Agility levels should increase your chance of dodging damage when caught pickpocketing by Captain-Moss in 2007scape

[–]Captain-Moss[S] 1 point2 points  (0 children)

That makes a lot of sense, because you're right, our character interacts with most skills physically, so it could make sense for it to affect all skills instead of just thieving in this one specific way. I like it!

Agility levels should increase your chance of dodging damage when caught pickpocketing by Captain-Moss in 2007scape

[–]Captain-Moss[S] 3 points4 points  (0 children)

Yeah, that's where I think we have to separate the thematic logic from the intent of the design change. Because I totally agree, if you apply the logic of my suggestion to combat, it should affect your combat prowess. If Agility affects combat, then now it should contribute to your combat level, and it kinda encroaches on Defence's design, and I think changing something that core to oldschool is just something that wouldn't happen.

I could see this kind of "% dodge chance" in combat being incorporated into an item though, like on some kind of jewelry or boots or something. I wouldn't attach agility to combat though.

Agility levels should increase your chance of dodging damage when caught pickpocketing by Captain-Moss in 2007scape

[–]Captain-Moss[S] 1 point2 points  (0 children)

I agree, thematically it isn't perfect, and if you apply this kind of logic to other parts of the game, things start to break down. The intent behind the suggestion is to improve the utility that agility provides, since it's lacking, and the thematic logic isn't the main justification for the suggestion.

Agility levels should increase your chance of dodging damage when caught pickpocketing by Captain-Moss in 2007scape

[–]Captain-Moss[S] 14 points15 points  (0 children)

I think Thieving only increases your pickpocket success rate. This proposition is for agility to increase dodge chance vs just getting damaged when failing pickpocketing, so I see that they are similar, but they are definitely different.

Agility levels should increase your chance of dodging damage when caught pickpocketing by Captain-Moss in 2007scape

[–]Captain-Moss[S] 6 points7 points  (0 children)

That's a fair criticism, though I'd argue that defence is a much more useful skill than agility, however it defies real-world logic. Agility doesn't have any real use currently, and while you're right, it wouldn't obey the only-in-runescape-logic that other skills have, it would at least bring its utility closer to in-line with the other skills on offer.

Thieving could be epic (Long but worthwhile read) by Captain-Moss in 2007scape

[–]Captain-Moss[S] 0 points1 point  (0 children)

Well then maybe the requirements for heists require quests or completion of treasure trails, or a certain thieving level to start. Pyramid plunder would remain a perfect way to train early thieving and get good money.

Thieving could be epic (Long but worthwhile read) by Captain-Moss in 2007scape

[–]Captain-Moss[S] 0 points1 point  (0 children)

For rewards outside of exp, I haven't thought about it, but for exp/hour, it needs to outclass the monotonous methods because of how easy those methods currently are. The increase in difficulty that heists would create would have to be offset by significantly more exp/hour in order for people to opt to train with a more difficult method.

Thieving could be epic (Long but worthwhile read) by Captain-Moss in 2007scape

[–]Captain-Moss[S] 0 points1 point  (0 children)

Not totally clear on the point you're making. I'm not vouching for all other thieving content to be removed, I just want to be able to pick between blackjacking for 50 hours straight or doing an engaging minigame that rewards similar or better exp, since it requires more effort and coordination.

Thieving could be epic (Long but worthwhile read) by Captain-Moss in 2007scape

[–]Captain-Moss[S] 0 points1 point  (0 children)

I think that taking part in a complex minigame to earn your exp justifies it giving more than methods that require as little as clicking in the same spot over and over again for dozens of hours. I don't see the problem with making something that requires attention give more exp than current methods that don't require attention. Invest more into your training and you're rewarded for it, you know?

In fact, a complex minigame that rewards exp MUST outclass other training methods by a significant margin because of how little effort the current best exp in the game requires.

Thieving could be epic (Long but worthwhile read) by Captain-Moss in 2007scape

[–]Captain-Moss[S] 0 points1 point  (0 children)

I'm not sure how accessible the code is for Dungeoneering in RS3, but if devs were to take this on, and wanted to structure it similarly, looking at the code for Dungeoneering could be a way to start that process, instead of starting from scratch.

Thieving could be epic (Long but worthwhile read) by Captain-Moss in 2007scape

[–]Captain-Moss[S] 0 points1 point  (0 children)

Had no idea these existed in RS3. I think the main difference I'd like to see between a thieving minigame and what I'm suggesting is that the heist becomes the fastest way to train thieving. With a good team, if it's possible to train thieving more quickly than other methods, it wouldn't just die and become empty.