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Where to steal the Crown of Arcane Temperament (Circlet)?

G

Gal

Guest
Any one figured out yet where to steal that item? its pretty good and its the only one on the new artifact list that is stealable.
Dose it spawn some where like the inquis or do you need to steal it off a monster?
 

Ru TnT

Seasoned Veteran
Stratics Veteran
Stratics Legend
It spawns in the Abyss. Its an Artifact Rarity 5 item, meaning a 24 hour respawn. Chances are someone has already stolen it if you can't find it. It doesn't spawn out in the open/along any of the usual paths, but it's not really out in the middle of nowhere either...
 
G

Gal

Guest
It changes locations or dose it spawn at the same location over and over again?
 
G

Gal

Guest
Yeah would be nice if you point out the location rolleyes:
 

Tina Small

Stratics Legend
Stratics Veteran
Stratics Legend
If I'm not mistaken, on the shard where Ru plays her thief, ALL of the Abyss is subject to Fel rules. In her shoes, I'm not sure I'd divulge the location either.
 

kelmo

Old and in the way
Professional
Alumni
Supporter
Stratics Veteran
Stratics Legend
UNLEASHED
Dread Lord
*chuckles* Don't make come looking for you Ru...
 
G

Gal

Guest
No one still releasing the location where it spawns?
If its a daily spawn the market is going to be full of them sooner or later might as well share the info with the rest of us :gee:
 

It Lives

Slightly Crazed
Stratics Veteran
Stratics Legend
Thanks Yalp! A person could go for months and months without finding it.

Look how long the stupid bamboo stool was kept under wraps.
 
Y

Yalp

Guest
you must not have scrolled the entire thread after your post, because I did find it and I did post the exact location.
 

popps

Always Present
Stratics Veteran
Stratics Legend
Personally, I think that stealables should be changed in the way they work and that is, that their spawn should be way more dynamic.

The problems I see with a mostly static respawn, is that it can be guessed with a good approximation by players.

So, whomever find them the first time or knows when they spawn, can go back to that same spot after the set respawn time and always grab them.

Bottom line is, with such a type of "static" respawn we get the same players always get them and other players who do not have an idea what the respawn point is, or what the respawn time is, mostly stay empty handed.

Even worse, these players are also at a loss of wasting their playing time looking all over for the stealable since they have no idea where the item will respawn.

While the players who know location and time, loose much less time and effort to secure the items.

All this should definately be changed, IMHO, in stealables that can respawn anywhere and at times way more flexible.

Players should not be able to guess when the item will respawn, at least not with certainty, the approximation should be larger than the current, and, most definitively, the items should never ever respawn only in certain points.

It should really be random all over, not just within 5 or 10 set respawn points because if the number of respawn points is limited, the players will learn them and check them all when the respawn time comes.

Nope, I think that all of the dungeon should be a candidate for respawn, not only some specific points whether few or many that they may be........
 

Ru TnT

Seasoned Veteran
Stratics Veteran
Stratics Legend
I'm confused, you say people waste too much time looking for the stealables, then you say that the item should respawn at a totally random point. Wouldn't that increase the time wasted looking for the items?
 

Petra Fyde

Peerless Chatterbox
Alumni
Stratics Veteran
Stratics Legend
In essence then, you want everyone to be in the
looking all over for the stealable since they have no idea where the item will respawn.
situation?

Incidentally, most people who have ever seriously trained a statics thief knows exactly where everything spawns because they looked it up on the sticky thread listing them all on the uo thief forum here on Stratics.
 
Y

Yalp

Guest
Personally, I think that stealables should be changed in the way they work and that is, that their spawn should be way more dynamic.

The problems I see with a mostly static respawn, is that it can be guessed with a good approximation by players.

So, whomever find them the first time or knows when they spawn, can go back to that same spot after the set respawn time and always grab them.

Bottom line is, with such a type of "static" respawn we get the same players always get them and other players who do not have an idea what the respawn point is, or what the respawn time is, mostly stay empty handed.

Even worse, these players are also at a loss of wasting their playing time looking all over for the stealable since they have no idea where the item will respawn.

While the players who know location and time, loose much less time and effort to secure the items.

All this should definately be changed, IMHO, in stealables that can respawn anywhere and at times way more flexible.

Players should not be able to guess when the item will respawn, at least not with certainty, the approximation should be larger than the current, and, most definitively, the items should never ever respawn only in certain points.

It should really be random all over, not just within 5 or 10 set respawn points because if the number of respawn points is limited, the players will learn them and check them all when the respawn time comes.

Nope, I think that all of the dungeon should be a candidate for respawn, not only some specific points whether few or many that they may be........
there are excellent threads for thieves where the locations of all the stealables are. from level 1 to level 12. there are excellent posts on the respawn timers of said items. these threads have existed for years. perhaps using the search feature would have been wise?

http://vboards.stratics.com/showthread.php?p=1072345
http://vboards.stratics.com/showthread.php?t=157604
 

Guido_LS

Seasoned Veteran
Stratics Veteran
Stratics Legend
Popps -

For someone supposedly against the continual creation of new rares, you sure do advocate for the process an awful lot...
 

the 4th man

Lore Master
Stratics Veteran
Stratics Legend
Personally, I think that stealables should be changed in the way they work and that is, that their spawn should be way more dynamic.

The problems I see with a mostly static respawn, is that it can be guessed with a good approximation by players.

So, whomever find them the first time or knows when they spawn, can go back to that same spot after the set respawn time and always grab them.

Bottom line is, with such a type of "static" respawn we get the same players always get them and other players who do not have an idea what the respawn point is, or what the respawn time is, mostly stay empty handed.

Even worse, these players are also at a loss of wasting their playing time looking all over for the stealable since they have no idea where the item will respawn.

While the players who know location and time, loose much less time and effort to secure the items.

All this should definately be changed, IMHO, in stealables that can respawn anywhere and at times way more flexible.

Players should not be able to guess when the item will respawn, at least not with certainty, the approximation should be larger than the current, and, most definitively, the items should never ever respawn only in certain points.

It should really be random all over, not just within 5 or 10 set respawn points because if the number of respawn points is limited, the players will learn them and check them all when the respawn time comes.

Nope, I think that all of the dungeon should be a candidate for respawn, not only some specific points whether few or many that they may be........
It's like this popps, calling a players activities, during the time they are logged on for, and the time they pay for,a waste, is pretty self-righteous.

What players do, within legallity, is their right....just like farmers, or the unclassified profession of merchants.

Having a stealable spawn randomly would make a player look and wait longer.
I started from scratch, I know well of the waiting.....

While it sucks for the beginner, once gained, it may hopefully be appreciated and valued. We used to think like that on UO, but, it seems that mind set has dwindled.

What I don't care for, and that's just me, is these respawns that are months apart.....but, nothing I can do about that.

later
 

popps

Always Present
Stratics Veteran
Stratics Legend
I'm confused, you say people waste too much time looking for the stealables, then you say that the item should respawn at a totally random point. Wouldn't that increase the time wasted looking for the items?

I do not have a problem "per se" about spending time to find things in the game as long as all players are on an equal footing about it......

As things currently are, it is not so.

Those who know the spot where the item re-spawns AND when it last spawned, have a whole world of a different advantage as compared to all other players who do not have this information.

This is what bothers me, players not being on an unequal footing at playing the game.
Even worse, players wasting their gaming time (and so, possibly, growing to hate the game....) to locate an item running all over the place when they actually have no idea when the respawn will be and so, just wasting their time most often doing this search while knowing that other players, instead, know precisely where and when the item will spawn and will therefore get it in no time and with barely any effort

This does not help the game, IMHO, but only a few players to get stealables a go-go.
I do not think that stealables where intended to always go mostly to the same few players and only making the spawn random all over the place would make sure that most players could eventually bump into them and be able to get them.

That is, I think, only making respawn random, and not in a few selected placed but truly anywhere in the dungeon and at respawn time that is flexible, will be able to put all players on an equal footing because noone would be able to predict where and when the item will respawn.
 

popps

Always Present
Stratics Veteran
Stratics Legend
Popps -

For someone supposedly against the continual creation of new rares, you sure do advocate for the process an awful lot...

How so ?

If stealables respawn at random locations and time they can be spotted by anyone wandering around in the dungeon and, therefore, have a much wider participation.

Instead, if they spawn at selected location and time only those privy of that location AND of the last respawn time will know precisely where and most importantly, where they will need to be to secure that item.

Let's say that an item has a respawn time of a month, without knowing when it was its last respawn time how is any other player supposed to know, even when knowing the precise respawn location, when this respawn will happen ?

So what is a player supposed to do ? Sit in a place running a macro 24/7 on the same one spot so that when the item eventually respawns they can grab it ?

So that only a few players have control on the availability of that item and, therefore, of its pricing ?

This is absurd, IMHO.

MUCH BETTER, but waaaaaaaaay much better make the whole process totally random and be done with the current way stealables respawn.
 

popps

Always Present
Stratics Veteran
Stratics Legend
What I don't care for, and that's just me, is these respawns that are months apart.....but, nothing I can do about that.


At least, those who know where and when the item will respawn will just need to wait the month and then go there and grab it...

Imagine now others, instead, having no idea of where the item will spawn or, even when knowing the where but not having a clue about the when simply because they are not privy of when last the item spawned, what are they supposed to do ?

Go sit at that location (if they know where it is) and wait for hours, days, weeks, a whole month when the item will respawn ? Just doing nothing but waiting and watching at a computer screen ?

No wonder some players just prefer running a 24/7 script for grabbing that item at that location when it spawns....

I think that random respawn anywhere in the dungeon would be far but very far much better, and fair.
 

Jandruz

Journeyman
Stratics Veteran
Stratics Legend
Rather than lame stealable artifacts that everyone not only knows everything about (location and spawn time), but everyone also owns, I'd rather see something completely random.

I'd like to see a couple of items, game wide, that are normally locked down, become unlocked at server up, for 1 server cycle. What will unlock? Who knows? Where will it be? Who knows? You find it by checking everything you can highlight yellow. One day maybe it's the mandrake root in the brit mage shop, the next maybe it's the powder bag at the entrance to the underworld, the next maybe it's just a lame place setting at an NPC tavern. Anyway, there's tons of items in game that could be part of this process, and the randomness of it would make these items true rares. Only a few lucky souls who took the time to check everything would end up with a cool item. Rather than everyone and their dog having 30 sets of doom books, or 12 lamp posts.
 

Guido_LS

Seasoned Veteran
Stratics Veteran
Stratics Legend
How so ?

If stealables respawn at random locations and time they can be spotted by anyone wandering around in the dungeon and, therefore, have a much wider participation.

Instead, if they spawn at selected location and time only those privy of that location AND of the last respawn time will know precisely where and most importantly, where they will need to be to secure that item.

Let's say that an item has a respawn time of a month, without knowing when it was its last respawn time how is any other player supposed to know, even when knowing the precise respawn location, when this respawn will happen ?

So what is a player supposed to do ? Sit in a place running a macro 24/7 on the same one spot so that when the item eventually respawns they can grab it ?

So that only a few players have control on the availability of that item and, therefore, of its pricing ?

This is absurd, IMHO.

MUCH BETTER, but waaaaaaaaay much better make the whole process totally random and be done with the current way stealables respawn.
horse crap...

I have a crate thief, and while I haven't gotten every item out there (yet) I have obtained more than a few, including multiples from SA. It's not hard, and it's not about timing, or luck, or anything else. It's about being in the right place at the right time. Nothing more, nothing less. I walk through the Tokunu mines, and 90% of the time, 90% of the stealables are still there. Same with the Fan Dancer Dojo. Same with Doom... Why? Because they aren't the *hot spots* anymore.

Doesn't the fact that you're the ONLY one complaining about certain things make you wonder if, in fact, those things are ok?
 

Guido_LS

Seasoned Veteran
Stratics Veteran
Stratics Legend
At least, those who know where and when the item will respawn will just need to wait the month and then go there and grab it...

Imagine now others, instead, having no idea of where the item will spawn or, even when knowing the where but not having a clue about the when simply because they are not privy of when last the item spawned, what are they supposed to do ?

Go sit at that location (if they know where it is) and wait for hours, days, weeks, a whole month when the item will respawn ? Just doing nothing but waiting and watching at a computer screen ?

No wonder some players just prefer running a 24/7 script for grabbing that item at that location when it spawns....

I think that random respawn anywhere in the dungeon would be far but very far much better, and fair.
Every stealable up to the last patch is posted, mapped, and respawn time posted, on these very forums. It's not a secret. Why are you acting like it is?
 

Harlequin

Babbling Loonie
Stratics Veteran
Stratics Legend
At least, those who know where and when the item will respawn will just need to wait the month and then go there and grab it...

Imagine now others, instead, having no idea of where the item will spawn or, even when knowing the where but not having a clue about the when simply because they are not privy of when last the item spawned, what are they supposed to do ?

Go sit at that location (if they know where it is) and wait for hours, days, weeks, a whole month when the item will respawn ? Just doing nothing but waiting and watching at a computer screen ?

No wonder some players just prefer running a 24/7 script for grabbing that item at that location when it spawns....

I think that random respawn anywhere in the dungeon would be far but very far much better, and fair.
FYI,

The timers on the arties vary in their spawn times by up to +/- 50%. So if a monthly spawn (ie a 32 day spawn) spawns at 12 am on Jan 1st, it doesn't mean it will next spawn at 12 am exactly 32 days later on Feb 2nd. It can spawn anytime in the 16 days before or 16 days after.

Yes, the person that stole it will have a better picture of the range of spawn time, but due to the random timing, it's still down to luck. More or less fair chances to all unless someone scripts a 24/7 camper (which we are aware of and will track/detect/page).

From your posts, it doesn't look like you have played a doom thief for a good length of time. You might want to give it a more serious try before complaining. To criticize something that you have not experienced before and based purely by what you think the case to be, is quite unfair, no?
 

popps

Always Present
Stratics Veteran
Stratics Legend
Doesn't the fact that you're the ONLY one complaining about certain things make you wonder if, in fact, those things are ok?

Why would a random respawn as opposed to a static respawn at fixed times be worse ?

The real problem here, as I see it, is players "farming" stealables.
This is bad because if anyone grabs too many of them ("hot" items) this necessarily means that other players will not have them.....

And how is it possible for players to "farm" them ? Because respawn location and time are known...

Those who know something about scripting, know well how there are some scripts out there precisely for stealables......... more less like with placing houses scripting....

The only way to break the farming of stealables and so ensure the widest number possible of players to have access to them, I think, is making the respawn totally random, anywhere in the dungeon, and not at a set respawn time but with some margin of flexibility depending on the respawn time.

For example, an item with a 30 days respawn will be possible to have a window of respawn that goes from, say, 27 to 33 days and not be 30 days, sharp....

The 2 changes together, random location and flexible respawn time would make it unfeasible for any player to farm stealables thus making also casual players be able to have a chance at them if they wish so.

That's the way I see it.
 

popps

Always Present
Stratics Veteran
Stratics Legend
FYI,

The timers on the arties vary in their spawn times by up to +/- 50%. So if a monthly spawn (ie a 32 day spawn) spawns at 12 am on Jan 1st, it doesn't mean it will next spawn at 12 am exactly 32 days later on Feb 2nd. It can spawn anytime in the 16 days before or 16 days after.

Yes, the person that stole it will have a better picture of the range of spawn time, but due to the random timing, it's still down to luck. More or less fair chances to all unless someone scripts a 24/7 camper (which we are aware of and will track/detect/page).

From your posts, it doesn't look like you have played a doom thief for a good length of time. You might want to give it a more serious try before complaining. To criticize something that you have not experienced before and based purely by what you think the case to be, is quite unfair, no?

Point taken.

Though, the respawn time window can help "some" fairness with the stealables with the longest respawn time since the window is the largest (as you noted, like 16 days in the case of the 32 days stealable).

With shorter time respawn, the window becomes less troubling and allows for more accuracy if one knows the last respawn time.

Anyways, I do not see why a total random location would be such a terrible thing as opposed to the static one.

It would actually promote some adventuring, land walking, exploration and all that in the search of the wanted item rather than merely being a recall to a spot and waiting mindlessly watching at a screen for when the item respawn (or worse, letting a stealing script run 24/7 on the spot...).

Besides, while it is possible to use a stealing script on a fixed location, this is impossible when that location is random so, such a change would also address the problem of some players using stealable scripts to get those stealables.
 

Guido_LS

Seasoned Veteran
Stratics Veteran
Stratics Legend
Why would a random respawn as opposed to a static respawn at fixed times be worse ?

The real problem here, as I see it, is players "farming" stealables.
This is bad because if anyone grabs too many of them ("hot" items) this necessarily means that other players will not have them.....

And how is it possible for players to "farm" them ? Because respawn location and time are known...

Those who know something about scripting, know well how there are some scripts out there precisely for stealables......... more less like with placing houses scripting....

The only way to break the farming of stealables and so ensure the widest number possible of players to have access to them, I think, is making the respawn totally random, anywhere in the dungeon, and not at a set respawn time but with some margin of flexibility depending on the respawn time.

For example, an item with a 30 days respawn will be possible to have a window of respawn that goes from, say, 27 to 33 days and not be 30 days, sharp....

The 2 changes together, random location and flexible respawn time would make it unfeasible for any player to farm stealables thus making also casual players be able to have a chance at them if they wish so.

That's the way I see it.
Because for the most part, the items are mostly either deco or junk, and not something that's even remotely worth getting your panties in a wad about?

Free clue - most people already don't have access to the stealables - want to know why? Because most people aren't going to take the time to work thieving up to 120, let alone spend the gold to buy the PS. Most people aren't going to take the time to, in addition to working up that skill, work hiding, stealth, and any other skill to go along with it.

Last I checked, UO wasn't a socialist outing... just because everyone is entitled to *work* for the same items doesn't mean that they are entitled to the item, period...
 

Guido_LS

Seasoned Veteran
Stratics Veteran
Stratics Legend
Point taken.

Though, the respawn time window can help "some" fairness with the stealables with the longest respawn time since the window is the largest (as you noted, like 16 days in the case of the 32 days stealable).

With shorter time respawn, the window becomes less troubling and allows for more accuracy if one knows the last respawn time.

Anyways, I do not see why a total random location would be such a terrible thing as opposed to the static one.

It would actually promote some adventuring, land walking, exploration and all that in the search of the wanted item rather than merely being a recall to a spot and waiting mindlessly watching at a screen for when the item respawn (or worse, letting a stealing script run 24/7 on the spot...).

.
You can't recall into the abyss. You can't recall into the Tokunu mines, NOR can you recall out of them. You can't recall into the Dojo, nor can you recall out. I'm not entirely certain if you can recall into Doom or not - I know you can recall out. But given the spawn in there, recalling in blind is, well, stupid...

You're arguing non-valid points, with invalid information. And no script in the world is going to save you if the Slasher happens to be in the same neighborhood where some of these items lay, and you break invis with him on screen...
 

Viper09

Grand Poobah
Stratics Veteran
Stratics Legend
Here's another real problem with a randomized artifact spawn:

Remember during Halloween when those sparkling crystals spawns? They would tend to spawn in areas where you cannot reach them. Now, let's see this happen to artifacts...spawning in areas where you cannot reach them to steal them.
 
Y

Yalp

Guest
Why would a random respawn as opposed to a static respawn at fixed times be worse ?


For example, an item with a 30 days respawn will be possible to have a window of respawn that goes from, say, 27 to 33 days and not be 30 days, sharp....
* scratches head *
You are arguing for something that already exists...

as for locations.. every stealable item location has been identified and mapped ... right here on this very website... the info is public for the entire player base to access...

.. so go out, get a cup of coffee and move on.
 

popps

Always Present
Stratics Veteran
Stratics Legend
You can't recall into the abyss. You can't recall into the Tokunu mines, NOR can you recall out of them. You can't recall into the Dojo, nor can you recall out. I'm not entirely certain if you can recall into Doom or not - I know you can recall out. But given the spawn in there, recalling in blind is, well, stupid...

You're arguing non-valid points, with invalid information. And no script in the world is going to save you if the Slasher happens to be in the same neighborhood where some of these items lay, and you break invis with him on screen...

I did not mean recall right "by" the spot, I used recalling as a methaphoric argument as compared to walking all over the dungeon to actually "look" for the item where it spawned.

That one recalls to the entrace of the dungeon and then does a short walk right to the spot where the stealable spawns is "almost" like recalling "by" the spawning spot if one compares this to a total random respawn of the item anywhere in the given dungeon (quite a whole lot more walking and exploring needed in that other case....).
 

popps

Always Present
Stratics Veteran
Stratics Legend
Here's another real problem with a randomized artifact spawn:

Remember during Halloween when those sparkling crystals spawns? They would tend to spawn in areas where you cannot reach them. Now, let's see this happen to artifacts...spawning in areas where you cannot reach them to steal them.


I would imagine that Designers have the abilities to block these unreachable spawn places. After they had been flagged, items would not be able to spawn there.
 

popps

Always Present
Stratics Veteran
Stratics Legend
* scratches head *
You are arguing for something that already exists...

as for locations.. every stealable item location has been identified and mapped ... right here on this very website... the info is public for the entire player base to access...

.. so go out, get a cup of coffee and move on.


So there is no such thing as a problem with "some" players scripting stealables thanking to their static respawn locations ?

Uhu ?
 
Y

Yalp

Guest
So there is no such thing as a problem with "some" players scripting stealables thanking to their static respawn locations ?

Uhu ?
if they are scripting on my shard they are the WORST scripters in the history of all illegal gaming programmers and anyone that gave them money for the script program might as well have chopped the bills up into little pieces and used them as salad toppings, since I don't script and I've been a successful thief!
 
Y

Yalp

Guest
So there is no such thing as a problem with "some" players scripting stealables thanking to their static respawn locations ?

Uhu ?
if they are scripting on my shard they are the WORST scripters in the history of all illegal gaming programmers and anyone that gave them money for the script program might as well have chopped the bills up into little pieces and used them as salad toppings, since I don't script and I've been a successful thief!

Here's an example.. the location is known.. its a level 8 artie for instance. It respawns every 8 days or 192 hours +/- 20%. So in effect it will respawn between 153.6 and 230.4 hours... a difference of 76.8 hours.

Your point seems moot.
 

Phaen Grey

Lore Master
Stratics Veteran
Stratics Legend
So there is no such thing as a problem with "some" players scripting stealables thanking to their static respawn locations ?

Uhu ?
Who the hell needs to script, I've run across a couple of the arties just running around for this current abyss quest. Its a matter of chance not cheating to get them.
 

Viper09

Grand Poobah
Stratics Veteran
Stratics Legend
Who the hell needs to script, I've run across a couple of the arties just running around for this current abyss quest. Its a matter of chance not cheating to get them.
Same. You just don't commonly see the rarer artifacts because, well, they are rarer and do not spawn as often. That and they are more desired.

But on a rare occasion I actually find some level 7+ artifacts when I do a dungeon run on my thief.
 

popps

Always Present
Stratics Veteran
Stratics Legend
Who the hell needs to script, I've run across a couple of the arties just running around for this current abyss quest. Its a matter of chance not cheating to get them.

Perhaps the ones that might be worth it could be not the ones which hardly anyone wants but more those which can possibly fetch a good deal of gold ?
 

Guido_LS

Seasoned Veteran
Stratics Veteran
Stratics Legend
I did not mean recall right "by" the spot, I used recalling as a methaphoric argument as compared to walking all over the dungeon to actually "look" for the item where it spawned.

That one recalls to the entrace of the dungeon and then does a short walk right to the spot where the stealable spawns is "almost" like recalling "by" the spawning spot if one compares this to a total random respawn of the item anywhere in the given dungeon (quite a whole lot more walking and exploring needed in that other case....).
1) If using metaphors, say so in advance - regardless, you're still incorrect.
2) NONE of the higher rarity/artifact level items are anywhere near close to the entrance of any of the dungeons.
3) You still have to walk through most of the area to get to the stealable. And in most cases that means stealthed.
4) Almost counts in horseshoes and hand grenades - anything else is bull feces - metaphorically, that is...

I think you'd be mad if there was the occasional rare drop of some creature poop at the stables, and dragon poop was only one in 1000... regardless, it's still all poop.. and worth no more than what the market will bear.
 

Guido_LS

Seasoned Veteran
Stratics Veteran
Stratics Legend
Perhaps the ones that might be worth it could be not the ones which hardly anyone wants but more those which can possibly fetch a good deal of gold ?
List ONE example.

And just curious, do you actually have a thief, or are you just complaining about the little guy being downtrodden again?
 

Viper09

Grand Poobah
Stratics Veteran
Stratics Legend
Perhaps the ones that might be worth it could be not the ones which hardly anyone wants but more those which can possibly fetch a good deal of gold ?
Perhaps you should actually create a crate thief and give it a try?
Perhaps you should note that the rare ones do not spawn as often as the not-so rare ones and thus will not be seen as often for the obvious reasons. Biggest reason that the rarer items are more desired and thus people will put more work into getting them.

If you want the rare ones then you need to do more work to get them as there is greater competition. That or rely on luck of visiting the spots more often. But of course, you do not condone having to do more work to get the more rare items, do you?
 

Tjalle

Grand Poobah
Stratics Veteran
Stratics Legend
UNLEASHED
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Anyways, I do not see why a total random location would be such a terrible thing as opposed to the static one.

It would actually promote some adventuring, land walking, exploration and all that in the search of the wanted item rather than merely being a recall to a spot and waiting mindlessly watching at a screen for when the item respawn (or worse, letting a stealing script run 24/7 on the spot...).

Besides, while it is possible to use a stealing script on a fixed location, this is impossible when that location is random so, such a change would also address the problem of some players using stealable scripts to get those stealables.
I´m with popps on this one.

I´ve always wanted the Doom artifacts to spawn at random locations for the very reason he stated. It would reward the thieves who actively wandered the dungeons.
 
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