calk
staff puppet account
Posts: 47
|
Post by calk on Apr 24, 2015 15:46:34 GMT -5
Given what other people have said, the best mugger build would probably be something effective yet disposable. I'd just get something that can twink the subdue skill, then physically grab people that walk by alleys and drag them off demanding their coin. Since you'd only be twinking one skill, you could churn out a few effective muggers a month as you continuously got killed over and over again. I agree! Something that can be churned out easily would be ideal. But subdue they see you, and you're fucked. Two people with the sap skill, or the throw skill. Knock PCsout before they see you. If they see you... then you'll have to kill them of course. Eh, I'll be honest. I was mostly planning a character that would get caught and killed within the month. I don't foresee a mugger being fun to play long term. That said, this is a great way to suicide low-stat rolls in a way that adds atmosphere to the game! Stop wasting those throwaway characters, people.
|
|
malkeninthemiddle
Displaced Tuluki
Black woman lawyer on a television morning show
Posts: 279
|
Post by malkeninthemiddle on Apr 24, 2015 15:51:07 GMT -5
Yeah, like some of them said, it takes you like six months to get "decent" at being able to mug and then the moment you start your career, chances you'll die the next day.
You can't really just make a "mugger" right from the get-go.. F'mes will have master scan, half the PCs you'll try to mug will be experienced warriors wearing their city silks or you'll just hit them on the head for - 15 stun points because your mugging skills are still crappy.
It reminds me of a funny rp experience I've had with a new character not -that- long ago, maybe 2-3 years ago.. I created this badass tribal dude with like extremely good stats in all areas but wisdom and this raider guy is raiding this d-elf PC in the middle of the road and he knocked him out, so I'm just looking at the scene (I'm like 2 hours old, never fought, got basic weapons and all) and this raider goes something like, "Fuck, you just -had- to look at me!" and he starts attacking me but my stats are so uber that I totally kick his ass and all he manages to say is something like "oh snap" and then dies when he tries to flee. That was hilarious and pretty much sums up the life of a mugger/raider for me.
I'll never forget you "oh snap" dude.
|
|
Deleted
Deleted Member
Posts: 0
|
Muggers
Apr 24, 2015 15:51:58 GMT -5
Post by Deleted on Apr 24, 2015 15:51:58 GMT -5
I think sneaking around and trying to knock out the NPCs in cities at night is really entertaining.
Like with raiding, mugging is something that will catch up with a person sooner rather than later unless they are extremely powerful, extremely slick, both, and they know how to pace themselves. If you're a mugging and want to last, you probably won't try to rob PCs every RL day.
|
|
|
Muggers
Apr 24, 2015 15:55:26 GMT -5
Post by sirra on Apr 24, 2015 15:55:26 GMT -5
I've never been able to do anything with NPCs in cities without someone busting my balls about it.
Hell, the first time I was even attacked by a coded thug in Red Storm, when I was still a newb, I had a guard animate on me and threaten to run me out of town. I was like, what the fuck? I killed a mugger, not an endangered leopard. You should be rewarding me. I wasn't allowed to loot the body, either.
|
|
|
Post by Prime Minister Sinister on Apr 24, 2015 15:55:51 GMT -5
It's just stupid that there is a city supposedly rife with overt crime in a game that doesn't really support overt crime in any way.
Like.... I don't want it to be absolutely necessary to kill the shit out of someone because they looked at me. I just want to beat them up, take their valuables, and send them on their way with an interesting story.
I don't want my mugger to die because some candy ass either copy/pasted my mdesc to higher-ups or Way sniffed their way to victory, I want my mugger to die because he was either out-smarted or out-muscled-- or some other way that at least makes sense. :/
It makes no sense that I have to grind my way to endgame skill levels and have contacts in the AoD just to not be a total pushover as a street thug.
|
|
julio
Displaced Tuluki
Posts: 270
|
Muggers
Apr 24, 2015 15:58:06 GMT -5
Post by julio on Apr 24, 2015 15:58:06 GMT -5
I think if you're smart about it, have a partner or two, it can be done for a long time without getting caught. Probably the only way to get caught would be for someone to witness the crime. Or if they have some soldier shadowing a "bait" target.
Guard works. Even with hide active.
Make a warrior with the hide skill make sure your partner has a good throw skill. They throw, if they hit the head you thump them. If they miss you don't thump.
|
|
malkeninthemiddle
Displaced Tuluki
Black woman lawyer on a television morning show
Posts: 279
|
Muggers
Apr 24, 2015 15:59:56 GMT -5
Post by malkeninthemiddle on Apr 24, 2015 15:59:56 GMT -5
I think if you're smart about it, have a partner or two, it can be done for a long time without getting caught. Probably the only way to get caught would be for someone to witness the crime. Or if they have some soldier shadowing a "bait" target. Guard works. Even with hide active. Make a warrior with the hide skill make sure your partner has a good throw skill. They throw, if they hit the head you thump them. If they miss you don't thump. Pretty sure we're out of "mugging" territory if you need a full pre-planned ambush and three dudes for it, heh.
|
|
|
Post by Prime Minister Sinister on Apr 24, 2015 16:02:04 GMT -5
Guard works. Even with hide active. Which I've gotta say. This is a total bullshit mechanic too, especially considering that successfully blocking someone from moving in a direction doesn't break hide. I know I'm not the only one sick and tired of that one cockmongler in 'Rinth.
|
|
|
Post by sirra on Apr 24, 2015 16:03:24 GMT -5
I think if you're smart about it, have a partner or two, it can be done for a long time without getting caught. Probably the only way to get caught would be for someone to witness the crime. Or if they have some soldier shadowing a "bait" target. Guard works. Even with hide active. Make a warrior with the hide skill make sure your partner has a good throw skill. They throw, if they hit the head you thump them. If they miss you don't thump. Pretty sure we're out of "mugging" territory if you need a full pre-planned ambush and three dudes for it, heh. Throw in staff assistance and you're practically in RPT territory.
|
|
calk
staff puppet account
Posts: 47
|
Muggers
Apr 24, 2015 16:37:43 GMT -5
Post by calk on Apr 24, 2015 16:37:43 GMT -5
Step 1: Announce RPT on GDB Step 2: Crime.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 24, 2015 18:22:40 GMT -5
Half-Giant, or dwarf warrior/thug with all CGP. Prioritize Strength. Only go south-side at night. Tell people to give you their stuff. If they don't, kill them. If they do... Kill them anyways, no risks. If they run, kill them later. Don't worry about soldiers or crim-flag, you can escape easily with a warrior and high HP.. If you've gotten parry and shield-use maxed you can probably just kill the soldiers that get in your way.
Hookup with the Guild, make sure the Templarate knows you're with the Guild. Send large portions of your earnings to the Templarate.
Don't kill while south-side: Bynners, GMH members, AoD PC's, Noble house members, Templars. If you're north-side kill those types especially, because they're up there breaking the rules of their clan, and odds are nobody knows they're there.
The only things that'll kill you are magickers, poisons that don't have cures, and boredom. Which you will be bored, because you won't find people to mug often, and you'll have cornered yourself into a specific type of role that isn't very flexible. But you'll be damn good at mugging.
|
|
Deleted
Deleted Member
Posts: 0
|
Muggers
Apr 24, 2015 19:41:03 GMT -5
Post by Deleted on Apr 24, 2015 19:41:03 GMT -5
Poison someone's drink with skellebain & grishen combo (edit to add: or maybe just one or the other, two poisons in one may be impossible) and wait until they're vulnerable, then take advantage. But doing so without drawing suspicion to one's self will be tricky.
|
|
julio
Displaced Tuluki
Posts: 270
|
Post by julio on Apr 25, 2015 2:28:50 GMT -5
Before we begin...A mugger would need to be: 1: Focused on killing STUN not HP. If you focus on KILLING people then you'll be butt raped by staff. Play a good mugger who doesn't kill people... and you might even get karma.2: MUST have city sneak and hide. If you think you don't... you will be very short lived. Once people start getting mugged they will put out search parties for you. The shady guy standing in the middle of the road loitering will be picked up. People will INSTA-LOOK at you before you can type flee, sap, or whatever. Shady people and magickers can invisible up to your ass and see you in the act.
If However you can HIDE, then people can't see you, and if they do, they certainly won't see your M-Desc.With that said a mugger needs to get their target knocked out before they can be identified. This can be done in a few ways and I would suggest picking one way because your character may not live long enough to be good at all three. Mugger type 1: The brute: Bludgeoning weapon skill + strength + agility Mugger type 2: The drive-by-er: Throw. Mugger type 3: The Thumper: Sap. Weather you play a ranger, warrior, assassin or whatever a mugger is NOT concerned with defense.
- The target will be unarmed and you won't need to defend.
- If anything FLEE/SNEAK/HIDE is the best defense.
You won't win against a pack of soldiers so don't bother.
- If you have to parry, disarm, bash, or anything else to escape then it's too late. Everyone knows who you are, and there will be a grand hunt for you.
If anything FLEE/SNEAK/HIDE is the best defense.
Because defense doesn't matter don't worry about dual wielding to branch parry with ranger or assassin. Just etwo that shit. As a secondary skill no matter the mugging type: GUARD would be incredibly useful. Stop targets in their speed walking tracks! Then brunt, throw, or thump. Mugger type 1: The BruteThis type is a no brainier type. Pick any guild. Doesn't matter because defense is what differentiates ranger assassin and warrior in terms of raw combat ability. Starting weapon skills are shitty across the board. Roll with big stats in strength and agility then etwo the biggest thing you can find and get to brunting. - Rangers are great because you can roll a thief subguild and get city sneak and hide. You can also later on play the Second type of mugger using THROW. I would say: pick a dwarf. You can get guard too, which is awesome for stopping speed walkers. But not at first... Easy to train with one friend in the wilderness to get throw up and guard up. -Warriors are awesome because you get max guard. But because warriors DO NOT get hide they NEED to go extended subguild. I would say go slipknife so you can also play as a THUMPER later on. I don't think it's worth going Warrior because ranger has cooler skills. The Sap skill even at a lower cap with the slipknife is still awesome because you can still play BRUNT after the THUMP. However the risk is... if your thump don't work, you just got seen, the person escaped, and you just lost an extended subguild roll for the year. -Assassins could totally work because with no need for any defense you can just focus on getting high stats. GREAT for a dwarf. Assassins have the best sneak and hide, plus other super useful skills not to mention throw AND sap. You can play all types of muggers. If you play the GUARD subguild you get the GUARD skill! How cool is that? Protector subguild will make you even better at preventing speed walkers. Ohhh guard and protector subguilds get subdue too. Can't bitch about that. Pros of the Brute: Just roll good stats and go for it. Cons of the brute: Rolling bad stats. or having to train bludgeoning. The risk of mugging a character with high defense who may survive the first few rounds of your assault. Mugger type 2: The drive-by-erThis guy uses throw. Throwing blunt weapons is AWESOME. Maxed throw = knock out if hit in the head. Fuck it. Use it in the same room: Works better than sap without the skill-lock, you can flee and hide before they see you if they don't go lights out on you. Also Throwers are team players. Blunt throws KNOCK DOWN your target. Thumper or a Brunter in the room guarding the target's exit could then tap them with the hilt of their toy mallet and knock the fella out.
Strength plays into the best throwers, but no need to roll a dwarf with every character you have. Throw won't knock out 100% of the time so team work will make the dream work. Throw is also the safest path to take. Human = a must for being a team player. Strength priority = a must.
As for main guild: Ranger and assassin have the highest cap for throw followed by warrior. No other guilds should be drive-by-ers. As for subguild. For warrior you'd need to special app an extended subguild. For ranger go thief or extended subguild. For assassin go GUARD or Protector. Speed walkers suck.
Pros of the drive-by-er: Less likely to get caught. Can still be a thumper or brunter if you survive that long. Cons of the drive-by-er: You likely need a partner.
Mugger type 3: The Thumper The thumper hides in the shadows and then uses Sap. Everyone says sap is broken. Maybe it is. But think about who trains sap? The warrior thug? Cap for it is at maybe 10 or 20. Maxed as a warrior it's still bad-ass. I had a warrior once sapped by a human warrior thug and he was LIGHTS OUT. THat's not even hidden. Now imagine an assassin who's cap is at 30! You already have sneak and hide, so that's the shit. All you need is guard to stop speed walkers and you're good. You already have blugeoning skill so you can use that to brunt if the thump don't work well enough. If you got something against assassins who can play all mugger types well then go with slipknife or rogue extended subguild. Rogue may have a higher cap on sap for the FOLLOWING reason... Pickpockets get 50 to sap skill cap! The highest in the game! Bitches such at all else but they PWN at sap. They don't even have a bludgeoning skill! You may consider rolling a pickpocket Bruiser for the bludgeoning skill but DONT! No need! Weapon skill doesn't effect SAP skill. Sap is effected by being hidden (pickpockets can hide), strength (not that important), agility (helps with not missing so super important), ETWO, and the weapon type. (make sure it's a sap) If a warrior, with the smallest skillcap on sap, wielding a weapon not built for sapping, and one handedly at that, can smush out 100+ stun from a single sap. Imagine what 3x the sap skill could do + hide + special weapon + etwo. As for subguild... Go protector or guard to stop speed walkers and subdue. Honestly any other guild has no business being a Thumper unless they are primarily a Brunter. Strategy1. Roll a ranger thief Brute. Mess up, die learn something. 2. Roll an assassin guard Brute. Mess up, die, Learn something. 3. Roll a pickpocket guard Thumper. Mess up, die, learn something. 4. Roll an assassin thug drive-by-er. Mess up, die, learn something. 5: Keep cycling through until you got it. So far, you're not PKing, no staff attention. You're not rolling the same kind of character again and again so.... no staff attention. And you're giving lots of flavor and excitement into the game. 6: Now that you got it make an extended subguild of your favorite mugger type. Remember If there are more muggers in game, there are more people to partner with. DANGERS:
1: Staff. Only way staff becomes a danger is if you PK. They have plotlines that are important to them. PKing someone part of that plot line fucks their shit up and they will fuck you up in retaliation. ONLY PK if they have seen your face. Otherwise, NEVER PK. A good mugger let's their target get rich again for a future mugging. 2: FAILING HIDE. If you play solo, and you're not a ranger or an assassin or an extended subguild you risk failing hide. Failing hide means.... people see you loitering there and you have no idea you're not hiding. To solve this.... work with a team who can verify that you're unseen. 3: Super scanners/magickers. They can see you... But not your Mdesc. THE MOMENT THEY SEE YOU FLEE THE FUCK OUT. Make a trigger: "looks at you." = e;e;e;e;e;etc... Because you don't focus on defense your armor should be a MINIMUM and NOT something to identify you with. Make a script on your mud client to ninja change your clothing into a costume of a grebber, a merchant, or other alter ego you've established. 4: Sneaky characters with high scan. Make sure you have high scan too. Otherwise there is no way to stop them from attacking you and looking at your Mdesc. 5: Bait. Bait will always win. Someone sends in bait shadowed by other sneaky players, magickers, or with soldiers a few rooms away. Psionics can signal when they are attacked by the link falling. At which point you and your team are done for. To avoid this... don't mug too often, or too predictably. Keep it SUPER random. In a world with instant psionics and perfect memory (copy and paste): teamwork really does make the dreamwork.
|
|
Jeshin
GDB Superstar
Posts: 1,516
|
Post by Jeshin on Apr 25, 2015 2:38:04 GMT -5
The only feasible way I can see someone play a Mugger in a city is to be a Templar or a guard and just use their IC station as a way to bully people into paying them, also the fact crimcode doesn't apply to them. Do we know OOCly that if they attack you and trigger the guards beating you down they'll be in trouble, sure. But ICly and metagame wise it's the only longterm viable option in my mind.
|
|
Patuk
Shartist
Posts: 553
|
Muggers
Apr 25, 2015 2:50:23 GMT -5
via mobile
julio likes this
Post by Patuk on Apr 25, 2015 2:50:23 GMT -5
I really feel like you should know that guard is unnecessary. Guard stops walking people in their tracks, even if the guardperson is a lowly merchant. A person without the guard skill just can't stop people from running past them or attacking their bros, but that isn't an issue with mugger character anyway, since only elves run inside cities.
|
|