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[2018 Q3] Thiefweed

 
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Nycticora



Joined: 09 Feb 2013
Posts: 2277

PostPosted: Mon May 14, 2018 10:23 am    Post subject: [2018 Q3] Thiefweed

thieves suck a nut because pk adrenaline messes up the success chance of Hide and Move Silently and Blackjack and Steal

I propose a solution

thieves should be able to immediately strip pk adrenaline (but not the logout timer) by smoking weed

you'll be able to smell the aftereffects because there will be a smoke cloud left in the room and the thief will have a "smell" effect that will let Justices find them with their summoned hound

having thief weed in cities is illegal

you should be able to harvest it from the wild and roll your own or buy it from a thief npc in the sewers

there should be more than one kind, one could give you detect invis and another could give you a buff but has a chance of knocking you out when you smoke it
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twerpalina

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Joined: 16 Mar 2018
Posts: 307
Location: Utrecht, Netherlands

PostPosted: Mon May 14, 2018 3:05 pm    Post subject:

legalize!
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Andrael



Joined: 15 Jan 2013
Posts: 779

PostPosted: Wed May 16, 2018 1:03 am    Post subject:

+1
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tayyah



Joined: 20 May 2011
Posts: 597

PostPosted: Thu May 17, 2018 1:46 am    Post subject:

I really like this, I'm pro legalization, also, its already in the game so its not even breaking immersion
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raginggnome



Joined: 11 Feb 2004
Posts: 135

PostPosted: Wed Jul 25, 2018 8:46 pm    Post subject:

This needs to be a thing lol It also makes sense, trying to hide with pk timer is like russian roulette since you can't see when you're actually hidden
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Nycticora



Joined: 09 Feb 2013
Posts: 2277

PostPosted: Mon Sep 24, 2018 6:05 pm    Post subject:

Thiefweed will be appearing in a different form, as a consumable tranquilizer powder. All players, not just thieves, will be able to use tranquilizers to strip "pk adrenaline" (but not the logout timer).

Tranquilizers will be craftable in Lairs.

The Justice anti-drug mechanics will be added in a later patch, as crafting recipes mature with suggestions from the pbase.
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tayyah



Joined: 20 May 2011
Posts: 597

PostPosted: Tue Sep 25, 2018 2:34 am    Post subject:

does this make it so you can just eat a tranq and run into your guild?
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Nycticora



Joined: 09 Feb 2013
Posts: 2277

PostPosted: Tue Sep 25, 2018 2:57 am    Post subject:

what do you think tayyah
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tayyah



Joined: 20 May 2011
Posts: 597

PostPosted: Tue Sep 25, 2018 3:14 am    Post subject:

Well, im just curious how far you guys took this thats all, I see lots of exploitable things for this, that was just the most obvious to me, so I thought I would ask. I honestly have no idea. Can you?
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tayyah



Joined: 20 May 2011
Posts: 597

PostPosted: Tue Sep 25, 2018 3:18 am    Post subject:

my brain was blanking out pk, guess this wouldn't apply to all adrenaline, so guilds are out obviously, monster healing potions though are blocked by pk adrenaline
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Nycticora



Joined: 09 Feb 2013
Posts: 2277

PostPosted: Tue Sep 25, 2018 4:03 am    Post subject:

the monster heal pot is a good thing to point out, thanks

the tranquilizer won't actually remove pk adrenaline though, I will just add a check to skip each penalty for pk adrenaline if the player is affected by a tranquilizer. It's just logically equivalent from a player's pov.

But, if the tranquilizer runs out, you'd instantly be affected by (the remainder of) your pk adrenaline again.
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