#Early Game Thieving Rebalance | Gamejam

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steady patrol
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Hey all!

For this gamejam, I wanted to take a look at early game Thieving and what improvements we could make to it.

When we added Group Ironman last year, it allowed us to see many players experiencing the early game together and Thieving was one of those areas that stood out as needing improvement.

The early game lacks a good natural curve; some of the best content involves awkward gameplay, such as world hopping, and there's just not a good variety in what you can do. This rebalance aims to address some of those early game problems to offer more variety and introduce some better rates across the skill which in turn hopefully makes for a better experience for new players in the future.

You can read my design pitch here: https://docs.google.com/document/d/e/2PACX-1vQkMQRVMqANov1xvA_MBCyhLARGXUDzoK7djNiLCMKXLkRF3KLuFauzgxSfuXWU5bw2ibZeX6IZlf1B/pub

Please give us any feedback you have on any of the details mentioned, and also feel free to mention any further improvements you'd love to see made to early game Thieving.

Thanks - Mod Daze

steep vigil
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Thank you for addressing this issue @steady patrol !

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I definitely do think the Doors need to be nerfed or at least have it so its not a world hopping mechanic

cedar glen
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It's nice to see this being addressed finally. since it was already the exact same stuff during fsw

steep vigil
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O wow the drop tables for the thieving loot tables is a big task

steady patrol
tidal moon
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Could the hidden level 78 thieving requirement to obtain Black Ibis be changed, allowing it to be obtained starting at level 21?

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Its listed as 21 in the ingame skill interface, and this would make Pyramid Plunder more attractive to do early on for a chance at the pieces.

Black Ibis also has potentially the rarest rate of any skilling outfit, so that might be worth addressing too.

steep vigil
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Honestly thieving loot table has so much potential since people like to play a lot of restricted accounts so having it modernized will be fun

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I didnt even know the ham female/male had different exp rates

steady patrol
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Yeah - interesingly there are HAM female/male/guards which have level reqs of 15/20/23 I believe. Mad!

tidal moon
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I like the idea of changing the thieves guild door/chests to be more like safecracking

steady patrol
steep vigil
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Ive been sitting and farming them for easy clue scrolls atm since im aiming for 100k+ atm

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since clue cap was removed

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I think the idea of the door mechanics like safe cracking would be good too.

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Learning how to open high level doors for thieving as the concept.

hard finch
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I'm a fan. no real comments other than that

west flicker
steep vigil
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Cruq eqals are pretty afk from the early game if I remember correctly?

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I think theyre sort of op and it was the meta for thieving from what I could remember

tidal moon
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If doors/chests at thieving guild are being changed to be more safecracking esque. Is that something you'd consider (with loot possibly loot improvements too) to other old thieving chests?

Like the old blood rune chest.

steep vigil
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At the end it says loot tables would be next

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but Im pretty happy with the document

steady patrol
cosmic acorn
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where were you when door was kill

steep vigil
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Cant really find anything that I can disagree with at all

tidal moon
cosmic acorn
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hahahaha

steady patrol
cosmic acorn
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actually so exciting doors is killed off that stuff is not fun ๐Ÿ˜ญ

tidal moon
steep vigil
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Loot tables should be looked as a whole for specific content. Chests should be done in one go since there are so many imo

tidal moon
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As right now those chests are not worth going for

steep vigil
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and the mechanics are also different too for each category

steady patrol
cosmic acorn
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best chest in the game has 1,000 coins, raw shark, adamantite stone spirit, uncut sapphire and its a 6 min respawn time at 72

west flicker
steep vigil
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But I believe Crux are one of the meta methods. Let me see if I can find it but most thieving guides just recommend it until you unlock menaphos citizens for thieveing if I remember correctly

cosmic acorn
oblique flame
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Theiving early game. Yep it sucks. Happy to see how you will improve it.

void crescent
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Well, thieves guild doors are meta for 45 levels, Iโ€™d recommend a bit of focus there :p (think they were discussed a bit above, just popping in)

steep vigil
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Ya Protoxx's vid on 1-99/120 thieving has all the big items which are the fast way to level. But it sounds like crux get really good once your at much higher levels since early levels for it seem rough.

tidal moon
oblique flame
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During GIM. I used my Aura and AFK pickpocketing. having to use a Aura sucked.

cosmic acorn
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its probably out of the scope of this but is there any consideration regarding the safecracking stuff/alternative methods?

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as its like overwhelmingly "the method" to do from 62 onwards

west flicker
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@ Mod Daze, bit of a side tangent - is there any way to make lockpicks easier to obtain please? ๐Ÿ˜‡
Right now it's a pain to obtain the many lockpicks you may need for Desert Treasure
(an easy method would be to increase shop stock in the rogue's den, for example)

steady patrol
tidal moon
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Safecracking did come out during a time where new skilling updates just radically increased xp rates without much reason

cosmic acorn
tidal moon
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I remember we went from "pyramid plunder is reasonable rate" to "you're a fool if you do it instead of safecracking"

oblique flame
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One thing I would like to you consider is the f2p game.

Their is lots of theving content in f2p world, to the 90s.

So I think it would be beneficial to the members early game theif, is having Theiving as a f2p skill.

steady patrol
cosmic acorn
# steady patrol In what way would you like it looked at?

well, the way i see it is that theres a lot of failure in thieving early unless you specifically have the five finger discount and crystal mask, exoskeleton and all that, so maybe just lowering the failure rate like "lvl 15 unlock ham" and a separate "level 50 cant fail ham members anymore" like in cooking?

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the consistency lends itself to higher xp rates

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it doesnt have to eliminate all failure rates in the game, but just mostly having reachable "antifailure" goals helps early game progression a bunch

west flicker
cosmic acorn
west flicker
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yeah but it would in turn lead to higher xp rates (with the biggest effect at lower levels) as you'd spend less time in the fade-to-black & running back to them

cosmic acorn
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yeah and it also makes for a smoother progression path with less reliance on third party items/auras/spells

oblique flame
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Getting the HAM robes for Zanik is not very fun. So, I would like that HAM kicking you out be removed.
But you would lose a part of the quest.

cosmic acorn
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if you fail less earlier

west flicker
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Also, you have a SIGNIFICANTLY higher chance to steal ham robes if you wait until after starting the quest

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(the point at which the buff is applied is when Zanik appears in the basement)

cosmic acorn
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hopefully aswell the points at which failure stops will be in the guide aswell so players know what point they have reached "mastery" on certain thieving mobs

oblique flame
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On GIM I went and got the jewellery that lowers my fail pick chance. So I could deal with HAM easier.

cosmic acorn
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so if base failrate is high you will run through those charges

ashen jungle
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Early game pickpocket rates need to fixed, so you don't caught so frequently (a lvl 1 pickpocket target shouldn't be catching someone with 90+ thieving as I've experienced numerous times doing my jot runs)

oblique flame
steady patrol
# cosmic acorn well, the way i see it is that theres a lot of failure in thieving early unless ...

I think this is one of those things that I'd want to look at more in playtesting - I noticed in my runs for example that Warriors were particularly brutal to pickpocket at the initial level. I'd happily make that kinder but would then bring the XP down so it matches closer to my desired XP/hrs listed. There's an interesting side effect to that as well, which it means levelling then has less benefit in the long-run but with the amount of new content unlocked and safecracking I think that's a minor concern at best

oblique flame
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The Aura shouldn't be required to train theif

cosmic acorn
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also i definitely would not want this to be overpowered if the rates have to be lowered thats fine, this lends to the idea of thieving itself being more about getting the materials/loot rather than pure xp

steady patrol
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Yeah I'd be happy with that - makes it similar to Cooking where you no longer burn food. You're so good at Thieving this NPC will never see you coming now?

cosmic acorn
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you have mastered thieving on these mobs and now they dont detect you

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i would recommend a 20-30 level range for when you stop failing

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since it makes it relevant for those mobs

oblique flame
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Lost Her Marbles is a quest involving lots of pickpocketing, include HAM members.

cosmic acorn
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i could mock up a list maybe but it will take me a bit of time haha

oblique flame
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I think the Gloves of silence should be useful when pickpocketing

ashen jungle
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can be slightly higher for true 0% failure rate imo, 20-30 can be like sub 1% so every npc isn't a 15 min afk npc and you get higher xp for paying attention if you get caught

cosmic acorn
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lategame thieving can still have higher catch-rate so that you never "stop failing" unless you use those extra pieces, but there shouldnt be much reason to need level 90 gear for level 15 mobs

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(slight hyperbole but you understand my argument :3)

oblique flame
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Late game Theiving is quite fun, I don't think it needs a buff.

west flicker
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Question for everyone else: how does everyone feel about Shifting Tombs being the meta for camouflage fragments?
(I'm not intending for it to be or not be changed, just curious)

steep vigil
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I sort of do like the 3 mechanic kick out for HAM at the early game. Its so unique and it makes you want to get a higher thieving level to not have that happen.

steady patrol
oblique flame
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Maybe increase the rates.

steep vigil
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Ya Im sitting at the 15min timer for ham members with the 100% rate. Its satisfying but I feel like its also a reward from all my progression for at least the low level content.

tawny crypt
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is proposed rate factoring in sticky fingers?

oblique flame
ashen jungle
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I'm fine with low lvl content being 100% rate at 99, it isn't an issue, just not every npc under 70 thieving should be 15 min afk ๐Ÿ˜›

steep vigil
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^

oblique flame
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I don't want to see that part of it go away.

cosmic acorn
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35 levels over content surely should be "enough" to hit the high catchrate

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that means ardy knights wont be 100% until like level 90

steady patrol
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We had similar thought with the HAM hideout when I discussed with other mods - it's one of those nice quirks in how RS works as a game. I do think we should make it clearer it's an Agility level roll whether you get spotted or not

west flicker
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hold on what

cosmic acorn
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chat is this true

west flicker
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I never heard this

oblique flame
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I think 110 Theif (Which is on the roadmap) should allow 100% on all current pickpocket NPCs.

steady patrol
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Oh haha ๐Ÿ˜„

ashen jungle
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same ๐Ÿ˜ฎ

steady patrol
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Welcome to the new world

steep vigil
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I think ironically Thieving is probably one of the healthiest skills for passive/active gameplay. I think only the early game numbers need tweaks and then the reward tables. Maybe new thieving activities that do fun mechanic content that is like BGH for thieving. I had an idea that it would be thieving from a dragon's lair and was going to make a whole concept art for it.

ashen jungle
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TIL

cosmic acorn
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hahaha

cosmic acorn
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i think a way to look at it too is thieving can be the more "laidback" method of training since even if you give 0% catchrate safecracking will still be twice as good xp per hour

warm holly
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Weird suggestion, add lure as a right click option to all pickpocketable npcs

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To pull em to a tile

tawny crypt
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how will higher tier pickpockets be goof money

cosmic acorn
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so normal thieving can be the "afk" training

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and i think thats ok

ashen jungle
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you could in theory add in an catch this guy mechanic roll chance if they've been continuously thieving for x minutes even if you they have 0% chance to fail

tawny crypt
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through coin pouches or valuable drops?

cosmic acorn
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5 minutes you get "caught"

oblique flame
tidal moon
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Honestly the "elf" method could work for some npcs

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Enough regions with guards for example

ashen jungle
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Doesn't have to lock you out of pickpocketing again, its just to reward people for paying attention to the game

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And not turn it into a 15 min click game

cosmic acorn
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inb4 "attention bar" like stamina in mining, you get lower thieving chance the lower your bar goes

vale pagoda
oblique flame
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Would having a jingle when pickpocketing like Mining and safecracking be a good idea?

cosmic acorn
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"time till detected bar" if it reaches 0 without reclicking you are caught, if you hold the bar near the top by clicking you have higher chance of success and a chance of double loot

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:3

crimson sigil
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oh this will be fun

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Let's re-do thieving mechanics because the current design sort of sucks.

tawny crypt
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some method similar to osrs varly theiving, where some npcs get distracted, giving a 100% rate for a little while could work

steep vigil
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My 110 thieving dragon lair theiving concept sketched out. I was thinking the focus would be pathing where you disable various traps, and have npcs stationed and other unique mechanics while a dragon is sleeping and then rob some big chests behind the dragon.

cosmic acorn
tawny crypt
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more content like the yanille agility dungeon maybe?

cosmic acorn
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i mean i do think having a stamina bar or "stealth" bar, would add a lot of reason to be active while still retaining the afk-ness of thieving, the bars amount of "health" could increase with your thieving level

tawny crypt
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just large sprawling dungeons that uses various skills (including theiving) to progress in

cosmic acorn
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rewarding you for training the skill

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all of this though is super beyond the scope of the gamejam, sorry!

oblique flame
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Like it

dusk zephyr
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Maybe I'm not understanding this correctly, but it feels odd that the purposed xp seems to be off scaled. Training at Cruq Eqal Druids, or Master Farmers for an hour at the recommended level just jumps you up by 10 levels in your current purposal.

Most of this as designed is made to push you so far out of the lower level brackets at such an accelerated rate, that you don't even get a full 8 hours of anything below level 50 when training the skills.

lethal shuttle
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Started a GIM like a month ago so speaking from experience.
It was basically do some early level quests to bump to 30ish, an hour of Gullible Tourist, and then at 46 menaphite marketeers with 5finger discount aura (you have all auras on GIM) was easily 50k thieving xp/h without getting caught. Just an hour of pure afk every 3 hours.
Would argue this isn't needed at all lol but I guess it's good to have some balancing improvements ๐Ÿ˜›
Your live xp/h rates seem way off though?

steady patrol
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I'm torn on things like a bar - I worry we end up with more and more skilling going this way and ultimately Thieving should just work. I'd always also prefer to reward attention vs punish lack of attention if that makes sense?

cosmic acorn
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the bar would also make it easy to design bonus % catchrate as it could just add to the energy

cosmic acorn
steady patrol
cosmic acorn
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the main incentive of the bar could be higher catchrate the more energy and a chance of bonus loot

oblique flame
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Mining you can afk. You can't this way.

sweet solstice
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Wooo Mod Daze Jam rasialpog

cosmic acorn
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yeah once again im sorry if that was super out of scope

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i just find it to be an interesting way to engage with normal thieving

oblique flame
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Wooo indeed

cosmic acorn
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i do still believe the catchrate "cooking" resemblance changes i was referring to earlier are very healthy for the early game thief

tawny crypt
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i think pickpocketing the same target should increase fail rate with a message like "The Ardougne Knight notices money missing from their pouch and grows weary of their surrondings."

tidal moon
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incredibly tangentially thieving related but GIM was mentioned as part of the motivation so

Any chance of irons/GIM being able to play heist at all?

cosmic acorn
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once it reaches 0 you gotta find a new target

tawny crypt
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nah bar is predictable

lethal shuttle
cosmic acorn
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yeah bar is silly but it works so well ๐Ÿ˜ญ

tidal moon
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Not even talking about the rewards just the ability to play the content

steady patrol
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"This person literally has nothing left to live on. Are you seriously this cruel? At least let them have enough to buy a loaf of bread to eat tonight."

oblique flame
wary bear
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I think the most important thing to balance is what xp/hr each activity would bring

cosmic acorn
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"you feel bad for the ardy knight and put 50 coins back in their pocket"

oblique flame
tawny crypt
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ye but its less mining stamina and more of a negative rockertunity

west flicker
cosmic acorn
lethal shuttle
cosmic acorn
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you should never "need" the aura just to play the early game

steady patrol
tidal moon
crimson sigil
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I haven't fully read the google doc yet, (going to in a sec), but I have an annoyance with the existing pickpocket Thieving mechanic because the methodology of training doesn't line up to what it actually does.

The expectation is you focus on higher level targets as you level up, but the problem is your chance of getting caught goes down the higher level you are compared to the initial req. (summarizing). Less chances to get caught means more pickpocket attempts which could correlate to more xp/hr.

Unless the XP drop for higher level targets is balanced in such a way where you are highly encouraged to engage with higher targets over low level targets then the annoyance I have with the system will remain.

But there's also a 3rd factor: Due to all the thieving buffs/qol additions, players can fully afk pickpocket now. This means, it can generally be better to do slightly lower xp/hr methods. I find this very unhealthy design wise.

TL;DR: The current pickpocket mechanic sucks, let's find a redesign of how it functions.

umbral glade
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Theiving guild always seemed in a weird spot to me because of hanky points being a limited turn in method. Maybe add unlimited turnin but have a max held points and balance the xp around that? Since you don't get loot, the "loot" should be xp imo

flat leaf
tidal moon
cosmic acorn
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lets not turn the chat into an aura discussion though

tidal moon
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It seems like one of thoe daily things that can just be outright cut

cosmic acorn
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i still think reaching "mastery" rates is really good for the early game progression

crimson sigil
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Also fun fact, everyone loves the Crux Knight afk pickpocketing, and they are great, but a hidden pickpocketing gem is elves.

steady dawn
crimson sigil
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normal elves, not prif elves

cosmic acorn
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in general, its less frustrating with less failrate, not higher xp pr thievery

steady patrol
# crimson sigil I haven't fully read the google doc yet, (going to in a sec), but I have an anno...

Yeah, I've tried to balance numbers so moving up to your next target is always viable but without lots of playtesting it may be that some NPCs at lower levels remain better. I do think there's a balance (that we're already discussing) of potentially reducing catch rate & reducing XP to make the whole experience smoother; and potentially this has to come with some limitations on the afk-ness of pickpocketing right now. We've discussed bars etc but could be as simple as you get 10-20 attempts and then stop

dusk zephyr
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Going through the Doc, I do think thieving guild doors being player specific is better for gameplay, we're not really structured else where to encourage world hopping except for pvm slayer mob competing, and this is a weird outlier. I don't think they need their current 5 min timer if you go that route.

umbral glade
undone river
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What was meant by "competitive" here? Is it referring to profitability? If so, I could be wrong, but I donโ€™t really see how that would work. Since most thieving is so AFK, wouldnโ€™t the majority of items added to those drop tables end up crashing in value?

cosmic acorn
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5 minutes is still tons of time

crimson sigil
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Yeah the Priff elves funcitonality is a potential solution

cosmic acorn
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and then the "target has noticed you, pick someone else" making you move around abit

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this would make for a smoother curve, easier progression and more linear rewards

oblique flame
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Problem is the players who want to afk theif. Going active should be something the player wants to do and not have to do

thorn charm
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If higher xp rates for lower tier but lower catch rate sources are a concern, what about reducing the xp of actions if you exceed a level threshold for it as a way to encourage players to move on to something else? If their focus is experience

steady patrol
cosmic acorn
undone river
oblique flame
cosmic acorn
steady patrol
kindred obsidian
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I really like the sound of everything so far!

Daze while you're in the code, could you give us the real rates of getting caught? The wiki is lacking in that area, currently it's a lot of "look at the osrs wiki, if its a newer mob, gg"

wise siren
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i think thieving is one of the skills that should have a clear active and afk options, stalls are active, should respawn faster, give noted products (could be an unlock) and good xp, while pickpocketing isnt as good at low levels, thief guild is full afk pickpocketing but slow xp and no loot, once you have hard ardy/gloves of silence pickpocketing becomes a viable training method, the failing rate should be much lower than now and have stop failing level similar to burning food, but the xp rates be reduced becausue it is the afk option, once 110 happens pickpocketing can have good money makers since it has high level unlocks (upcoming mainhand, crystal mask, light form, familiars, outfit, aura)

kindred obsidian
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(also, getting caught by a man at lv 99 thieving is insanity)

ashen jungle
umbral glade
steady patrol
cosmic acorn
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a level 99 master thief failing on a level 1 target Sadge

keen cradle
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would like to see pyramide plunder buffed for xp by like times4 at lv20 to times 2 by 90, maybe some added drops (few gp, early-mid game supplies logs/stone spirits/fish) from urns besides artefacts
high effort > high reward

kindred obsidian
steady patrol
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Remind me at some point and maybe I can find some time

kindred obsidian
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I do think it felt really weird to full afk crux equal druids with aura

kindred obsidian
wise siren
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can we have the osrs rogue outfit effect on the black ibis to make it worth going for?

mossy flume
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More xp is great, but loot would be my main incentive to not simply skip the early game Thieving with quests personally. Especially if Thieving loot supported other skills like it should. Some loot to support early to mid game Crafting, as an example.

thorn charm
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One of my gripes with thieving is the lack of a story or motivation behind it, which goes through the entire skill

We aren't stealing to hugely benefit ourselves monetarily, we aren't stealing valuable/rare jewellery or pieces of art to "own" (I really hoped Safecracking would lead to this but it didn't), we aren't stealing from the rich to help the poor
You get a bit of pocket change or some common fodder items until you reach the higher levels where the most sought after difficult to steal things are : Seeds and porters
Probably won't be seeing that on the next Oceans 11 film

oblique flame
wise siren
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my bad, the effect is 20% chance to get double loot per piece, 5 pieces so basically double loot with full outfit

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how is stealing! not good money maker

kindred obsidian
steady patrol
warm holly
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Perhaps having some thieving exclusive enchanted jewellery from specific npcs could be a fun addition

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As a super rare chase loot

steady patrol
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Wow gem stalls really have a 5 min respawn timer?

dusk zephyr
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I'd also say it may be worth looking at some weird outliers for thieving stalls. The respawn timers haven't really been changed since RS2's release.

There really isn't a reason to keep these timers that are over 7 seconds. Some of them are strange about it, like the Silver stall in Ardouge is 30 second respawn, while Keldagrim is 7 seconds, but both provide the same xp. Resources like Gem stalls, would still lose out from things like minning, it's just an alternative. In runescape classic they had a 3 min timer, but it was nerfed with RS2 and gained a 5 min timer.

We also have the thieving chests that were designed in runescape classic that could be rebalanced to be modern. things like the 10gp chest, nature rune chest, blood rune chest, Ardy castle chest, etc...

cosmic acorn
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gem stalls on a 5 minute timer is super rough for sure haha

keen cradle
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respawn times are dumb

cosmic acorn
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didnt they change all stalls in osrs to make theem spawn faster`?

mossy flume
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How about the stalls don't instantly deplete in one swoop?

steady patrol
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I hadn't spotted that but yeah could absolutely tweak that - yeah the only other stall I spotted that was better later on was the lamp stall in Menaphos where you should get 1 lamp roughly per hour which you can put into any skill

steady patrol
wise siren
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this may not be in the scope of low level changes, but thieving should be able to get things to help other skills, like charms, or stone/wood spirits, urns? stuff like that from different npcs to make more things useful rather than like, menaphites and druid knights

crimson sigil
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I did some research into pickpocketing ages ago but I can't find it ๐Ÿ˜ฆ

tidal moon
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I do think whatever pickpocketing changes happen, probably should extend to higher level targets which I dont think anyone pickpockets nowadays

#

paladins, gnomes, heroes

cosmic acorn
thorn charm
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For stalls, and some suitable NPCs, what about a "Warehouse Key" or " Portal Postal Services Order " for a rare/uncommon larger reward which requires a little bit of interaction?

Eg
Market/Wine stall, 1% chance for a PPS Order.
That tells you a time & location where their delivery will be coming from.
Perform a mini heist on that delivery while it is in progress, before it reaches the stall. Either within the R.P.D.T. branch building itself or find the traveling NPC bringing it over.
Awards a larger chunk of xp & bulk item rewards, which could bump up the average from that stall or npc without hugely rewarding afk gameplay

cosmic acorn
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if we get the catch rate changes only ill still be very happy with it

wise siren
umbral glade
cosmic acorn
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i think the way it should be on catch rates is:

15-25 levels above target -> drastically reduced catchrate (1%) is what it should say in the skillguide
30-40 levels above target -> 0 percent chance of being caught in the skillguide

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this would mean some mobs would be viable and later mobs wouldnt be too affected

exotic swift
wise siren
oblique flame
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Well.. changes to the early game will affect 110 theif.

cosmic acorn
steady patrol
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Cheers for all the feedback so far everyone! My main takeaways for the current proposal is:

  • Generally feels in the right direction
  • Consider success rates at the expense of some XP: it would be nice to 'master' some targets but also not fail so much so that you need auras to carry you. This should NOT lead to 15 min afk timers throughout the skill however

Beyond that:

  • Consider additional content e.g. Pyramid Plunder, chests etc
  • Check Black Ibis earn rate and consider improvements that could be made there
  • Consider respawn rates of some stalls
  • Drop tables DO need improvements and ideally should lean into an approach of "I'm doing this to get X item, but getting Thieving XP at the same time" (see gem rocks as an example)
  • Lots and lots of other smaller suggestions (improve gloves of silence, black ibis unlock level, left click vs right click pickpocket options)
cosmic acorn
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good writeup

oblique flame
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That's a great summary

tidal moon
#

Another thing. Cheeky Monkey should probably lose its passive pickpocketing effect, given its a temporary event pet that only returned years later from premier club tokens.

My suggestion would be to move the effect to a thieving familiar. So magpie? Since its the only one I can remember currently.

#

I feel off having a unique thieving buff from a premier club pet.

crimson sigil
#

Looks good to me

wise siren
#

100%

tidal moon
#

Solid list there Daze

thorn charm
#

The google doc could do with being pinned as well cannon

tidal moon
#

I do wonder if lowering/changing snake rate in PP might make it less of a pain to do

steady patrol
#

For the Thieves Guild doors, I think I've seen a mixed bag of comments and would be good to get more confirmation on that. I pitched making them personal, but there's part of me that just feels like I'm retaining them because they ARE the best thing right now - do people want changes so they still use the doors or are they happy for them to potentially be resigned to be a thing of the past? Maybe retained as the BIS way of getting hanky points?

oblique flame
#

Desert Treasure Theiving section is painful. It's not a Theiving method, just want to express my pain.

steady patrol
cosmic acorn
#

where were you when door was kil

thorn charm
#

Wouldn't be the end of the world making them personal rather than shared, lessens the burden if multiple people are training in 1 spot

tidal moon
keen cradle
#

for improved drops, they can very good scale with lv of drops to thief lv like stone/wood spirits or fish for example to not bloat the tables and somewhat targetable if one wants specific items > possible sacrificing thief xp for lower tier ressources

oblique flame
#

The doors are locked behind a theving quest, we want players quest for good rewards. Keep the doors.

dusk zephyr
tidal moon
#

There are two stores that sell lockpicks

#

one sell 2. The other sells 10.

wise siren
#

i dont see why they are necessary after stalls are made better, world hopping is terrible content

thorn charm
#

Why aren't lockpicks smithable?

cosmic acorn
#

opening doors deffo would be less of an issue if no world hopping was required, making them respawn in 10 seconds would go a LONG way

tidal moon
#

I'm fine with doors but I do think they'd be better if they were more safecracking esque, either on the chest or the door. That it takes some time instead of relentless world hopping.

steady patrol
#

Okay so explore making the doors personal and viable to do as a loop without world hopping would be preferred?

keen cradle
primal prairie
#

definitely do away with needing to hop yeah

cosmic acorn
jolly hornet
#

I'd personally suggest as minor changes to the doors as possible so more time can be spent on mainline thieving(NPCs or stalls) which is what I would rather be doing

wise siren
#

since they dont give loot, and locked behind a quest, ye sure

cosmic acorn
#

and its fixed

tidal moon
steady patrol
#

Yeah I kind of have to change the doors because the XP is so mad that even with the changes proposed doors would still be best

steady patrol
#

Well sorry that's a lie, I could change the XP on them but then they'd be annoying and you'd never do them because no one is world hopping for slightly better than average XP

exotic swift
tidal moon
#

Sometimes things are an outlier and end up a casuality of a proper rebalance. Thats life.

#

Same reason if we do an agility rebalance we'd probably change it so you don't climb the watchtower trellis for 30 levels straight up and down

dusk zephyr
mossy flume
#

I like the idea of doors being harder to unlock, anything to avoid world hopping

cosmic acorn
#

could nerf the doors by like 10% and compensate by giving them that fast respawn timer

#

should make it same xp rate as worldhopping

tidal moon
#

Probably need more than a 10% nerf given the rate compared to everything else

steady patrol
#

I'll see what it looks like with a shorter respawn rate - that could be the easiest option vs rewriting to be completely personal

oblique flame
#

Maybe have each door, require a higher theving level to unlock, for each new door

tidal moon
#

Like, looking at the doc

#

61k xp/hr at 15 is eehh

cosmic acorn
tidal moon
#

you don't reach that rate again on other stuff until way later

wise siren
#

unpopular opinion but nerf safecracking, how do you go from 30k xp/hr or whatever to 300k+/hr up to 1m xp/hr with very few unlocks

oblique flame
tidal moon
#

I do like the proposed rebalance rate better

cosmic acorn
#

could even be 30% for that matter KEK

steady patrol
tidal moon
keen cradle
thorn charm
#

You could use the dinosaur pets as a familiar which boosts the door rates back up following a nerf.

That way people will have to Open the Door, get on the floor, everybody walk the dinosaur.

tidal moon
#

Its an incredible outlier compared to any similarily leveled method

ivory burrow
#

Safe cracking is far more involved to get the rates, so a big jump is fine imo. Maybe not that big but hey

cosmic acorn
ivory burrow
#

Doubly true now with passive sticky fingers

cosmic acorn
#

not even mentioning the insane gp from it from irons early

#

millions of gp for early game irons

keen cradle
#

being active should reward more xp/hr then sitting in the same spot afking by a lot imo

steady dawn
#

Any chance there could be a Cheeky Monkey reward added somewhere? The fact an actual useful pet is locked behind the Premier Tokens store definitely kinda sucks and would be a great mid-journey unlock for Thieving tbh

steady patrol
#

My feeling is those doors were never intended to be good and the numbers were balanced on a "there are 6 doors and a 5 min cooldown" completely forgetting world hopping exists (granted when it was made, world hopping was a lot worse I think -> go to lobby -> world select -> rejoin)

ivory burrow
#

millions if you do a ton of safes

#

small looting bag is only 55k gp when full

cosmic acorn
oblique flame
ivory burrow
#

55k from a full small bag which takes 11-16 to crack which take... idk what timer tbf

cosmic acorn
ivory burrow
#

but to make 1m from that you're looking at 200-300 safes

tidal moon
#

Ultimately I think skills are better off when they're arch style balance of escalating xp instead of here is a ridiculous method you will be 40 levels higher in the next hour.

cosmic acorn
ivory burrow
thorn charm
#

I feel like im in the minority being disappointed with safecracking, not being able to actually use the rare paintings you steal in a PoH was a shame

ivory burrow
#

The different style has to be unlocked at some point which will naturally cause a jump in exp rates from that

tidal moon
#

But I feel the biggest intensity at thieving is PP

ivory burrow
#

Which somewhat makes the former point harder to achieve

keen cradle
#

it looks more gp then it is, i dont think i got 10m+ from 66-99 from safes on my cgim

ivory burrow
#

It's also, outside of PvM which you don't get into for a solid while, the only reliable source of early game gp

ivory burrow
#

We don't count selling to stores

tidal moon
tidal moon
ivory burrow
#

why not level 1, laughs in Whirligigs

#

WFE are being nerfed so somewhat a moot point in this instance

oblique flame
ivory burrow
#

yeah QP is a solid cash injection but a one off source, it's not repeatable

cosmic acorn
#

there is more than enough cash in the magical dices to carry you till better moneymaking methods

ivory burrow
#

CGIM is, realistically, very far removed from where balance should be considered to be "correct" for

tidal moon
#

I like safecracking but it did feel like a radical xp jump when you unlock it for no real clear increase in difficulty/intensity

ivory burrow
#

Given it's a further self-imposed limit on a self-imposed limit game mode

tidal moon
#

If anything its less intensive AND several times faster AND better loot than the skill to that point

hard finch
#

I'm very much in favour of the introduction of good gp methods in early thieving, probably at the cost of xp

tidal moon
#

Which just feels ???

oblique flame
#

Explorer Jack is another way to get GP for Iron, It's also limited.

ivory burrow
cosmic acorn
ivory burrow
#

You don't stand in 1 spot click man until punched and repeat, you've got a lot of travelling to do in between each safe (And more active if using the hotspot mechanic)

oblique flame
tidal moon
#

Pyramid Plunder is more intensive has worse rate and because banking is a pain unless you got the sceptre, you end up tossing most loot to the ground

west flicker
#

Can save a lot of money that way

hard finch
#

yes there are other methods, but thematically, thieving being reasonable gp just makes sense, and having obvious options that you can just go to for 250k-500k raw cash/hr at a low level smooths over the early levelling experience for those who want it, and I don't think it breaks anything

I'm not much of a fan of the gullible tourist though

cosmic acorn
#

furthermore you do not need super high summoning to make money from other sources

tidal moon
#

At least it did to me.

ivory burrow
#

Tbf I guess somewhat it depends on what all bonuses you have access to as well. More unlocks, auras etc. makes standard thieving even more afk

tidal moon
#

I guess its increase in intensity compared to menaphites

#

and compared to later unlock of elves and all buffs available at certain other spots

oblique flame
ivory burrow
#

Menaphites are kinda ridiculous, they're 100% chance super early on right?

tidal moon
#

I still don't feel safes justify a... how much faster is it once you get it?

#

like triple your previous thieving xp rate?

#

more?

ivory burrow
#

yeah lv 46 it's 100% with the best aura

oblique flame
#

The Kingdom is another big reason you need millions of gp early.

hard finch
#

yeah safes are broken

#

ridiculously powerful

#

(just as dwarf traders were before)

west flicker
hard finch
#

I feel like 'early game thieving' ends at the point you unlock them though

ivory burrow
#

Safecracking provides between 300,000 experience an hour at level 62, to 500,000 experience per hour at level 90.

With a sufficiently high enough success rate, the player should expect 116,000 experience per hour with Auto-Pickpocketing and 200,000 experience per hour with an active playstyle.
For Druids

#

So it's not that huge of a gap, but that 200k is probably heavily carried by the aura

oblique flame
tidal moon
#

just 500k at 90? I could have sworn it was higher

wise siren
#

it is 1m/hr high lvl

tidal moon
#

Top end felt like it was around the million mark

#

yeah

fossil totem
#

For group ironman this was even not that worse as you can just do the aura which would improve pickpocketing rates, without auras early game thieving is even less balanced and is essentially restricted to just world hopping whereas with the aura alternatives like gullible tourist were at least doable.

I greatly support changing the early game experience, especially if RS3 also plans to do leagues regularly, strong support for this from my part. I'm hoping changes will be live before the next leagues.

I support doors being nerfed, i also support drop tables being updated perhaps with resources that have been added to the game since the pickpocketing targets or stalls were added in the game, to stay on theme. Like: if new seeds were added in the game since master farmers or farmers were released, they could be added to the drop table.

ivory burrow
#

tbh I think that's a point to consider as well. Pickpocketing has boosts, Safecracking (afaik?) doesn't

#

So pickpocketing rates increase with unlocks and levels whilst safecracking is largely the same until you hit the new tier of safes

#

(And/or certain quests for unlocks)

west flicker
ivory burrow
#

So... I don't think safe cracking is the issue so much as the other options are heavily gated behind unlocks for higher rates that you likely won't have access to whilst doing them

#

-# Insert obligatory auras bad here /s

tidal moon
#

I do agree with the aura issues people have raised, in part I think it is a general aura issue though.

The entire system of how aura works from obtaining to using to how it functions and is integrated in the game is a whole thing to untangle.

ivory burrow
#

I think the thieving one is (Or at least, it definitely feels) far more impactful than most others

west flicker
wise siren
#

also, someone earlier said druids are like 200k xp/hr, no lol they are like 110k xp/hr at lvl 85 with aura thats not competing with lvl 65 safecracking 300k xp/hr

oblique flame
cosmic acorn
oblique flame
cosmic acorn
#

safecracking is the outlier at 300-950k exp, but just making the early game failrate lower would bring normal pickpocketing atleast a bit closer

wise siren
#

im saying safecracking is atleast 5x as good as any alternative at its level

fossil totem
# steady patrol Yeah I kind of have to change the doors because the XP is so mad that even with ...

Nerfs aren't always as appreciated, but we've seen recently nerfs to fun methods (like the upcoming boss nerf, past nerfs to for instance ed3). I don't consider hopping worlds and opening the doors as very fun content. I think a nerf would be less controversial for those than for actual fun content.

A safecracking nerf would be more controversial but in might all honesty also be needed, as i don't think a lot of people are levelling the skill via other methods. It's a bit unfortunate that nowadays in thieving a lot of skilling methods are not explored at all. What would help though is if the thieving outfit drop rates were increased, which would help revitalize pyramid plunder a bit. I think for other high levelling methods, it'll have to be rewarding as thieving is considered a "moneymaking skill", so maybe not necessarily the xp rates (even if a slight buff could help), but the loot also needing an update. I'm not super familiar with all high level training methods and their loot, but that's also a result of safecracking being so good.

cosmic acorn
fossil totem
cosmic acorn
#

nerfing doors for the sake of them not feeling bad to do is fine though

#

like upping respawn timers removing the need for worldhopping alltogether

tidal moon
#

It was incredibly out of line in how strong it was

oblique flame
wise siren
#

nerfs are alright if there is an alternative, like nerf the op thing and buff the dead content now u have a new skill since all of the content is basically new to players

tidal moon
cosmic acorn
#

deffo feels right to not just do blanket common nerfs by a %

fossil totem
simple root
#

Havenโ€™t had a chance to read the doc yet but any talk on blackjacking?

snow kraken
jolly hornet
#

Just for the thieves guild for now but could be expanded

simple root
#

Interesting, will it be universally always like this or could we get it so itโ€™s only like that with a blackjack equipped?

crimson sigil
#

idk the ??? column, it may be base damage but it doesn't line up with some brief testing I did.

#

also idk what npc goes in #6

oblique flame
#

We need more failed pick lines.

tidal moon
#

More ๐Ÿ‘ diverse ๐Ÿ‘ npc ๐Ÿ‘ pickpocketing ๐Ÿ‘ shittalk

cosmic acorn
#

"Stop, criminal! I've heard of you. Your criminal exploits are well-known."

wise siren
#

do we know the % chance of multiple pickpockets?

#

that could be changed to scale with level kind of thing

warm holly
#

Was mentioned here earlier

crimson sigil
#

Oh cool didn't know that

#

yeah wiki has it listed at level 20, as does the osrs one

warm holly
#

One would assume it was copied from male ham members on the wiki then

#

Or never correct in game

crimson sigil
#

There's no reference anywhere else of them being different tbf, and unless you tried pickpocketing them between 20-23 no one would notice

simple root
#

You know in addition to rates would it be out of the question to make pickpocketing a bit more like safecracking and priff thieving gameplay wise?

Example: As you pickpocket the npc glows/reacts or whatever periodically indicating they are starting to notice you. If you fail to click them or maybe click off-them, whichever feels better/makes more sense, you get a mark against you. The mark increases your fail chance but doesnโ€™t automatically make you fail. The more marks you get the more the fail chance goes up, eventually getting enough results in automatic failure and a cool down on that specific npc.

tidal moon
#

While picpocketing you notice a wealthy target passing by

#

so you're encouraged to switch

#

like oh you've been pickpocketing this guard for a while? This other now has his a little shine around his pockets, go loot him now for a bit improved active gameplay.

#

Since IIRC all pickpocket targets have multiple targets wandering around

cedar glen
#

That never felt good and always seemed like something was wrong there

simple root
crimson sigil
#

Success rate boosts:

  • Gloves of Silence/Exo skeleton = +5%
  • Legendary Five-finger aura = +15%
  • Crystal mask = +15%
  • Light Form = Crystal mask x 2?
  • Magpie = +3 thieving levels (another +2 with scrolls)
  • Thieving cape = +1 level
  • Soul-in-a-box = +2%
simple root
crimson sigil
#

Rogues' Castle npcs work like priff elves btw

simple root
crimson sigil
#

oh also waiko islanders and cyclops

warm holly
#

Spirit wallbeast summoning pouch.
Just an arm from a moving floating portal

tidal moon
#

A summoning rebalance where we got fewer combat familiars and more specific utility familiars would be great. Then make those few combat familiars meaningful when you get them.

#

is there thieving familiars beyond magpie

warm holly
#

Abyssal bird

#

Weaker than magpie i think though

#

Ya abyssal lurker is +4 with scroll

simple root
#

Probably not the place for the discussion, but god I hate the scroll system of summoning and wish it could be done away with entirely.

crimson sigil
#

Maybe I do that this weekend, pickpocketing research

cosmic acorn
#

hahaha

simple root
#

If you are going to research be sure to test the variances in the boosts.

tidal moon
#

Feel abyssals should be honed in on rc

#

instead of being both rc and thieving

warm holly
#

All abyssals are beast of burden for essence

#

The thieving and agility was useful for abyss

fossil totem
#

summoning familiars that help with pickpocketing success rate could be a good addition

cosmic acorn
#

summoning familiars helping with a bunch of things would be good, but it doesnt look like its on list for focus anytime soon

#

scroll of mixing, instantly makes all unfinished pots in your inventory (unnoted only)

crimson sigil
#

I wonder how success chance works

cosmic acorn
#

surely we just make it simple no?

crimson sigil
#

it's not

fossil totem
#

i think the existing skilling boost familiars just are not that impactful, which is why they are rarely used, also it's kinda of a struggle to even make most of these

cosmic acorn
#

set a target level for "0 failure chance" and the closer you are the lower your knock rate is

crimson sigil
#

elves don't get a 100% success rate even with all the boosts it looks like

#

I'm trying to figure out the current way

cosmic acorn
#

it seems ppl are pretty opposed to changing anything about lategame thieving according to some of the comments ive seen

#

for all i care you could make 99 thieving give a 100% success rate on all thieving targets but i think thats a bit too wild of a take XD

wise siren
#

random suggestion, elite outfit give gloves of silence effect with 54 hunter not plague's end for the skillers

wise siren
#

heres how to nerf safecracking, you now need keys to enter rooms with safes, that you get either randomly as you pickpocket anything (universal keys), or specific npcs for specific areas (key for every region/tier), the keys could be tradable making the skill buyable if you want to skip fast, and money maker for others, or untradable as extra xp every so often

inland matrix
#

I think that as an afk skill thieving has the potential to help relieve the pressure on divination if it has profitable afk options. But it also needs some nuance - I liked what one person said about having a distraction mechanic timeframe on pickpocket npcs for temporary 100% success rate. This could even be a rotating thing, like time wisp from archaeology.

cold epoch
#

How are menaphite marketeers more xp/hr than Druids when they are nearly 40% less xp per action

inland matrix
#

In rp terms, as a thief being opportunistic is probably a core idea - so switching between targets based on opportunity makes sense when it comes to 'the idea of thieving'

#

or

#

instead of rotating, there could just be the occasional special distraction event (it might be a status on an npc that randomly triggers)

#

some of the items that people proposed to increase the rates could also affect that

cold epoch
#

Not sure if it's in scope for a Gamejam, but "Thieving Contracts" similar to construction contracts and/or safecracking where in you get a target to steal from anywhere around Gielinor, and have to successfully steal from them for a big reward (Think similar to Rat Catchers having to sneak into the Estate to catch the rats for the ratpole)

inland matrix
#

also, for the record I think that thieving is just worse than other afk skills for profit simply because it is less afk due to getting caught, so if this was made more workable it may become a more popular method

cold epoch
#

considering theres a thread for engaging skilling content, I dont think a real solution is making it more afk

#

also since i just think afking is bad for the game, ebcause then you're not interacting with the game

#

it becomes an idle game

inland matrix
#

it is if people want to be engaged with afk, I dont think thieving is where people are expecting to be engaged

#

yes, for a lot of people RS is their idle game of choice - they exist and arent second-hand players ๐Ÿ™‚

wise siren
#

not everything should be afk, but thieving is an afk skill

inland matrix
#

right

cold epoch
#

how its currently designed yes it is an afk skill, but it doesnt have to be and i dont think it should be

wise siren
#

im just saying keep the option of afk, keep the low xp rate idc

inland matrix
#

it isnt particularly profitable, so if it is active players would need huge incentive to do it at all

#

afk is literally the only thing going for it

cold epoch
#

"I think the game can be both engaging and afk. It doesn't have to be one or the other. Give the options so that people can play how they want to. However, I feel the afk options should never be better (loot or xp) than the active options otherwise nobody will ever do the active option."

This is exactly my opinion that someone posted in the engaging skilling content thread

#

Im not opposed to afk stuff, but it shouldnt be the primary nor best

inland matrix
#

thieving is not the best so no worries there

cold epoch
#

im not talking about the best skill

#

im just talking about strategy to train it

#

and i also dont think its the best that the only feasible training method to max starts at lvl 62 and doesnt change

#

but im getting out of scope here cuz this is early game thieving thread

inland matrix
#

thieving used to be a highly unenjoyable skill that involved an immense amount of clicking, and they "fixed" it by giving alternatives - and even when highly active, it was not a particularly profitable skill, has never really been the best way to make money

#

the new afk options are basically why it can be enjoyable to interact with as a skill

#

however

#

it is still hampered by an RNG element that ensures that you will be locked out of npcs for a few seconds at a time, which can be annoying

#

that's why so many people want this aspect modified

cold epoch
#

and i think that stems from the whole idea of what thieving is on a fundamental level. Its picking the small pocket of a single individual thousands of times for a couple raw gp or items and some measley xp. My idea that I stated earlier, which is unfortunately similiar to both construction contracts and safecracking, gets you to steal 1 target a single time for a big reward of items and/or xp, and the engagement comes from travelling and not getting caught.

#

also my idea isnt the solution to fix everything

inland matrix
#

contracts could also be a decent idea

cold epoch
#

just a quick pitch that has good intention in my head

#

involve the player in the score rather than clicking thousands of times (or once every minute or so)

#

I want to be the thief

#

Especially with a whole thiefing guilding existing, I definitely think thieving contracts are a great idea

inland matrix
#

Hm, I suppose it could either a. be like task sets where you can easily see a set target, or
b. it could be like the voice of seren mechanic where there is a rotating buff to different targets at different times and switching is a good idea for profit and rates

ofc the other option is talking to an npc but I feel that players may find this takes too long, which is why it might be good in an interface of some sort, maybe even attached to an item to let you know where to go (like how the farming amulet tells you how your crops are doing)

It could be something like 'a new shipment of goods just arrived at the menaphos market district, thieving drops are enhanced' or something like that - can be a way to make afk content engaging too

#

but it could also be like the enchanted gem where it just quickly tells you your thieving assignment which could be similar to slayer assignments

#

and you need to thieve from say 500 elves until the thieving task is done

#

also, I feel that a potion could be involved, if people are unhappy with the thieving mechanic but also are scared of making it too much like other skills - this is an opportunity to make a potion with a timer that lets you get 100% no catch rate

hard marten
#

how about this

#

new thieving training method

#

graverobbing

#

use your shovel to dig into special spots to uncover tombs with loot, many hotspots in the desert

wise siren
#

nothing major will happen to thieving as long as you finish the skill in 20 hrs an interact with none of it thanks to safecracking

hard marten
#

gameplay loop is run around looking for hotspots (they shift around) -> dig -> loot , there are defenses such as those in pyramid plunder

#

because they shift around, the tombs themselves can be subject to rng and you can potentially pull a very valuable tomb

cold epoch
hard marten
#

I was initially half joking but it is a decent idea, I don't think it could take the place of a contract idea though since the premise there is having consistent access to a system that takes you around the world and up and down the level range

cold epoch
#

yeah, i mean graverobbing could literally just be one of the places the contract sends you to. "rich dude died and buried himself with his family heirloom, go get it"

cosmic acorn
#

thieves guild contract
steal from x mobs till you get these things then turn it in for a reward

fossil totem
#

thieving contracts could also be an idea maybe to help you direct who to pickpocket for boosted xp or gp rewards, something like that.

cold epoch
#

im not opposed to that as a separate addition as well. But my issue is click once every min or two a couple hundred times for small xp drops and uninteractive play. All the directed thing does is add another layer of, after doing that for an hour, move to this pickpocket over here for an hour now

hard marten
#

graverobbing could be a way to differentiate contracted thieving from normal thieving, instead of contracts just being "do this thieving thing for this amount of time"

cold epoch
#

true

fossil totem
#

think i've said it before but pyramid plunder would also be done more if the skill outfit pieces weren't absurdly low drop rates (in particular since obtaining the outfit probably takes longer than just safecracking to 99, making the outfit never worth the cost to invest time in obtaining the outfit).

inland matrix
#

I doubt they are adding like a whole minigame around this, that's why I tried dumbing down how it could be implemented and compared it to current examples in game

hard marten
#

in that vein there should be more though... bank heists, castle heists

cold epoch
#

heists is a great word

hard marten
#

yeah I was thinking that, this would be better off as a whole content update

cold epoch
#

yes of course

inland matrix
#

Yeah, new area, new npcs, new stuff to do, probably not 'early game rebalance" rebalance being the key word, probably the only intention is to change some numbers, not add anything

fossil totem
cold epoch
#

the whole point i was making with the (im calling them heists now) heist update is that thieving has an underlying problem of click once every 1-2 min then wait to level up

#

(other skills have this issue too but we're in a thieving thread)

inland matrix
#

we have heists already btw - it is a minigame and I heard a mod say they are going to add new high level ones

hard marten
#

I do believe heists were brought up some time before but I can't remember any details

cold epoch
fossil totem
#

but graverobbing could be an interesting idea to do on the new area because well if i think of vampires i think of their graves

cold epoch
hard marten
#

eh I'd rather things like that be game-wide

#

not very fond of region-exclusive content

fossil totem
#

but that would feel similar to barrows which is also sort of "graverobbing-themed".

cold epoch
#

it could definitely be launched with havenhythe, for the aforementioned reason

#

but not be exclusive to havenhythe

fossil totem
#

well morytania & maybe the desert are like the 2 most obvious places for stuff like that

#

but "pyramid plunder" also in a way is a bit similar to "graverobbing" but instead it is pyramid treasure looting

inland matrix
cold epoch
#

offtopic but im glad the new area starts with an H, so if we get a lodestone, we dont have to do some crazy alt shift ABYX stuff

cold epoch
fossil totem
#

maybe wilderness too, and theres stuff like waterfall dungeon (tho i think considering the lore it'd be weird if you decide to graverob that again)

inland matrix
cold epoch
fossil totem
#

a problem with the existing areas is that they need to be enlarged a bit because the activities & stuff there is a bit crammed together so if you want updates/new contents in existing areas, some of these need to be enlargened.

inland matrix
#

they could just add new areas

fossil totem
cold epoch
#

also i want to apologise for really taking this thread off topic of a simple rebalance of early game thieving curve

fossil totem
# inland matrix they could just add new areas

new areas or area expansions in the overworld are kind of rare, we now get one with havenhythe which i greatly like, but there haven't been too many other than maybe other realms/dungeons/boss places & the dig sites. I think menaphos was like the last obvious overworld one. I suppose senntisten while underground should also count.

#

might be forgetting stuff

#

anachronia too

#

& lost grove & ungael

cold epoch
kindred obsidian
cold epoch
#

xd

inland matrix
#

Yes basically pickpocketunities, or thieving opportunities lol

cold epoch
#

yeah i will say, that isnt a bad quick solution for better rates and a bit more interaction

inland matrix
#

being a way to have some engagement in an afk skill without making it so active that noone wants to do it

cold epoch
#

i think its good just for the fact that it just makes it a more common system across the game as a whole

inland matrix
#

and maybe using it as a way for the player to have temporary no-fail rates

cold epoch
#

to actually have the player playing the game

kindred obsidian
cold epoch
# inland matrix oh sure

thats the biggest problem here imo, aside from safecracking, theres no active method of thieving thats worthwhile. With a safecracking nerf and/or new method somewhere could help break up the grind

#

I don't want to do safes from 62-99, and i dont want to click on elves every few minutes

inland matrix
#

well, pyramid plunder was the primary method before safecracking, and it was active

#

I remember those days though, kinda tedious

cold epoch
#

yeah, i dont like PP but also thats fine i guess. extremely repetitive tho

#

same with safes, pretty repetitive

manic swift
#

i'm assuming early game means before 62?
as much as safecracking can be boring, it is also a perfectly fine activity
world hopping for jail doors is not however, and nothing even comes close

cold epoch
#

I would imagine so yeah, the grind pre62 on my GIM actually felt really grotesque especially since it was the start of GIM as a whole gamemode so doors were HEAVILY contested for months

#

i ended up just doing Gullible Tourist until 62

#

also not fun

ivory burrow
cold epoch
ivory burrow
#

Instance doors and change them so you can <commonly/uncommonly/semi-rarely> get a key from pickpocketing other NPCs which allows you access to them

#

Tbf that's a separate 'issue'

cold epoch
#

Yeah I was thinking of instanced doors but also, doors arent even contested now again. you might get unlucky running into someone but the actual issue is that you can only open 6 doors before you have to break the 4th wall and go to a new server for the doors to be closed again??

inland matrix
#

you could just gain the ability to lock them yourself I guess

ivory burrow
#

That's what the key's for! Bypass their CD Kapp

manic swift
#

i'd like it if the chests behind the doors were worth doing

ivory burrow
#

Honestly I would love a BGH/Sorceress garden hybrid minigame specifiaclly for thieving, but realistically it probably wouldn't be an early game thing

ivory burrow
manic swift
#

i really really don't wanna do blackjacking without meny entry swapper

inland matrix
#

tbh it is comical how limited in scope blackjacking is, could be expanded

ivory burrow
#

It's high rate but far more intense than standard pikcpokceting, which is reasonable

simple root
#

Blackjacking in document proposal will make the process left click

ivory burrow
#

tbf even the current live rates on the doc

manic swift
#

you got there eventually lol

ivory burrow
#

it's huge rates compared to other options

manic swift
#

but that's great

ivory burrow
#

being heavily brought down in return for the left click version

inland matrix
#

blackjacking is not afk so ofc it would be a bit higher

manic swift
#

still doesn't diminish my desire for menu entry swapper in rs3, but that's besides this channel

inland matrix
#

that like manually swapping the click options yourself or something

#

would solve the whole right click left click, talk on top, pickpocket on top, etc

indigo wasp
#

Can male and female H.A.M. members just be made the same level/xp? OSRS already made this change a whiel back

#

Also an extremely minor quick change purely for flavour reasons:

Add a copy of Martin Thwait to the Thieves' Guild, so you can buy the skillcape in the guild.

loud torrent
# steady patrol Hey all! For this gamejam, I wanted to take a look at early game Thieving and w...

Dear Mod Daze,

Since this thread is about early level thieving rebalancing, how about increasing the Thieving skill level to 20 as a good quality of life improvement for free-to-play players in RuneScape?

Level 5 is a very low starting point and doesn't make much sense. There are 3 NPCs that could be pickpocketed within Level 20. By introducing the "Buyers and Cellars" quest and opening up the H.A.M. Hideout, we could enhance the longevity and retention of the game and make it easier for returning or new players to engage with the skill. Considering that the recent pay-to-play skill such as Archaeology goes up to level 20, it would be beneficial to raise the Thieving skill level to 20 as well to keep a consistent pace.

tidal moon
#

This would put it in line with Arch that got a level 20 cap

wise siren
vast citrus
loud torrent
wise siren
#

granted, but im saying lvl 20 is no different than lvl 5 just takes 20 mins longer of a teaser so to speak as it unlocks nothing to taste, as opposed to arch getting you the full collection and necro giving new rituals

loud torrent
#

Jagex at one point few years ago had stated to make old p2p skills to level 20.

However, having thieving to level 20 would help in the future to open up more areas unlocking more easier old content or creating new content for f2p. If Jmod were to make something for a f2p quest in terms of requirements, level 20 will be more flexible than locking to level 5.

I already made threads about Herblore and Farming f2p QoL in gaming suggestion.

oblique flame
#

I would rather Theiving just become a f2p skill.

#

Theiving has enough content in the f2p world to train to 110.
Making the skill f2p, improves the members game.

inland matrix
# oblique flame I would rather Theiving just become a f2p skill.

thieving resources are not particularly valuable, making the skill f2p would make them worth even less due to a much greater supply from f2p players without changing the demand, and the skill as a whole would suffer even more than it already does due to that, so I have to disagree

cold epoch
#

tbh, what even are thieving resources?

#

all i can think is gp tbh

#

technically seeds and catalysts i guess

inland matrix
#

it mostly shares loot tables with pvm, sadly, which is why it is kinda low - because slayer and bossing are also bringing in the same resources

#

which means that the supply is massive

cold epoch
#

but thieving doesnt even have its own "resource" like gathering skills

inland matrix
#

thieving restricted resources is definitely needed!

#

that goes for all levels, low, mid, high

cold epoch
#

well im not entirely sure it should have its "own supply" per se. Thieving is classified as a support skill rather than a gathering skill. Maybe Thieving is where the Bulk of things like wood/stone spirits and catalysts come from

inland matrix
#

I see it as a gameplay option - and with that thinking, is this option useful to pursue? Currently, once you get 99, what is the point?

#

You could never do it and still have everything you need

cold epoch
#

what do people do with thieving now adays after getting 99/120/200m

#

no one interacts with it aside from obtaining niche items like crystal tool seeds

#

among other things ofc

inland matrix
#

it is not a very good afk profit skill since divination is superior in all ways, so, nothing tbh

#

it lacks a niche

ivory burrow
#

It provides an alternate way to acquire a decent number of items from other skills without their actual requirement

cold epoch
#

and thats where skilling support items comes in imo. Implement items that are not needed but desired for skilling the other skills

ivory burrow
#

e.g. porters, anima stones, there's a couple of more unique things in various chests etc

inland matrix
#

a lot of that can just come from seren spirits these days

cold epoch
#

yeah, and also i think its okay for a skill, especially thieving, to kinda lay low in the background of the game

ivory burrow
#

seren spirits are 'passive' and not a reliable source of most things tbh

inland matrix
#

PvM is usually more reliable than thieving for collecting targeted drops - as thieving has a pretty wide range of stuff that you end up getting usually

#

it just isnt that great

cold epoch
#

thieving should be the premier version of PVM for skillers

#

in that case

inland matrix
#

yep

#

the funny thing is

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PvM can be fully afk

#

lol!

#

yet we want to make thieving harder ๐Ÿ’€ when it is just worse

ivory burrow
#

So what I'm hearing is, remove a bunch of stuff from PvM drop tables and replace it with "Thief spirits" Kapp
But to circle back to the actual point of the thread, that's not really anything to do with early game ๐Ÿ˜„

cold epoch
#

not necessarily. the two things brought up today arent interconnected

#

we can still have an active training method while still having this skill as the "skillers PVM"

#

yeah i keep getting us out of scope.

inland matrix
ivory burrow
#

Tbh in a lot of cases idk if it's a PvM drops need a nerf or more... Skilling needs to be able to provide more things

cold epoch
#

but idk there isnt much to discuss in this thread outside of people giving completely new ideas for early game thieving, which then circles back to the whole point of the discussion we've been having in that thieving is kinda bland and pointless as a skill

#

lowkey i think its the latter

#

just thinking about it, i cant think of any skilling way to obtain the sheer amount of supplies that pvm can

#

even as a low effort player like @inland matrix mentioned

#

anyway i gtg ill rejoin the convo in a couple hours

inland matrix
#

Yes exactly

#

Thieving needs to find it's purpose again

#

maybe low level is a good place for experimentation with that

woeful oriole
#

It would be nice if the improved pickpocketing loot from NPCs up to level 40 Thieving no longer required the Lost Her Marbles miniquest. The miniquest already requires level 41 Thieving, so players could easily complete it without ever pickpocketing another man/woman (1), farmer (10), Al Kharid warrior, or warrior woman (25).

woeful oriole
final crater
#

i would love this skill for f2p as level 20 it would be awesome for people to train ๐Ÿ™‚

hard marten
#

if you want thieving to be valuable, it needs methods that have real barriers to entry other than simply having a level req

#

there's no point in doing pretty much anything else before that

#

a pyramid plunder refresh would be a good place to start

inland matrix
hard marten
#

the last part is the last thing you'd want to do

#

being tedious is what keeps something from being afked to irrelevance

inland matrix
#

well, I mean, Im just saying there is a reason people do safecracking lol

hard marten
#

short of extremely overpowered rewards that need that rate of activity to maintain a realistic price for anyone to use

drifting kindle
#

improving the rewards would be the play, given there's a large demographic where XP falls off mattering after whatever max level is (or 200m)

#

and we don't need ANOTHER afk activity for thieving when we have a number of things like safes or max level pickpocket targets

inland matrix
#

just keep in mind that many runescape players dont want to do something that involves too much clicking over the span of say a couple of minutes

like me, I would not play runescape at all if afk options didnt exist, it is a unique aspect of this game that other games do not have

so, if we arent improving rewards, and if the xp is fine as is, then there is only one option left

#

otherwise it'll just be what it is already imo

drifting kindle
#

then PP wouldn't be for you, you'd already have a number of options in thieving itself, and many more in the rest of the game

hard marten
#

quite frankly if you are an afk player, nothing you will ever do will be valuable

inland matrix
hard marten
#

well I brought it up as part of addressing thieving value, so it would be rewards

inland matrix
#

Yes, but my impression is that they dont want to do loot changes to thieving at this time, maybe they will at a later date

tidal moon
#

people do safecracking because its low effort high reward compared to everything else

hard marten
#

yeah not right now, I was talking to the people that are talking about value in this thread

#

the gamejam is about improving the training curve of thieving, very unrelated

inland matrix
#

and someone else said that the xp rates are fine

#

for PP

tidal moon
#

XP rates on PP aren't great but arguably its more safecracking xp rates that are whack

hard marten
#

If it was going to be addressed for value, I'd probably be against buffing its exp at the same time unless it was carefully balanced to where as soon as you have better, less intense alternatives, the rewards go up

tidal moon
#

Why do PP when safecracking is 2-3 times as fast, less intense, and half the time has better loot

#

Much more consistent at least and not very inventory management related

inland matrix
#

well, I probably wouldnt have gotten thieving to 99 without safecracking, that's for sure

#

even though I prefer low intensity gameplay, I am always willing to try things and use high intensity methods - briefly

#

but never long term

#

that's just stress tbh

hard marten
#

I'm the opposite

#

short of doing divination if I'm going to be afking I'd rather log out and do literally anything else

tidal moon
#

The issue with Safecracking is that its pulling too many levers at once.

Low intensity should ideally be less efficient as a trade off. Training methods that are highest income probably also shouldn't be highest xp.

#

If you monopolize by being better in every way then no niche exist for other methods

inland matrix
#

I did not see safecracking on the money making methods page so I'm not sure

#

I see a reddit thread that says a guy made 6-7m going from 62 to 99

#

seems low

#

and you sacrifice getting the thieves guild points if you do that apparently, so most people probably dont make anything

tidal moon
#

Probably signals how low gp thieving is otherwise. There is a reason ironmen have rushed safecracking and genuinely felt a difference.

#

No you get thieves guild point from safe bag regardless, you only sacrifice the bonus items points if you want more gp

inland matrix
#

you can turn them in for points as well

tidal moon
#

Yeah but you're never in a no-point scenario

inland matrix
#

if you want to get the master items that go on the toolbelt you need like... a lot, safecracking to 99 did not get me enough at least XD

tidal moon
#

IIRC for most players the gp is a better deal than pilfer points from items

#

Because primarily pilfer is from bag

inland matrix
#

eh, 7m isnt really anything

tidal moon
#

But its still stronger than other methods. Its the most rewarding in every way right now. You understand the issue there right.

inland matrix
#

I think that is more an argument for how terrible thieving is as a whole

tidal moon
#

I think general thieving need to be buffed up, but tbh safecracking is also too fast for what it is

cosmic acorn
cosmic acorn
inland matrix
#

that was how I started up my alts to try to support themselves a bit so I know 7m is easy to make for a brand new character

tidal moon
#

Found the thread you said, that was someone not selling the items but trading them for pilfer points

#

found someone else citing double that

cosmic acorn
#

what would iron ore do

#

making iron equipment is like super bad alch values

#

not to mention you would need the level for high alch

inland matrix
#

You just sell the ore

#

to the ge

cosmic acorn
#

i think we might be speaking past eachother

#

my argument is from an iron perspective

inland matrix
#

Understandable, profit is perhaps not a priority for irons, although some of them may still consider the price of bonds as a standard

tidal moon
#

It was the strongest way to get gp on irons until WFE really

#

I do think figure 7m is too low though

cosmic acorn
cosmic acorn
#

i got about 6-7m by like level 90/91

tidal moon
#

and if thats without selling the artifacts, and keeping in mind 62-91 isn't even halfway to 99, safecracking become much better in comparison

cosmic acorn
#

safecracking is completely nuts on irons early

#

its boring but meta for a reason

inland matrix
#

after you get 99, do irons still do thieving?

cosmic acorn
#

yes at elves in priff

#

aswell at ham members

#

for clue scrolls

#

but basically nowhere else

#

not saying you cant, just not the norm

inland matrix
#

I suppose that is understandable since you dont have to worry about ge value or supply

cosmic acorn
#

yeah so anything we go for is something beneficial for the account

inland matrix
#

I dont think that game balance changes that affect the ge will affect irons all that significantly then

cosmic acorn
#

really depends on the changes

#

like if the change is to remove alchables? yeah doesnt impact us much

#

is it to remove other things we need? pretty impactful

inland matrix
#

In my opinion, thieving needs purpose when it comes to non-irons - but I'm glad to hear that when trading is not an option that it becomes useful.

oblique flame
#

It's a support skill, you have to train it as a main.

inland matrix
#

But what do you get out of it? Quest requirements?

cosmic acorn
#

yeah im sorry i dont have much to contribute regarding how good it is for mains

#

its good for early game and its ok for irons late but nothing important to get to 99

inland matrix
#

I think that it has the bones in place currently to be a useful money maker for players who prefer afk activities. All it really needs is some changes to the loot - it needs things that are exclusively gained via it.

gritty reef
#

Is there a reason HAM members arenโ€™t being combined into one skill requirement? Men currently have a worse XP/hr rate than women plus having women be a lower level requirement feels like outdated design.

I do like the solution to add a more forgiving Agility check to prevent being kicked out. It adds another reward for training agility, reinforces the link between the skills (multi pickpocketing), and fixes the annoyance in a healthier way imo.

cold epoch
cold epoch
inland matrix
#

Well, "player economy" is a big part of the game

cold epoch
#

Yes but that should be driven by the players not the devs.

#

The game should function without player trading. Player trading is supposed to be for ease of access not driving how the game develops

inland matrix
#

Well, I dont think players actually control it, it is really just a matter of what the meta thing to do is - and players are naturally going to do that

#

the devs are what controls if that exists or not

cold epoch
#

Players always swarm to what's "good money" the "meta" thing won't be good money if everyone is doing it and the good money will be the stuff people aren't doing as long as its relevant.

inland matrix
#

Yes, that is why every afk player in the game is at incandescent wisps

#

there is no good alternative, so, everyone is there, at one spot, lol

#

this is not a player choice, it is the meta

#

if there were options then maybe it could be a choice

#

that is one reason why balancing thieving could be useful for the afk players

drifting kindle
#

it's because out of the afk skilling things it's the highest in demand with the lowest asks. When it was worse at various times it got pulled up by people moving to other better thing like arch or random skilling updates

#

other things get pulled up by div too, but usually if they catch up they drop back down by being less in demand, so if people shift to that instead it drops

inland matrix
#

Yes

drifting kindle
#

because it's the same pool of people afking everything and going to "whatever's best"

cold epoch
drifting kindle
#

If you compare the money you get from various bosses you see a lot more variety and gaps in how much you're getting at different bosses, because of differing skill sets, difficulty, preferences, etc

#

afk skilling is just the same basic curve

#

because the only reason to choose one over the other is "someone told me it's better right now"

#

technically incandescent energy isn't even at the top right now

#

but the moment div people see that and go "oh that other thing is more money" they'll get pulled down and it goes up from equilibrium of afk skillers/bots covering the afkable chores

inland matrix
inland matrix
#

however pickpocketing has the potential to be almost as afk as div, it is just a matter of the loot table being kinda mid and the stun thing that is kinda hard to avoid

#

that's why I think it could help with balancing

hard marten
#

other skills would need to produce a resource as useful and as sunk out of the game as div energy to be able to compete

#

anything that's initially more gp per hour will get swarmed until it's not anymore

#

and if the resource isn't heavily used, it will never be more gp per hour ever again

inland matrix
hard marten
#

the problem with food is it already has alternatives within and without

inland matrix
#

well my idea is that we should have a way to combine food with potions

#

that would fix it

drifting kindle
# inland matrix these other methods are good but they are a lot more clicks too

Div is about as close as you can get to having an organic "everyone is obligated to give you their money for no effort" as it gets given how it's tied into so many tools and gear people need to use, and that could go out the window if at any time they make a non-afk better div energy gathering option which pulls the value of AFKing down

#

otherwise value of items comes from how important it is and how much other people don't want to do it, hence why value usually comes from things that feel like chores or offer any form of inconvenience

inland matrix
hard marten
#

combining food with potions is odd, players drink potions way less often than they eat food

#

whatever mod's meals idea to replace auras would be better, if those meals use a lot of different food items

inland matrix
#

hm I see, meals instead of auras

hard marten
#

unfortunately that would involve taking away things many players now use basically for free and putting a cost on it, it hasn't been talked about except by players in a long time

inland matrix
#

Ah yes it seems unlikely, possibly could spark a revolt

#

food and potions may seem off but it could still work! I think so anyways. I thought it should also cost runes as some kind of magical creation (culinaromancy) but that's just my thought about it lol

#

in any case while thieving doesnt need to follow my ideas, I do think a rebalance could greatly help it and I have high hopes for what it can achieve! ๐Ÿ™‚

cosmic acorn
hard finch
#

would've been nice to have seen afk thieving take inspiration from melvor, such that you don't stop thieving when caught and it becomes afk due to some kind of automated food consumption

#

would be a good sink for food if you can make afk thieving consume a couple hundred shark an hour

warm holly
#

i've brought it up a few times before, but there's a buncha non-interactable druids around Kaqemeex.
they'd be a decent early game thieving target

#

possibly for herbs, seeds and and/or herblore secondaries

#

perhaps even some 1 dose potions

cold epoch
#

i like that idea @warm holly, maybe they give early game secondary potion ingredients, since farmers/master farmers give seeds already

heavy drum
#

I think this, and other similar changes, are much needed in the game. That being said I wonder if there isn't a way to use thieving to help the economy while providing a training method.

Some sort of reverse theft could be an interesting training method. Sneaking into say a poor or otherwise troubled area and delivering supplies while avoiding the authorities could be a really interesting training method that functions as an item sink. Imagine sneaking into the vampyre infested city of meiyerditch and providing the residents with things like food, potions, weapons, and armour to help fight back the vampyres and take over the city.

manic swift
#

so huge that i don't think its good to contain it to lower levels which is what this is about, more like a broader alternative 1-99 method

#

here's what i think in terms of strictly rebalancing:

  • make the cell doors and chests in the guild respawn fast enough that you can cycle through them on a single world if you were to also do the chests behind them
  • make the chests behind them actually worth doing xp-wise, this might come with a nerf to the doors themselves to make rates stay roughly the same
  • thoroughly test the xp rate of this method at every level up to 62
  • balance actual pickpocketing to be 80-90% of that rate at the level you unlock it
    • example: the door+chest method might be 50k xp/h at level 25, so al kharid warriors should be ~42k xp/h at level 25
    • some pickpocket targets could divert from this by having higher success rate and/or better loot at the cost of lower xp OR lower success rate and higher damage stuns with higher xp, menaphite marketeers are an example of the former.
  • instance stalls if possible, competition over them if they were made good would be awful
  • update stalls somehow??? haven't thought that far
#

i think there's also a big discussion to be had about updating old pickpocket loot tables, like what's reasonable compensation for those who choose to do them over the faster door+chest method, but that might be out of scope

cold epoch
#

lowkey tho thats kinda just the whole vampyre quest line

cold epoch
heavy drum
amber crater
# west flicker Question for everyone else: how does everyone feel about Shifting Tombs being th...

kind of a super late thought bc i was searching up camo frags in the search bar-- i think the outfit fragments are a pretty rough grind for most skills except like, farming. each outfit piece can be from one of three different outfits, rolled randomly, so by the time you have a single uncombined outfit, you nearly have the full trio.

i like that thieving and farming have these methods of getting the outfits faster, more active methods, using tombs or beans. really, i think each elite skilling outfit should have a way to access more fragments/speed up acquisition through a more active method,as opposed to just 'wait around for the 5 minute timer, repeat for a 50 hour grind'. it's not very engaging.

i'm not quite sure how i feel about the reward enhancer, though. the way you get it is really disconnected from thieving as a skill, and it's required for an achievement.

fundamentally, the fact that there's an 'active method' to obtain more fragments is something i wish the other skills had, because the skilling fragments are a weird friction point, and currently not the most engaging friction point in most skills

#

kind of a discussion to have about fragments in general, though, not necessarily in the scope of this jam project

#

really i think it's in a fine spot, though, compared to like, skills like RC that don't have something like that

cold epoch
# amber crater kind of a super late thought bc i was searching up camo frags in the search bar-...

Technically speaking the farming outfit grind is horrendous, we were kinda kinda given a bandaid for farming's outfit by having you be able to purchase the frags. I think the frags in general should scale based on how quickly/much xp is obtained, because runecrafting you HAVE to do runespan or soul altar just to obtain the frags at a decent rate whereas some of the other gathering skills can obtain the frags very low effort since you are getting a lot of xp procs quickly to trigger the frag cd every 5 minutes as intended

#

Definitely agree every skill should have a look at their outfit average acquisition rate.