New Job: Pickpocket

    This site uses cookies. By continuing to browse this site, you are agreeing to our Cookie Policy.

    • Re: New Job: Pickpocket

      Now..... Tis is a good job. Imma use that job all day lol.
      <a href="http://steamsignature.com"><img src="http://steamsignature.com/profile/default/76561197989684972.png" alt="" title="" /></a>
    • Re: New Job: Pickpocket

      Lol what about if some one goes afk he can lost his whole Inventory within 12 hours ... You must make a fair system.
      <br />| Game Servers | Voice Servers | Dedicated Servers | VDS/VPS | Webhosting |<br />|Chicago IL | Dallas TX | Germany Frankfurt |New York NYC | Seattle Washington |
    • Re: New Job: Pickpocket

      Mojo wrote:


      Lol what about if some one goes afk he can lost his whole Inventory within 12 hours ... You must make a fair system.

      Yeah that's true, you get farmed then lose all your weapons in inventory... Another way I was thinking you can't do it to a person who was afk for more than 10 minutes so he won't get farmed as fuck, and put a small cooldown like a 1-5minutes per pickpocketing. Also if easside meant a weapon on them then ignore this, if not then perhaps re-consider.
      ~Captain Canadia
    • Re: New Job: Pickpocket

      I think that I've come up with something cool. The job could be designed so it doesn't hit so hard on the victim's bank but doesn't make it totally worthless.

      -Pick pocketing could yield a random item worth between $100-$9999 (weapons, locks, lockbreakers, bomb, invis cloak) unlinked and unrelated to the victims inventory. In addition, it would take $1-1000 (Could scale for every 10 hours you're logged on) off the victims bank. This way the thief gets a nice item regardless of who he pickpockets, and some money but also prevents the victim from losing too much cash if being farmed.

      -Being afk for 8 hours could cost you 8k but assuming you are scaled all the way up to that threshold, it wouldn't be much in the long run - Less than 2 plant runs

      -Victims have a cool down of 1 hour, like the Strippers "Too Tired" cool down - The pick pocket action has no cool down itself though

      -Have the ability, but small chance, to fail.

      [ Team Ajax ]

      The post was edited 1 time, last by polskon ().

    • Re: New Job: Pickpocket

      Owned!!! wrote:


      Mojo wrote:


      Lol what about if some one goes afk he can lost his whole Inventory within 12 hours ... You must make a fair system.

      Yeah that's true, you get farmed then lose all your weapons in inventory... Another way I was thinking you can't do it to a person who was afk for more than 10 minutes so he won't get farmed as fuck, and put a small cooldown like a 1-5minutes per pickpocketing. Also if easside meant a weapon on them then ignore this, if not then perhaps re-consider.


      Yeah it shouldnt be a farm AFK job, it should be a sneak-up-on-the-unsuspecting job. Needs an AFK timer.

      &quot;pseudo want to be mafia gang punks&quot; - Darth Tater