You don't think it's pretty silly that first you whine that people get the 80 stealing by using articles and then you suggest to me that I get to GM stealing from 80 by using items? Hello......either you're against using items or you're not. You really can't have it both ways. Why is it fine for me to use them to get from 80 to GM but not for someone else to use them to get to 80 from 30 or 20??
Also, you suggest that I drop tracking completely. Hello again....the point of having GM tracking is so that tracking efforts will work the first time instead of having to try over and over again, the way I would have to if I just wanted to go with the JoAT tracking level.
To top it all off, the 80 stealing requirement has been in place for many many years and apparently wasn't a problem. But now we have this crop of people who all of a sudden want to bust into factions and get all the kill points for themselves and they see that a group of characters that for many years generally has not been known for having kill points is actually going to be able to get a few. So what usually happens in instances like this? BRING OUT THE NERF STICK!!!! ACT LIKE IT'S A HUGE EXPLOIT!! ACT LIKE IT'S HUGELY UNBALANCED!!
Sheesh.
No wonder people are dropping out of this game like flies.
If you've actually played in factions for the last couple of years, you'd realize the people who do the majority of the sigil stealing have true THIEF templates, not hybrid templates. I've met very very few die-hard factioneers that have sigil thieves with less than 80 real stealing. Most have at least GM if not legendary stealing and are darn proud of the fact that they are REAL THIEVES.
And yes, I do have three tamers with GM tracking and GM detect hidden who also have 50 real stealing skill to help out with stealing sigils in a real pinch. However, it's such a pain in the neck to switch out their gear to do it, plus there are usually more than enough true thieves around to handle the stealing, that I have been considering dropping the stealing completely and bumping up their other skills or replacing it with stealthing. I think I've only ever used one of them to steal sigils and can't remember doing that more than perhaps five or six times in two years. My true faction thieves have between 80 and 90 real stealing. They don't have snooping skill and I haven't taken their stealing skill any higher because I have no interest in stealing items from other players.
So just go ahead and whine about the 80 stealing requirement. I'm sure the devs will listen and think it's a wonderful idea to bump it and put on some other requirement as well because doing so will make people have to reevaluate their skills, drop some and raise others. That's one of the ways they keep people paying and playing...at least until they have had their fill of such nonsense.
Edited to add: The 50 lockpicking is a requirement to be able to be able to use the Remove Trap skill. You also have to have a high level of Detect Hidden skill if you want to be able to remove faction traps. Kind of useless to have a trap remover that can't see the traps to take them out. And you can't always find someone with near-GM detect to drag them along to help you with pulling out traps. And you want GM remove trap if you don't want to waste a lot of time on failed trap attempts. And every time you fail and the trap goes off, you risk alerting the enemy that you're messing with their traps.
Also, you suggest that I drop tracking completely. Hello again....the point of having GM tracking is so that tracking efforts will work the first time instead of having to try over and over again, the way I would have to if I just wanted to go with the JoAT tracking level.
To top it all off, the 80 stealing requirement has been in place for many many years and apparently wasn't a problem. But now we have this crop of people who all of a sudden want to bust into factions and get all the kill points for themselves and they see that a group of characters that for many years generally has not been known for having kill points is actually going to be able to get a few. So what usually happens in instances like this? BRING OUT THE NERF STICK!!!! ACT LIKE IT'S A HUGE EXPLOIT!! ACT LIKE IT'S HUGELY UNBALANCED!!
Sheesh.
No wonder people are dropping out of this game like flies.
If you've actually played in factions for the last couple of years, you'd realize the people who do the majority of the sigil stealing have true THIEF templates, not hybrid templates. I've met very very few die-hard factioneers that have sigil thieves with less than 80 real stealing. Most have at least GM if not legendary stealing and are darn proud of the fact that they are REAL THIEVES.
And yes, I do have three tamers with GM tracking and GM detect hidden who also have 50 real stealing skill to help out with stealing sigils in a real pinch. However, it's such a pain in the neck to switch out their gear to do it, plus there are usually more than enough true thieves around to handle the stealing, that I have been considering dropping the stealing completely and bumping up their other skills or replacing it with stealthing. I think I've only ever used one of them to steal sigils and can't remember doing that more than perhaps five or six times in two years. My true faction thieves have between 80 and 90 real stealing. They don't have snooping skill and I haven't taken their stealing skill any higher because I have no interest in stealing items from other players.
So just go ahead and whine about the 80 stealing requirement. I'm sure the devs will listen and think it's a wonderful idea to bump it and put on some other requirement as well because doing so will make people have to reevaluate their skills, drop some and raise others. That's one of the ways they keep people paying and playing...at least until they have had their fill of such nonsense.
Edited to add: The 50 lockpicking is a requirement to be able to be able to use the Remove Trap skill. You also have to have a high level of Detect Hidden skill if you want to be able to remove faction traps. Kind of useless to have a trap remover that can't see the traps to take them out. And you can't always find someone with near-GM detect to drag them along to help you with pulling out traps. And you want GM remove trap if you don't want to waste a lot of time on failed trap attempts. And every time you fail and the trap goes off, you risk alerting the enemy that you're messing with their traps.