Tell me how thievery will increase new player retention? It will be an end-game loop solution when the problems Mortal faces now are early game dominant. When I watch youtube reviews of average players, trying and then subsequently quitting the game not once have I seen a mention of thievery. Almost exclusively the people requesting or mentioning thievery at all are MO1 players.
The game doesn't need any more MO1 players, i'm really sorry to be the one to break it to you. It was a 500 population game at its peak.
I'm not saying "never thievery", i'm just saying it's low priority. We get a patch once every 3-6months. Can't afford for one of those patches to be dedicated to thievery for a very long time.
Because thievery taps in to an entirely new audience. Because mechanics based around thievery would tap into a style of game that is host to some of the most popular franchises of all time. I already went through the list before on a different thread, but just type in "stealth games" into google. Or the fact that pretty much every MMORPG has a class with stealth mechanics or a means of playing via subterfuge.
It adds a whole different dimension to the game. Right now? The game doesn't feel very dynamic because of the lack of this dimension. This is a game that is heavily inspired by some level of realism, as much as it can in a fantasy setting.
Sneaking and stealth is a thing people can do realistically. You're only building on the core intent of the game by implementing it. That, and a rogue style of play is a key archtype to the fantasy RPG genre across the board.
Also, you want to bring up how MO1 didn't have more players, and pin the blame on thievery? No. Sorry, there are too many other factors that could've played into the failure of that game that have nothing to do with thievery. I for one never heard of MO1, but would've gladly played it if i'd known it existed. I have a feeling that may have had something to do with it's failure. That or a host of other potential issues completely unrelated to thievery.
The fact is, people like you are not thinking about what is good for the game, you are thinking about what will be more hassle for yourself. Thievery will most certainly be good for this game. It is an entirely new way of playing with a style of play that has a MASSIVE audience. You're worried about having to be on your toes in the "safe" zones. You feel entitled to a safe space where you can let your guard down in a game that is supposed to be brutal and punishing. You're one of these people who just don't belong on a game like this, and you contaminate the vision and drag it down with your selfishness.