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Spartacuz
03-11-2019, 11:15 AM
Hello Origin team,

First of all I would like to say that I am really enjoying this server, so keep up the good work!
There are however a few suggestions that in my opinion would help improve the server, especially job wise.

For some time now the server is really lacking thieves, since only 1 (Gladiators) out of the top 10 guilds is a thief guild. This can happen and is NOT a complaint, just a fact.
The problem with that however is that things can get really unbalanced. The other top guilds are logically trading together most of the time (safety in numbers), which is understandable and makes it challenging for us.

This means that thieves are outnumbered 9/10 times, which in itself is not a problem, but there are some changes that would make it more fair. If there are no thieves in the server what so ever, traders have free game and will inflate the servers prices with all the gold. I also think people lose interest because to be honest where is the fun in a server with only traders ?


Suggestions:

- It has happened several times now that we as thieves took down all the traders, including transports, except one guy: they place a cleric character on a 1* trade (temple goods) which can not be touched. This really doesn't seem fair because the other party members will just get unlimited resses while the 1* cleric literally can't die. Please either make it impossible to only buy 1* goods from temple or change that he can be targeted as soon as he is not riding his transport.

- Buffs while riding transports. This also feels really unbalanced because you can safely put bards or warriors on transports after fully buffing the hunters who protect them. Buffs should disappear as soon as you're riding your transport to add more balance into jobbing.

- The NPC hunter & thief spawns give zerk too easily. If we as thieves spot a trade caravan all the hunters can just zerk 24/7 because of the NPC spawns. Should they succeed and continue the trade it just takes two more spawns to refill your zerk! That means free zerk every 3 minutes while thieves can not get it after they steal any loot. My suggestion would be to remove it completely, also for NPC hunter spawns so thieves have no benefit and everything is balanced between the classes. If its not getting removed I would suggest to at least make it like 10 times harder to renew your zerks on NPC hunter & thieves spawns.


PS: I also think thieves should get more EXP when selling stolen goods, or reduce the quantity needed to reach the next level. The highest trader is lv 20, hunter lv 17 and thief 7.. that should speak to itself it is not really balanced.

Thanks for your time and I hope these suggestions will be helping in improving the server we all like to play in.

Cheers,

Spartacuz

neXXt
03-11-2019, 01:14 PM
If there are no thieves in the server what so ever, traders have free game and will inflate the servers prices with all the gold. I also think people lose interest because to be honest where is the fun in a server with only traders ?
Spartacuz

Let me just add some insight on that one really quick.
There is no inflation of the server prices. If there is any inflation going on, the prices should increase, since inflation means that the money is loosing it's worth. The prices are actually going down, because no one is buying items due to the fact that no one knows what's comming next. The GM's trailer screenshot confused and did a lot of harm to the players moral. No one knows what is comming and especially when. Imagine you invest now your gold for a decent DG9 weapon and/or equipment and suddenly tomorrow is the release of the next cap.

People loosing interest in a server has been a thing since the beginning of P-Server. Please don't blame the imbalance in the ammount of trader/thiefs.



- It has happened several times now that we as thieves took down all the traders, including transports, except one guy: they place a cleric character on a 1* trade (temple goods) which can not be touched. This really doesn't seem fair because the other party members will just get unlimited resses while the 1* cleric literally can't die. Please either make it impossible to only buy 1* goods from temple or change that he can be targeted as soon as he is not riding his transport.
Spartacuz
I can agree on that one.



Buffs while riding transports. This also feels really unbalanced because you can safely put bards or warriors on transports after fully buffing the hunters who protect them. Buffs should disappear as soon as you're riding your transport to add more balance into jobbing.
Spartacuz
Same thing can be applied to thiefs. You can also use buffs on pets. Implementing the "feature" you mention would add another disadvantage for traders.



The NPC hunter & thief spawns give zerk too easily. If we as thieves spot a trade caravan all the hunters can just zerk 24/7 because of the NPC spawns. Should they succeed and continue the trade it just takes two more spawns to refill your zerk! That means free zerk every 3 minutes while thieves can not get it after they steal any loot. My suggestion would be to remove it completely, also for NPC hunter spawns so thieves have no benefit and everything is balanced between the classes. If its not getting removed I would suggest to at least make it like 10 times harder to renew your zerks on NPC hunter & thieves spawns.
Spartacuz
I personally think that this is fair. Traders need to protect the pets for 30min+ and multiple robbery attemps by the thiefs. This is simply impossible without zerk. On the otherside, one succesfull attack on the traders by the thiefs means, that the trade is lost.
Depending on the position, you need as trader at least 1min to get to the place of the attack to find the thiefs gone. Especially as the scroll timer for thiefs is so low and the options to run away infinite, I would say that giving traders/hunter an advantage in the much more difficult job is fine.

Simplicity
03-11-2019, 01:56 PM
Hello,

Thanks for your feedback.

We have some of these already and know about the abuse of some traders with 1 star trades. These are all going away on the next balance update.

Thanks,

Kenay
03-11-2019, 02:00 PM
I completely agree with Sparta that the serv lacks of thieves and some tricking should be done in the job system !
Zerk is completely overpowered and that's why a lot of pserver removes the zerk from the jobs, maybe there are others aspects to tweak like the 1* cleric in the pt with 5* or the xp from thieves that win 12M from one 5* while traders makes 100M profit out of 50M trade !

Anyway, looking forwards for a tweak on the job system to have even more fun

boskutis
03-11-2019, 02:00 PM
okey if u talk about traders,hunter buffs, about 1 start, so my sugestion make thiefs only can take 1 person gods same like trader we cant take another trader gods, if thiefs kill us and 2 thiefs share 2 trades in donkey its take a lot time and most time we cant take all our trade again, about exp, did u think how many trade need make to get lvl 20 or 15 or 10?, u stolen maximum 50 trades and share it in full pt thiefs, about buffs if we cant bufg hunters so logic we need more hunters, cant make trade with 2 or 3 hunters, need fullpt same like thiefs, if full pt hunters no point make trade, money is low, one more: we have to make trade 30-40m to get 60-70m if 2 hunters, u enought only few minutes till scrool finish and u got 56m, if u talk.about zerk, so maybe make thiefs scrool 30 min tp so u have a lot time got zerk,

boskutis
03-11-2019, 02:04 PM
if u canclel 1 star, please make bandit scrool 7-10 min, or they can take only 1 trade cant share 1 trade in 2 or 3 donkeys, Ty

Spartacuz
03-11-2019, 02:30 PM
@ neXXT,

First of all thanks for the reply,

''Same thing can be applied to thiefs. You can also use buffs on pets. Implementing the "feature" you mention would add another disadvantage for traders.''

Of course that should be the same for thieves, my whole point is to make things more balanced which means same advantages/disadvantages (however you want to look at it) for both classes.

''I personally think that this is fair. Traders need to protect the pets for 30min+ and multiple robbery attemps by the thiefs. This is simply impossible without zerk. On the otherside, one succesfull attack on the traders by the thiefs means, that the trade is lost.
Depending on the position, you need as trader at least 1min to get to the place of the attack to find the thiefs gone. Especially as the scroll timer for thiefs is so low and the options to run away infinite, I would say that giving traders/hunter an advantage in the much more difficult job is fine.''

I personally think it's definitely not fair. If you fail your first attempt as a thief (assuming you go in with zerk), you will never have an opportunity to succeed without, unless you walk all the way back to roc mountain to get a new zerk (which will take a lot of time and the traders might have reached town by then). I get why you as a trader/hunter don't want to see this removed because it gives you a huge advantage over thieves. However, it would also apply to thieves ofcourse which makes it easier to steal it back if we can't renew our zerks that easily either.

Traders/hunters outnumber thieves like 5 to 1 at this point. The silk transports can only be killed by multiple characters or a strong one in zerk (and even then it still takes a while), so I dont really think its fair to also give you all the advantages of buffs on transports and free zerks every few min. Same goes for thieves if they do steal goods =)

Spartacuz
03-11-2019, 03:07 PM
@ boskutis,

You're reply is filled with poorly substantiated arguments, which only strenghten my own..
Suggesting that a full thief party can only take 1 trade at the time is ridiculous, not even going to explain why because you should be able to figure that out yourself.
The reason it takes that long to get higher thief level is because we all share the EXP with the whole party, unlike traders who get all the EXP solo should they succesfully do a trade. Since trading is way easier than thieving wouldn't it make sense to increase the EXP gained by thieves? or do you think thieves should just take years to get lv 10+

About the zerks: my whole point is to get rid of getting them from thief and hunter npc spawns, not excluding zerks from job all together and definitely not a 30min timer on scrolls to also get zerks a lot, thats the opposite from what i've been saying..

You would still be able to buff your hunters, but that shouldn't be possible while sitting safe on a transport with 300k + hp.. walk in front of your transport and buff all you want ;)
Also thieves are already getting less gold for stolen loot than traders do, especially when sharing with full pt, not to mention we waste hours even trying to find traders while you can just do it anytime, anyday.
Then again we're not thieving for the gold, just for the fun of it.

Trouncy
03-11-2019, 03:46 PM
For some time now the server is really lacking thieves, since only 1 (Gladiators) out of the top 10 guilds is a thief guild. This can happen and is NOT a complaint, just a fact.
The problem with that however is that things can get really unbalanced. The other top guilds are logically trading together most of the time (safety in numbers), which is understandable and makes it challenging for us.
eves took down all the traders, including transports, except one guy: they place a cleric character on a 1* trade (temple goods) which can not be touched. This really doesn't seem fair because the other party members will just get unlimited resses while the 1* cleric literally can't die. Please either make it impossible to only buy 1* goods from temple or change that he can be targeted as soon as he is not riding his transport.

- Buffs while riding transports. This also feels really unbalanced because you can safely put bards or warriors on transports after fully buffing the hunters who protect them. Buffs should disappear as soon as you're riding your transport to add more balance into jobbing.

i Agree with Sparta here 1* inside temple parties is abuse

Crowleen
03-12-2019, 01:54 PM
@ neXXT,

First of all thanks for the reply,

''Same thing can be applied to thiefs. You can also use buffs on pets. Implementing the "feature" you mention would add another disadvantage for traders.''

Of course that should be the same for thieves, my whole point is to make things more balanced which means same advantages/disadvantages (however you want to look at it) for both classes.

''I personally think that this is fair. Traders need to protect the pets for 30min+ and multiple robbery attemps by the thiefs. This is simply impossible without zerk. On the otherside, one succesfull attack on the traders by the thiefs means, that the trade is lost.
Depending on the position, you need as trader at least 1min to get to the place of the attack to find the thiefs gone. Especially as the scroll timer for thiefs is so low and the options to run away infinite, I would say that giving traders/hunter an advantage in the much more difficult job is fine.''

I personally think it's definitely not fair. If you fail your first attempt as a thief (assuming you go in with zerk), you will never have an opportunity to succeed without, unless you walk all the way back to roc mountain to get a new zerk (which will take a lot of time and the traders might have reached town by then). I get why you as a trader/hunter don't want to see this removed because it gives you a huge advantage over thieves. However, it would also apply to thieves ofcourse which makes it easier to steal it back if we can't renew our zerks that easily either.

Traders/hunters outnumber thieves like 5 to 1 at this point. The silk transports can only be killed by multiple characters or a strong one in zerk (and even then it still takes a while), so I dont really think its fair to also give you all the advantages of buffs on transports and free zerks every few min. Same goes for thieves if they do steal goods =)


hi, you really made some good points, but the zerks thing is extremely bad and wrong, for somethings that are suggested i hope you have in mind some of the following facts:

Zerking is a strategy, id if i should say more than that or not, but i believe it's important, and i know that hunters abuse the fact that zerk is so

easy to get off the spwans but thieves have the element of surprise, which i think if used correctly should be enough to take the whole caravan

down with the first zerk gauge a thief already has when he comes to attack a caravan.


2nd argument is the buffs whilst riding the transport, which is totally false, failing the first attack is due to instant op buffs like screens and skins for warrior, cold shields and so for players, added to that i gotta mention it again if thieves lose their first attack it's due to their poor use of zerks and so, thieves are losing because they are getting outnumbered and they

are getting outnumbered because most people elect into getting more gold, which is only reasonable, not because there people riding on pets

buffing the hunters, because if you give it a good thought, hunters have to deal with the traders lagging or falling behind, also dcing?,the huge

amount of spwans, added to that if a party of thieves comes around, there is no way in hell a hunter party can match a thieves party without

safe buffs due to these conditions, please do consider how things are on the other side too, with those things that are mentioned basically if ever

a party of hunters/traders gets jumped by thieves it's a loss. might as well leave the goods and start anew, i know thieves get

hunter NPC spawns too but they have limited time to get back to thief town, 5 minutes only, a thief can rob a trader, return to thief town then go

for another round, the time between Ice&fire temple to Constantinople (which is the shorter route) takes around what 30min+? that is if it is

uninterrupted, that means a thief can basically do easily 3-4 robs off a trader in that time if their party is simply put stronger, idk if I am clear enough or not.


I know that the point is to make the thieves parties at least even with hunters parties strength wise, but that can not be a good job system, their has to be some ++es for hunters & traders
due to two main reasons, a huge one that I mentioned above, and the other is trade manage the economy of the server, it's the only gold income here, what does thieves add to the server? sorry i know it sounds weird like racism or sexism, but no, I'm speaking as if I'm some sort of an NPC inside a town in there, around August/July last year a player named jacko managed to gather a good guild and stop trading routes for around 2-weeks or something he stopped them completely, what happened next was that the server was dying, silk prices dropped to 90-95m
everyone was selling stuff no one was buying and the ones that had gold kept it for themselves stashed.


the only way to get more thieves is making thief job more desirable by more income or exp as you have said before, but mind you the hunter level 17 and trader level 20, are just diligent they trade 24/7 since they started the game, also both of them were already high level in hunter/trader experience before most of the high-level thieves now were already in the game.


thankyou for trying to make this server even better than it already is^^!!

Vargrym
03-18-2019, 09:00 AM
hi, you really made some good points, but the zerks thing is extremely bad and wrong, for somethings that are suggested i hope you have in mind some of the following facts:

Zerking is a strategy, id if i should say more than that or not, but i believe it's important, and i know that hunters abuse the fact that zerk is so

easy to get off the spwans but thieves have the element of surprise, which i think if used correctly should be enough to take the whole caravan

down with the first zerk gauge a thief already has when he comes to attack a caravan.


2nd argument is the buffs whilst riding the transport, which is totally false, failing the first attack is due to instant op buffs like screens and skins for warrior, cold shields and so for players, added to that i gotta mention it again if thieves lose their first attack it's due to their poor use of zerks and so, thieves are losing because they are getting outnumbered and they

are getting outnumbered because most people elect into getting more gold, which is only reasonable, not because there people riding on pets

buffing the hunters, because if you give it a good thought, hunters have to deal with the traders lagging or falling behind, also dcing?,the huge

amount of spwans, added to that if a party of thieves comes around, there is no way in hell a hunter party can match a thieves party without

safe buffs due to these conditions, please do consider how things are on the other side too, with those things that are mentioned basically if ever

a party of hunters/traders gets jumped by thieves it's a loss. might as well leave the goods and start anew, i know thieves get

hunter NPC spawns too but they have limited time to get back to thief town, 5 minutes only, a thief can rob a trader, return to thief town then go

for another round, the time between Ice&fire temple to Constantinople (which is the shorter route) takes around what 30min+? that is if it is

uninterrupted, that means a thief can basically do easily 3-4 robs off a trader in that time if their party is simply put stronger, idk if I am clear enough or not.


I know that the point is to make the thieves parties at least even with hunters parties strength wise, but that can not be a good job system, their has to be some ++es for hunters & traders
due to two main reasons, a huge one that I mentioned above, and the other is trade manage the economy of the server, it's the only gold income here, what does thieves add to the server? sorry i know it sounds weird like racism or sexism, but no, I'm speaking as if I'm some sort of an NPC inside a town in there, around August/July last year a player named jacko managed to gather a good guild and stop trading routes for around 2-weeks or something he stopped them completely, what happened next was that the server was dying, silk prices dropped to 90-95m
everyone was selling stuff no one was buying and the ones that had gold kept it for themselves stashed.


the only way to get more thieves is making thief job more desirable by more income or exp as you have said before, but mind you the hunter level 17 and trader level 20, are just diligent they trade 24/7 since they started the game, also both of them were already high level in hunter/trader experience before most of the high-level thieves now were already in the game.


thankyou for trying to make this server even better than it already is^^!!

I'll try to be as fair and unbiased as I can possibly be, which is obviously difficult for any one of us to do since we're all gravitating towards one profession or the other, but: the reasoning that it is basically alright that the amount of Thieves is so miniscule in contrast to that of Hunters and Traders is absolutely baffling to me. Yes, the notion that the majority of people choose to be either a Trader or a Hunter as their profession is a statistical fact. That, however, simply illustrates the issue at hand, which is that the Thief profession is severely disadvantaged in pretty much every conceivable way.

To start with, a Trader may initiate a trade at any time they see fit, which gives them the ability to organize with other people, being able to set a time to gather and cooperate resulting in massive amounts of players working together and aiding each other. That in itself is fine, but let's take a look at the other side. Thieves are required to spend a lot of time patrolling and scouting for a potential trade, often wasting hours to no avail (and having a particularly difficult time doing so without the ability to use Invisibility or Stealth, which only two classes in the game can do), and once a trade has been located, they are on a timer depending how far from their destination they currently are to gather as much help as possible, while not losing track of the convoy's whereabouts. Matching the numbers of the Traders and Hunters (or often even the Hunters alone) is in 99% of cases impossible, so there is that as well (furthermore, keep in mind that in the event that one or multiple transports are broken, the Traders are then able to go all out and fight alongside the Hunters fully, so retaking a stolen convoy often becomes trivial thanks to sheer numbers).

The way professions in the game work is a triangular conflict, which indeed does mean that it is 2v1 by design already, which should be balanced out by the fact that the Traders need to focus on carrying their cargo while the Hunters fend off any attempts at a robbery. That being said, there are so many factors aiding the success rate of the aforementioned side that it's almost ridiculous. Most of these have already been pointed out by Spartacuz, but here's a brief rundown regardless: When several parties of Traders and Hunters band together, which is a common occurance these days, the Traders can safely sit on their transports without ever having to dismount WHILE having Bard skills such as the tambours and dances active, as well as Warrior Fences cast on the Hunters making them nearly invincible and boosting their damage output (which is already absolutely broken due to the ability to use Berserk more or less constantly thanks to the NPC Thief spawns). The defensive buffs of the European race in this server are already far too potent as of now making nearly any damage from even the strongest characters laughably shrugged off, but that's a topic for an entirely different conversation. The point is, the only viable strategy to counter this is to target and remove the said Bards and Warriors from the equation - the possibility of which is almost entirely voided by them being untouchable atop their transports, while the overbuffed, unkillable ever-zerking Wizard Hunters annihilate anyone attempting to touch those. Not to mention that whenever they find themselves in a pinch, they can simply seek refuge in any nearby town (as they have repeatedly done, sometimes waiting there for a long time so the opposing side would grow tired of waiting and cease their efforts). The 1* untouchable Cleric ressers have already been adressed, but it still deserves a mention given how much of a pathetic, game-breaking "strategy" that is and how commonly it's being abused. It only speaks to the fact that these people are not at all interested in a fair, engaging play, but only in making their undeserved gold by any means necessary.

Which brings me to my next point. Insinuating that Thieves are "useless" for the well being of the server. This is so mindbogglingly silly to suggest that I'm not even sure where to begin dismantling such an argument. So let's play this out. Take Thieves out of the equation entirely (not a far fetched idea if the ONE SINGLE THIEF GUILD LEFT should choose to cease playing or switch like all the other hypocritical former Thief guilds did), what you get is a server where everyone can freely farm gold to their heart's content without any sort of risk, hindrance or limitation whatsoever. I assume you are familiar with the concept and consequences of the term inflation, correct? Not only would it absolutely kill any sort of gameplay, challenge or engagement from players when it comes to the job conflict, which is a core aspect of the game and the reason many people even play it to begin with (further enforced by just how abruptly servers which adapted the new, unsatisfactory and dull job system have lost massive amounts of their playerbase), but it would also skyrocket the prices of everything since gold would continuously keep losing value at a rapid pace. This is why it is imperative that the job conflict within the game be, as a certain purple Mad Titan once wisely said, perfectly balanced, as all things should be.

I stand by the notion that the ability to buff other players (and keep these buffs active) while sitting on top of a transport should be removed (from both sides, obviously), as well as the zerk gauge gain from the NPC spawns needs to be scaled back considerably or removed entirely. And last but not least, the job experience gain for Thieves absolutely needs a boost. Even the most dilligent, hardworking ones are barely able to get past level 6 or 7, while the opposing side has a large amount of players over the level of 15 (which, once again, aids them via the job suit buffs helping them outrun and overpower us).

I realize this is a lengthy post, but I felt the need to be as thorough as possible. I'm open to discussion, but I stand by every point made as they have been analyzed and constructed over time in light of what we have been experiencing for months now. Thank you for reading.

Trouncy
03-29-2019, 02:40 PM
Hello,
Is it possible to raise the theif profit or give them some type of extra incentive to take up the role as thief? only Due to most players needing to farm gold they will immediatlly think turning trader leaving the thiefs outnumbered. if an entire union trades for several hr with no interupptions thatll seriouslly inflate the ingame economy.

We are enjoying the game and trash talking all day but we want to avoid destroying the thiefs Morale entirely. if they stop playing it hurts the entire community.

Simplicity
03-29-2019, 04:31 PM
Hello,
Is it possible to raise the theif profit or give them some type of extra incentive to take up the role as thief? only Due to most players needing to farm gold they will immediatlly think turning trader leaving the thiefs outnumbered. if an entire union trades for several hr with no interupptions thatll seriouslly inflate the ingame economy.

We are enjoying the game and trash talking all day but we want to avoid destroying the thiefs Morale entirely. if they stop playing it hurts the entire community.

Hello,

The thief profit has already been increased to the max possible. The next update will include some modifications that will aid thieves however.

Cheers,

Crowleen
03-30-2019, 01:43 PM
I'll try to be as fair and unbiased as I can possibly be, which is obviously difficult for any one of us to do since we're all gravitating towards one profession or the other, but: the reasoning that it is basically alright that the amount of Thieves is so miniscule in contrast to that of Hunters and Traders is absolutely baffling to me. Yes, the notion that the majority of people choose to be either a Trader or a Hunter as their profession is a statistical fact. That, however, simply illustrates the issue at hand, which is that the Thief profession is severely disadvantaged in pretty much every conceivable way. <br>
<br>To start with, a Trader may initiate a trade at any time they see fit, which gives them the ability to organize with other people, being able to set a time to gather and cooperate resulting in massive amounts of players working together and aiding each other. That in itself is fine, but let's take a look at the other side. Thieves are required to spend a lot of time patrolling and scouting for a potential trade, often wasting hours to no avail (and having a particularly difficult time doing so without the ability to use Invisibility or Stealth, which only two classes in the game can do), and once a trade has been located, they are on a timer depending how far from their destination they currently are to gather as much help as possible, while not losing track of the convoy's whereabouts. Matching the numbers of the Traders and Hunters (or often even the Hunters alone) is in 99% of cases impossible, so there is that as well (furthermore, keep in mind that in the event that one or multiple transports are broken, the Traders are then able to go all out and fight alongside the Hunters fully, so retaking a stolen convoy often becomes trivial thanks to sheer numbers).<br>
<br>The way professions in the game work is a triangular conflict, which indeed does mean that it is 2v1 by design already, which should be balanced out by the fact that the Traders need to focus on carrying their cargo while the Hunters fend off any attempts at a robbery. That being said, there are so many factors aiding the success rate of the aforementioned side that it's almost ridiculous. Most of these have already been pointed out by Spartacuz, but here's a brief rundown regardless: When several parties of Traders and Hunters band together, which is a common occurance these days, the Traders can safely sit on their transports without ever having to dismount WHILE having Bard skills such as the tambours and dances active, as well as Warrior Fences cast on the Hunters making them nearly invincible and boosting their damage output (which is already absolutely broken due to the ability to use Berserk more or less constantly thanks to the NPC Thief spawns). The defensive buffs of the European race in this server are already far too potent as of now making nearly any damage from even the strongest characters laughably shrugged off, but that's a topic for an entirely different conversation. The point is, the only viable strategy to counter this is to target and remove the said Bards and Warriors from the equation - the possibility of which is almost entirely voided by them being untouchable atop their transports, while the overbuffed, unkillable ever-zerking Wizard Hunters annihilate anyone attempting to touch those. Not to mention that whenever they find themselves in a pinch, they can simply seek refuge in any nearby town (as they have repeatedly done, sometimes waiting there for a long time so the opposing side would grow tired of waiting and cease their efforts). The 1* untouchable Cleric ressers have already been adressed, but it still deserves a mention given how much of a pathetic, game-breaking "strategy" that is and how commonly it's being abused. It only speaks to the fact that these people are not at all interested in a fair, engaging play, but only in making their undeserved gold by any means necessary.<br>
<br>Which brings me to my next point. Insinuating that Thieves are "useless" for the well being of the server. This is so mindbogglingly silly to suggest that I'm not even sure where to begin dismantling such an argument. So let's play this out. Take Thieves out of the equation entirely (not a far fetched idea if the ONE SINGLE THIEF GUILD LEFT should choose to cease playing or switch like all the other hypocritical former Thief guilds did), what you get is a server where everyone can freely farm gold to their heart's content without any sort of risk, hindrance or limitation whatsoever. I assume you are familiar with the concept and consequences of the term inflation, correct? Not only would it absolutely kill any sort of gameplay, challenge or engagement from players when it comes to the job conflict, which is a core aspect of the game and the reason many people even play it to begin with (further enforced by just how abruptly servers which adapted the new, unsatisfactory and dull job system have lost massive amounts of their playerbase), but it would also skyrocket the prices of everything since gold would continuously keep losing value at a rapid pace. This is why it is imperative that the job conflict within the game be, as a certain purple Mad Titan once wisely said, perfectly balanced, as all things should be.<br>
<br>I stand by the notion that the ability to buff other players (and keep these buffs active) while sitting on top of a transport should be removed (from both sides, obviously), as well as the zerk gauge gain from the NPC spawns needs to be scaled back considerably or removed entirely. And last but not least, the job experience gain for Thieves absolutely needs a boost. Even the most dilligent, hardworking ones are barely able to get past level 6 or 7, while the opposing side has a large amount of players over the level of 15 (which, once again, aids them via the job suit buffs helping them outrun and overpower us). <br>
<br>I realize this is a lengthy post, but I felt the need to be as thorough as possible. I'm open to discussion, but I stand by every point made as they have been analyzed and constructed over time in light of what we have been experiencing for months now. Thank you for reading.
Hello,
first of all, thank you for replying and I am sorry for my late one.

can i point something out though? you didn't bring something new to what spartacuz said, I hope I'm not being impolite, I am just stating it out flat and clear, you pointed out the most important parts, in the whole reply i don't see any opposing argument to the things i mentioned, *sorry if I'm wrong* but the thing about patrolling isn't entirely correct, rarely anyone patrols, most thieves just camp Samarkand & Constantinople with their alts, 1 alt char per city is enough for a whole union,

I understand there is a considerable amount of unfairness to thieves in terms of Income or exp whatsoever but in terms of power it's slight, pretty slight, I understand that this will be to no avail, our opposing opinions , I mean.

so we can have some sort of middle term agreement to let Game masters or some of us, [Might be biased] players record their job wars and show what actually goes on to the game masters, only by that I'd say there would be a fair judgment, minding the time spent to gather a party of thief strong enough to attack a caravan and also gears of the players taking part in the war too.

Again thanks to everyone participating in this informative thread^^

Crowleen
03-09-2021, 09:16 AM
Looking back on this, i wanted to state that yes, thief job is important, just not as much as to having 100% success rate in robbing people. It is good for the economy, but its bad if it kills the game, and thats what i tried to imply when i mentioned the Jacko guild.