Newspawn Thievery

General out-of-character discussion among players of Cantr II.

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Have you been a newspawn thief before?

Yes, more than 10 times
1
3%
Yes, more than 5 times
2
5%
Yes, but less than 5 times
8
20%
No, but was accused as one
6
15%
No
19
48%
No, I hate them and want to kill them all
4
10%
 
Total votes: 40
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sherman
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Re: Newspawn Thievery

Postby sherman » Sat Jan 02, 2016 11:02 am

I have seen too many, they spawn, steal stuff without a word and run away and then you have to chase them to get stuff back. And what's more most don't wake after that thievery and in next 20 days the heart attack follows up. So you can't give them any new chance since.. No reaction what so ever
Don't fight a battle if you don't gain anything by winning.
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Marian
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Re: Newspawn Thievery

Postby Marian » Sat Jan 02, 2016 5:39 pm

sherman wrote:I have seen too many, they spawn, steal stuff without a word and run away and then you have to chase them to get stuff back. And what's more most don't wake after that thievery and in next 20 days the heart attack follows up. So you can't give them any new chance since.. No reaction what so ever


Why chase them though? I've never understood this. Just sort of a mob mentality thing?
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sherman
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Re: Newspawn Thievery

Postby sherman » Sat Jan 02, 2016 6:24 pm

Marian wrote:
sherman wrote:I have seen too many, they spawn, steal stuff without a word and run away and then you have to chase them to get stuff back. And what's more most don't wake after that thievery and in next 20 days the heart attack follows up. So you can't give them any new chance since.. No reaction what so ever


Why chase them though? I've never understood this. Just sort of a mob mentality thing?


Making point laws must be followed? Kinda same reason we have police :P

I don't myself never kill and instead would rather make them work or something else but that doesn't really matter when they die anyway
Don't fight a battle if you don't gain anything by winning.
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*Wiro
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Re: Newspawn Thievery

Postby *Wiro » Sat Jan 02, 2016 6:27 pm

o. H noo stuff i wasn't using... how inconvenient
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sherman
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Re: Newspawn Thievery

Postby sherman » Sat Jan 02, 2016 6:30 pm

I don't know about that but on my cases town has been small and those resources would have been used. But lack of workers mean you must prioritize.

And yes I rather have laws than world without ones... What would be our world without police? No order what so ever
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Marian
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Re: Newspawn Thievery

Postby Marian » Sat Jan 02, 2016 6:48 pm

My characters' time is more valuable than whatever random garbage was lying around outside or in the newbie bin. And if a newspawn wants to run out on a good town without giving it a chance it's their loss, enjoy those years of walking till you find a better one. (That's the IC reaction, OOC it's more 'lol whatever have fun standing out there alone and stabbing/starving yourself, sorry you spawned an awkward MWA')

Maybe in a really primitive town without locks it would be different, but in most of the EZ chasing petty thieves down the road for days is like the military calling in the helicopters and drafting two thirds of the local populace for an interstate manhunt because somebody put a candy bar in their pocket on the way out of a store. :lol:
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prometheus
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Re: Newspawn Thievery

Postby prometheus » Sat Jan 02, 2016 10:52 pm

sherman wrote:I don't know about that but on my cases town has been small and those resources would have been used. But lack of workers mean you must prioritize.

And yes I rather have laws than world without ones... What would be our world without police? No order what so ever

But we can't have a police force in Cantr, not properly. In a town, maybe, but IMHO it's too important to get stuff done to waste people on dedicating to fighting, when most everyone has weapons and will protect the town if something happens.
Of course, your laws only apply in your own town, so all a thief has to do is jaunt off into the wilderness/wasteland, and they are golden, because CR means we can't have any island wide police force or governments.
It's sad, but thieves in general are so rare now it's easier to focus on building stuff up.
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Snowdrop
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Re: Newspawn Thievery

Postby Snowdrop » Sun Jan 03, 2016 12:25 am

Marian, the thing about newspawn thieves is that if they take something that most definitely isn't free for taking (ie, not from a 'junk' building/container or newspawn supplies - not that it would really be stealing if they took something from there anyway), no matter how insignificant it might really be, if you just wave your hand dismissively, shrug and nonchalantly say "oh, well...never mind", the next thing you know, one of those long-term sleepers might suddenly wake, pick up something of greater value and scarper. Because, hey, if you then go after them, then they'll just go "well, you let that other guy take stuff, so why not me? At least you know my name".

I am, by no means, endorsing the kind of chase that results in beating the thief to NDS, but if the thief has gone off on foot, then it doesn't take much of your characters time to head out on the road in a vehicle, shortly before travel tick time just to speak to them about how uncool their behaviour is and that you'll be giving a heads up to the town they're going towards. And then turning around to arrive back on the tick (bear in mind that by taking a vehicle, you can still see the person walking even if you left a couple of hours later than them). It's enough to show that your town's 'no stealing' law is upheld so you put off a more serious sort of thief, but at the same time, you're not wasting time going after something that's not overly important.
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Marian
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Re: Newspawn Thievery

Postby Marian » Sun Jan 03, 2016 12:55 am

Snowdrop wrote:Marian, the thing about newspawn thieves is that if they take something that most definitely isn't free for taking (ie, not from a 'junk' building/container or newspawn supplies - not that it would really be stealing if they took something from there anyway), no matter how insignificant it might really be, if you just wave your hand dismissively, shrug and nonchalantly say "oh, well...never mind", the next thing you know, one of those long-term sleepers might suddenly wake, pick up something of greater value and scarper. Because, hey, if you then go after them, then they'll just go "well, you let that other guy take stuff, so why not me? At least you know my name".

I am, by no means, endorsing the kind of chase that results in beating the thief to NDS, but if the thief has gone off on foot, then it doesn't take much of your characters time to head out on the road in a vehicle, shortly before travel tick time just to speak to them about how uncool their behaviour is and that you'll be giving a heads up to the town they're going towards. And then turning around to arrive back on the tick (bear in mind that by taking a vehicle, you can still see the person walking even if you left a couple of hours later than them). It's enough to show that your town's 'no stealing' law is upheld so you put off a more serious sort of thief, but at the same time, you're not wasting time going after something that's not overly important.


Some of mine, if they woke before the thief was out of sight would go and try to convince them to come back and return whatever and join the town, and probably give them even better stuff if they asked, but then they'd do this for anyone who walked off. Some would shrug and not care, unless someone had been insulted or attacked in the process. Even the one I have in a small, poor town doesn't leave things anybody needs lying around. Absolutely none of my chars would be worrying about potential future scenarios like 'but wait what if one day a long term sleeper wakes up....', because that's just not how they think and due to their life experiences, with one exception, they're not big on authoritarianism. At most, radio the town ahead, warn them to double check their vehicle locks.

But honestly, it's been ages since anything resembling that scenario has really come up for any of mine. Newspawns thieves almost never happen any more, as far as I've seen. These days me chars don't get out of bed for anything less than a raker, and even then it's the person who left it unlocked they'd be cussing at more than the thief. Especially if it was me that did it. :lol:
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sherman
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Re: Newspawn Thievery

Postby sherman » Sun Jan 03, 2016 7:23 am

Well biggest problem for me is that newspawn thieves usually are players that spawn, steal and then quit. Even worse ones are the ones who stay couple days nice before they steal and then die.

Doesn't really matter at that point will you kill or not cause that one would either way die, just take a bit longer. And talking doesn't help when there's no reaction and that player probably already doesn't log in anymore..
Don't fight a battle if you don't gain anything by winning.
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Marian
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Re: Newspawn Thievery

Postby Marian » Sun Jan 03, 2016 2:20 pm

sherman wrote:Doesn't really matter at that point will you kill or not cause that one would either way die, just take a bit longer. And talking doesn't help when there's no reaction and that player probably already doesn't log in anymore..


Hey now, aren't you the one that's always coming to the defense of sleepers? Just because their players don't log in doesn't mean they're not people. :P
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Marian
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Re: Newspawn Thievery

Postby Marian » Sun Jan 03, 2016 2:25 pm

Marian wrote:
sherman wrote:Doesn't really matter at that point will you kill or not cause that one would either way die, just take a bit longer. And talking doesn't help when there's no reaction and that player probably already doesn't log in anymore..


Hey now, aren't you the one that's always coming to the defense of sleepers? Just because their players don't log in doesn't mean they're not people. :P


I don't think it's as viable a strategy for getting a headstart for a character anymore in the much more giving culture that exists in most places now, but back when I had my first account, a couple of my newspawn thieves turned out to be the characters I came to enjoy the most, and none of them were suicidal.

Like I've said, I don't see many thieves anymore, but it is frustrating when you get newspawns that won't talk at all or immediately go out on the road to kill themselves. I know of one town that gets them a lot, I think they must just go 'oh crap, Cantr Island again???' and not even bother to try. I used to feel that way sometimes so I do understand. :P Even though now I'm just like, ships do exist, you know. We could have given you one. :lol:
Last edited by Marian on Sun Jan 03, 2016 2:32 pm, edited 1 time in total.
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sherman
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Re: Newspawn Thievery

Postby sherman » Sun Jan 03, 2016 2:27 pm

Marian wrote:
sherman wrote:Doesn't really matter at that point will you kill or not cause that one would either way die, just take a bit longer. And talking doesn't help when there's no reaction and that player probably already doesn't log in anymore..


Hey now, aren't you the one that's always coming to the defense of sleepers? Just because their players don't log in doesn't mean they're not people. :P


It's different to feed them than people who create account just to rob and beyond that don't do anything. Really I don't think this game needs people who spawn couple chars and do as much harm as they can in 5 minutes before never logging in. I can't be only one who finds that really damaging behaviour

And no not always, just feeling really guilty how I let one die even when player asked to feed...
Don't fight a battle if you don't gain anything by winning.
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Marian
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Re: Newspawn Thievery

Postby Marian » Sun Jan 03, 2016 2:42 pm

sherman wrote:
It's different to feed them than people who create account just to rob and beyond that don't do anything. Really I don't think this game needs people who spawn couple chars and do as much harm as they can in 5 minutes before never logging in. I can't be only one who finds that really damaging behaviour.


That's your opinion as a player about what they're doing, though, your characters don't have that knowledge.

And they're just called new players, who mess around clicking buttons and then decide the game's not for them. I wouldn't ascribe any kind of intentional malice to it.
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Re: Newspawn Thievery

Postby Naranjita » Sun Jan 03, 2016 5:31 pm

Lack of consideration towards the rest of players may be seen as a form of malice, too. Worst thing about newspawn thieves is that they're disruptive, and that's annoying. Specially when you bother to make your char go after them, not yet to chase them, but to offer them the chance to roleplay a situation, and all you get is your time wasted.
"What we've got here is failure to communicate"

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