Every time faction discussion takes place, it seems there is a very vocal group exclaiming how vital thieves are. This appears to have caught the developer's attention, as is evident in the recent faction changes appearing on Test Center. The problem is that it isn't true. Stealing was never anything more than a means to an end.
A game mechanic had to be put in place to move town sigils around. So a bunch of suggestions were tossed out.
Dev 1 - "Why don't we have player's double-click them and target themselves"
Dev 2 - "Well what stops someone from just constantly going and taking a sigil"
Dev 1 - "What if we made moving a sigil require a skill. When a player is in skill loss they can't move it"
Dev 3 - "What skill should we use? Maybe Forensic Evaluation. That skill is underused."
Dev 1 - "That doesn't make any sense from a game play perspective. We'll use Stealing"
That is it. No "we need to make thieves the linchpin of Factions" or "how do we throw thieves a bone". Keep in mind, Factions was made well before it became evident thieves were dead due to Trammel.
They tied it to Stealing (and only stealing, not Stealing and Stealthing) because movement needed to be tied to a skill. Thus, killing another player prevented them from stealing sigils.
Everyone understood this up until the past few years. I think one factor that started this whole thieving movement was stealing jewelry. No longer does stat loss prevent you from getting at sigils. Another being that instead of fighting, factions is mostly about sigil hide and seek. Thieves are running sigils solo a lot of times, so they feel they are contributing a lot. But in reality they are just doing it for themselves. If no one is doing fighting then Factions is not active. It doesn't matter how many times per day a sigil ping pongs between bases by 2-3 stealthers.
Many players added stealing to their character just so they could move a sigil. I was one of those people. I had a mage with 80 Stealing. When we managed to bust into a base, I went to the poll and started passing them out. No hiding and stealing and sneaking.
I'm not saying stealthers were completely useless. They were very good when you could sneak by base defenses and grab an important sigil. It was fun to try that. But it was by no means the main focus on Factions. Faction is purely about big battles against other groups to control towns. It isn't about thieving or crafting or killing monsters. It is about winning and killing other players.
If the developers want to incorporate thieves as part of factions, by all means. But don't ruin it for everyone else who is here to fight. And clearly the fighters are upset at how changes are being made.
A game mechanic had to be put in place to move town sigils around. So a bunch of suggestions were tossed out.
Dev 1 - "Why don't we have player's double-click them and target themselves"
Dev 2 - "Well what stops someone from just constantly going and taking a sigil"
Dev 1 - "What if we made moving a sigil require a skill. When a player is in skill loss they can't move it"
Dev 3 - "What skill should we use? Maybe Forensic Evaluation. That skill is underused."
Dev 1 - "That doesn't make any sense from a game play perspective. We'll use Stealing"
That is it. No "we need to make thieves the linchpin of Factions" or "how do we throw thieves a bone". Keep in mind, Factions was made well before it became evident thieves were dead due to Trammel.
They tied it to Stealing (and only stealing, not Stealing and Stealthing) because movement needed to be tied to a skill. Thus, killing another player prevented them from stealing sigils.
Everyone understood this up until the past few years. I think one factor that started this whole thieving movement was stealing jewelry. No longer does stat loss prevent you from getting at sigils. Another being that instead of fighting, factions is mostly about sigil hide and seek. Thieves are running sigils solo a lot of times, so they feel they are contributing a lot. But in reality they are just doing it for themselves. If no one is doing fighting then Factions is not active. It doesn't matter how many times per day a sigil ping pongs between bases by 2-3 stealthers.
Many players added stealing to their character just so they could move a sigil. I was one of those people. I had a mage with 80 Stealing. When we managed to bust into a base, I went to the poll and started passing them out. No hiding and stealing and sneaking.
I'm not saying stealthers were completely useless. They were very good when you could sneak by base defenses and grab an important sigil. It was fun to try that. But it was by no means the main focus on Factions. Faction is purely about big battles against other groups to control towns. It isn't about thieving or crafting or killing monsters. It is about winning and killing other players.
If the developers want to incorporate thieves as part of factions, by all means. But don't ruin it for everyone else who is here to fight. And clearly the fighters are upset at how changes are being made.