Jaster wrote: ↑Wed Nov 29, 2023 9:22 pmI'm not going to say I'm a subject matter expert, but I will say that I've never stolen from anyone in any of these locations.
Neither have I, but I could very easily start doing so, as they'd be
very lucrative locations to sit for reasons already explained (well, maybe less the Mistral locations due to lack of consistent players, but I'd like to hope that it won't always be that way). The annex doesn't even have security if I got banned from the library, since the barrier's beyond the building. I'd rather not start doing that just to prove a point, though.
Bork wrote: ↑Thu Nov 30, 2023 2:20 amJust curious, but the intent of nohide locations is more to do with the reality that there is no where to hide in those places. As in, its an IC measure for the sake of immersion more than it is an OOC measure to prevent thief camping?
Some places could very easily have hiding locations, such as the Shadgard bank, they just don't. It makes sense on an IC level to make it no-hide, but also on the OOC level of thief-camping. In the bank there's even a special custom message if you try to hide, talking about the guards' locations and all that, not just the usual nowhere to hide. The gatehouses around Mistral Lake/Shadgard, for example, I believe are no-hide for the purpose of preventing banned people from making their way into the city and sneaking past the guards - I'm not quite sure what the situation would be for Stormholdt and Emberlight, but you can sneak into those towns, so I assume you could get past the guards that way.
A location's design is dictated by a conscious choice by its designer and no-hide flags are generally intentional for one reason or another, whether IC or OOC, but often both, I imagine. Valeria's prison being no-hide makes it not a good place for Nightblades to hunt, but also prisons would want to minimize obstacles and obstructions. The layout of Redrock Canyon makes it impossible to uyto/eavesdrop on someone just outside the Shadgard gate without being spotted, but there's a hideable room just around the corner in between two no-hide rooms, where there's trees growing, so you can still swipe from people on the way out if you're quick. Valeria's northern exit can be a chokepoint for the Liberi to stop people sneaking in/out past potential ambushes or, in the past, guards, but it also matches the no-hidiness of other gatehouses in the main cities.
The banks are a chokepoint for every single person who has money - every fighter who goes out hunting or anyone who does a task
must visit the bank to turn their money into unthievable notes, so they all must go to the bank. The room outside the bank, Bankers Square, is also a chokepoint, but people rarely stop there for very long - 'enter bank' is very fast to type and muscle memory, as opposed to spending more time with multiple commands checking their money, depositing the right amount, withdrawing notes, etc. Mistral Lake's bank could easily have the same guards as Shadgard does in their bank to discourage camping.
deborah wrote: ↑Thu Nov 30, 2023 2:25 am
Yes, I completely agree. I would also add
1. Shadgard infirmary;
2. Mistral lake infirmary;
3. Mistral Lake Infirmary;
4. Emberlight, the tent;
5. Stormholdt Infirmary.
people go there to get treated and there shouldn't be any act of thievery
These are also good ideas, though I'll admit that I do like to do stealth shenanigans in infirmaries for fun - listening and eavesdropping, at least.