NiteHawk wrote:The problem with giving two coin purses is the fact that each mob will generally be doubling the economy, which isn't good. This means that just for one class, we risk breaking the balance because someone can rob, then someone can kill it, and generally get double gold.
This is why we have several mobs that can drop items now too. The idea of junk items is that they cannot be stolen and they can be sold for profit. Not 'all' mobs have this, but I think alot of mobs will (or more should anyways.) Junk items obviously are safe in the fact that you yourself cannot be robbed as well while you hold them. Maybe more mobs need something like this, At least half the mobs types could have it. It's probably harder to say now also because there are NOT enough leveling areas and a 22-25 area might be more gold based then item drop based, and there is very little room for going elsewhere.
Though also, normally for most monsters, from what I've seen after the first kill or two in the area, the new monsters that spawn are normally not robbed, it's typically a one time rob with Thieves, they often don't stay in the area and rob (Not saying this couldn't be a thing, but it's the whole time > money deal that makes it not worth it often.)
If this was ever to be added (the thief double purse thing) it would be more like you can steal 50-75% of the max on mobs, and then the rest is by killing it. I don't know if this is needed yet, really depends on what everyone says. I'm not going to increase the gold output on all mobs, double economy is going to hurt the game. ROK had alot of issues economy wise, and trying to balance double gold due to one class again is too much. I think the hidden pouch or extra pouch thing is really a over complicated thing in which if people ever felt that the gold drops were being robbed too much, you just have all mobs drop sellable items too and then balance the gold based on the item itself. (I.E. if the mob has 200 gold, make it only have 100 gold, and a 100 gold item.)
I will quickly point out that when I mentioned a second purse, I also mentioned that the gold a monster dropped in total (between the second purse for thieves and the original one dropped upon death) would probably end up being lowered, or simply split between the kill drop and the thieve's purse.

To address the rest of the post though, I don't mind junk drops and that would be a viable option as well, since it would keep the game in balance.
Either suggestion would work imo because the balance of the game would remain relatively the same.
@daedroth Right now, the issue with eating/drinking something is that you have to wait for food cool down before you can drink anything. That's not slow leveling, that's snail leveling, if you're running a mana sucking alt. It's true, eating and drinking can restore mana/health but it seriously slows down leveling when you're a new player. (I use both food/drinks and pots when leveling my mage-types so I'm well aware how much it slows down leveling to do this.) But I do like you're addition to the idea of the Thieve's Purse (yes, I just named it

) holding a mere percentage of the gold it holds, total.

@folder: Yes, thieves are useful. I've already mentioned that thieves have their place and that this is NOT an attack on that particular class. Hell on Nightmist I ran a Thief almost constantly for the duration of the time I played. I enjoyed playing my thief. It was fun. Every class has it's perks and it's deficits and a player that truly loves playing a thief understands this simply because they took the time to level the damned thing (it's a total pain in the ass at low levels just because of the fizzle-factor

). This idea isn't to 'penalize' those who play the thief class. In fact it might just be incentive to get those thieves to actually kill what they steal from.
@Aeron: The quest system will help but it's not meant to, well I hope, be what floats players level up cost in it's entirety. Once you add the cost of decking your gear (I dropped approximately 20k, give or take 5k, gold between mana to cast the spells into scrolls and refill the mana bar, emberstones, blank scrolls, to gear up my second monk, and that was doing all of the decking with my own crew.) and buying potions/food/drink then the cost racks up quickly. The only thing I'm addressing in this post is the fact that you have to put in quite a bit of work a fair amount of the time to just get any return on the effort being put in. Kill a spawn. No gold, no item, null drop. Kill the next one. Rinse and repeat all the way through an area. By the time you come back through, hopefully, everything that's been a complete null drop has respawned. If you're a low level player it can be a hard hit, you know? Even with eating/drinking to offset cost you still have to wait the cool down time on food/drink before doing so again, and in the meantime you're going to need to heal health and mana.