If you have any further ideas, such as how thieving boosts and outfits should interact with such a change, please feel free to add them to the discussion. This is all I have to say on this matter right now. Personally I see this as a positive, but given the direction RS is going, it seems AFK activities are increasingly popular. > It requires players to actually engage with the content. A rework like this wouldn't require much overhauling compared to the likes of the Mining and Smithing rework, but could get as popular given the unique mechanisms. > There are not many pickpocketable NPCs in the game. > Pickpocketing already requires high user input, this change would simply make it more interesting and more rewarding. > New mechanisms will bring renewed interest in such activities Perhaps a cloak of some kind which goes into the cape slot would probably be the most fitting for the Thieving skill, but if this were the case it'd need to retain the skillcape perks should that be already unlocked. However, should you go for the inside pocket, you could get your hands on a high level clue, or business contracts that can be traded to other factions for large amounts of stone spirits / ores / bars.Īnd with these high risk - high reward loot spots, perhaps should come the possibility of obtaining a new hero item geared towards Thieving. If you go for the stone spirit pouch, you'll have relatively good odds at success, but receive a relatively low pay out in stone spirits. These guys will have 5-6 loot spots available at a time, but randomly selected from a longer list - left/right pockets, toolbelt, necklace, earings, stone spirit pouch, seed pouch, back pocket, inside pocket, and so on. Let's take the Dwarven Traders as another example. For example, looting a low value item from an open pocket will be easier than looting from a tied side pouch which may contain higher value loot. These pockets will contain the same value loot and same chance of success, but this chance of success increases with player level.įor a mid-tier example, say Desert Bandits, these will have 3-4 loot spots with varying chances of success, and varying loot sizes. As they are low level, they will only have two loot spots - the left pocket and right pocket. Let's use the typical Man / Woman as an example. If successful, you will have taken an item from that NPC, and that NPC becomes un-thievable for n number of minutes. This could have a time bar similar to how the chests in the VIP portal work. When you click on one of these loot spots, your avatar will then attempt to pickpocket from that location of the NPC. On this NPC, there will be various loot spots, with their own chances of success, and varying value of rewards. When you go to pickpocket an NPC, an interface appears of the NPC. Whilst I feel the following suggestion would be ideal for replacing traditional pickpocketing, I can also see merit in it being a "Big Game Hunter for Thieving" style of activity instead. At level 99 Thieving, success rates at the likes of Dwarven Traders is certainly no higher than 10%, and given the low value rewards and dire XP rates, as well as high user input, there is simply no reason to partake in such activities over other, more rewarding and/or more AFK activities. Right now I feel that traditional pickpocketing is very outdated.
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