effect thievery in the future, they design with that in mind. AFAIK, Thievery is not dead, but I think it requires other features and foundations to work they way they want.

That's all i can really say, if Thievery is done poorly, it could be very bad for the game.
 

manure

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May 7, 2022
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Source: https://www.mortalonline2.com/into-the-vault-153-new-lands-revealed-and-next-patch-details

I had a feeling they would do this sooner or later. To all thievery fans, I think it's safe to say that this may be the end of the road. Seems like it ain't ever coming to MO2.

View attachment 6762

I disagree with you this time, good sir.

When I saw your post, I thought we were doomed... But then, after reading, I calmed down.
They never said there is not going to be Pilfering... All they are doing is replacing certain non existent skills for others on those infamous Trinkets.

Until they dont clearly state "There will be no Thieving on MO2" I will still have faith and believe...

What worried me more about these news is the fact that they re making this game softier day by day... Why the heck do they need to prevent players from quickly looting stuff before others ? How lame... That was one of the valid tactics to initiate a conflict, therefore generating CONTENT between players...
Now we cant even loot other peoples kill stuff ?

Well... Thinking again... If they want to prevent people from stealing kill loots...maybe they dont want players actually STEALING stuff from other players bags !

OH MY GOD, MAN... YOU WERE RIGHT IN THE END :{

THATS REAL BAD NEWS.... :{ These carebear developers wont give us Thieving.... We need another Dev Team.

PLEASE HIRE MORTAL ONLINE 1 DEV TEAM BACK
 

Teknique

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Jun 15, 2020
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I can tell you, with confidence, that design has been working on things, that could effect thievery in the future, they design with that in mind. AFAIK, Thievery is not dead, but I think it requires other features and foundations to work they way they want.

That's all i can really say, if Thievery is done poorly, it could be very bad for the game.
Thanks for confirming it’s at least still on the table.

Fgc however I wouldn’t expect it for years which is almost the same thing as not happening.
 

finegamingconnoisseur

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I can tell you, with confidence, that design has been working on things, that could effect thievery in the future, they design with that in mind. AFAIK, Thievery is not dead, but I think it requires other features and foundations to work they way they want.

That's all i can really say, if Thievery is done poorly, it could be very bad for the game.
I appreciate the assurances, Robmo, and hold a sliver of hope that thievery will come someday in the not distant future. However, I think many of us (thieves and non-thieves alike) who have been wanting to see thievery since alpha have had our hopes crushed many times, to the point we just no longer feel anything these days when SV says thievery is not dead.

I think we will feel more hopeful again when we see at least some form of working prototype, with regular updates on its progress, and Henrik talking about it more often in his livestreams like he does with other features like the invasion spawn and upcoming Sarducaa, etc. Something tangible, visible and substantial that shows us that thievery is still a thing that SV is passionate about and actively working on.

If you can communicate these sentiments to Henrik and the rest of the team, it would go a long way to building something in us fans that resembles hype and excitement on the future of thievery. Thank you.
 
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Emdash

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Sep 22, 2021
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Dude even if they don't add in thievery for some time, they need to add in the rogue playstyle. MO is a rogue game. It fits the play style perfectly. Sneaking around, picking locks, maybe even breaking into people's houses... e t c.

Remove shit like ALV SIGHT that ruin this. If they plan to never add lock picking they are just dumbing out, though. I can see why thievery is on the back burner, but I am really sad for all the former thieves.
 

Dalam

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Dec 5, 2022
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A very reasonable conclusion.

All mo1 players that were worth their salt were duty bound to boycott this game years ago. As soon as the design philosophy on TC/Wardecs/housing was made apparent, that was sufficient for any VALID mo1 player to know what was occurring.
A bit harsh for a developer underselling their game just to keep hardcore, full pvp, lootbag seekers happy, don't you think?
 

Teknique

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A bit harsh for a developer underselling their game just to keep hardcore, full pvp, lootbag seekers happy, don't you think?
Define underselling.

I don’t think it’s harsh at all. It’s not about keeping pvpers happy. It’s about the game being coherent and logical. X guild claims territory, y guild can contest. X player builds house, y player destroys, or breaches. X guild makes bold claims y guild declares. What you have now is complete lawlessness and outrageous. Houses everywhere, guilds running back and forth between strongholds, guilds with 0 morale, 0 battle coordination, 0 leadership, surviving and even thriving. It’s just an exercise in big star vault making a fake sandbox game but then trying to make everyone a winner.
 
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ElPerro

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I can tell you, with confidence, that design has been working on things, that could effect thievery in the future, they design with that in mind. AFAIK, Thievery is not dead, but I think it requires other features and foundations to work they way they want.

That's all i can really say, if Thievery is done poorly, it could be very bad for the game.
So we are probably gonna get a watered down no consequences version of thievery akin to sieging and TC

Anything valuable like trinkets will be un stealable and we can only steal copper coins probably
 
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Emdash

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Sep 22, 2021
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So we are probably gonna get a watered down no consequences version of thievery akin to sieging and TC

Anything valuable like trinkets will be un stealable and we can only steal copper coins probably

haha 'introducing flag thievery.' Maybe thievery tag.

The issue, to me, is just it was a unique mechanic. Like dudes talked about laying down and closing your eyes. There are huge downsides to that game play wise and player sanity wise, but it really helps the game. Even in MO1 when they added the houses you could rest in and didn't have to lay down anymore, something was lost.

It is amazing that people can make this about pvp v pve when in reality even if they are adding more 'pve content,' the game is getting OVERALL LESS ENVIRONMENT haha. "Sandbox players" want the most possible environment without it being aids. Making it hard to skill up your char: aids. Weight lock? Soft. Map (and soon map location?) Soft. Siege windows, etc...

You just can't protect people from loss. I personally think the ideal should be that any kind of power you gain in the game whether it be wealth, skill, or charismatic success, should be able to be used to pressure your enemies. That would be the ideal. When they take away shit that allows you to apply pressure, it's bad. Sure, any of these mechanics can be used by people who just want to grief and pressure everyone, but that's not the worst thing in the world. It makes a lot more sense than outlaws. Maybe there will be NPCs that run around and try to steal your shit luuul.
 

ElPerro

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Jun 9, 2020
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haha 'introducing flag thievery.' Maybe thievery tag.

The issue, to me, is just it was a unique mechanic. Like dudes talked about laying down and closing your eyes. There are huge downsides to that game play wise and player sanity wise, but it really helps the game. Even in MO1 when they added the houses you could rest in and didn't have to lay down anymore, something was lost.

It is amazing that people can make this about pvp v pve when in reality even if they are adding more 'pve content,' the game is getting OVERALL LESS ENVIRONMENT haha. "Sandbox players" want the most possible environment without it being aids. Making it hard to skill up your char: aids. Weight lock? Soft. Map (and soon map location?) Soft. Siege windows, etc...

You just can't protect people from loss. I personally think the ideal should be that any kind of power you gain in the game whether it be wealth, skill, or charismatic success, should be able to be used to pressure your enemies. That would be the ideal. When they take away shit that allows you to apply pressure, it's bad. Sure, any of these mechanics can be used by people who just want to grief and pressure everyone, but that's not the worst thing in the world. It makes a lot more sense than outlaws. Maybe there will be NPCs that run around and try to steal your shit luuul.
Lmao yeah I bet those stupid outlaws scared more noobs away than thievery could ever do. You get your shit stolen once or twice and learn to keep it safe. But those fuckers will pop out of nowhere and grief your mount while your trying to pve or mine some rocks. Dunno who was the genius at Starvault who thought that was a good idea. Probably Henrik.
 

MortalEnjoyer42069

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May 4, 2024
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Lmao yeah I bet those stupid outlaws scared more noobs away than thievery could ever do. You get your shit stolen once or twice and learn to keep it safe. But those fuckers will pop out of nowhere and grief your mount while your trying to pve or mine some rocks. Dunno who was the genius at Starvault who thought that was a good idea. Probably Henrik.
The AI mount griefing "feature" in MO2 is the most toxic shit I've ever experienced in gaming. They seriously should revert back to where pets were ignored by AI if the pet wasn't attacking them. All the proof you need that the team doesn't play the game and is wholly disconnected from the player experience.
 
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Teknique

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The AI mount griefing "feature" in MO2 is the most toxic shit I've ever experienced in gaming. They seriously should revert back to where pets were ignored by AI if the pet wasn't attacking them. All the proof you need that the team doesn't play the game and is wholly disconnected from the player experience.
I thought that was pretty much a settled science on release with hive mind bandits.
 
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