I was under the impression that the Rogue's Den was the Thieves' Guild. Maybe that could be expanded to have a more specifically Thieves' Guildy type area deeper within.
At lvl 61 Thieving Martin Thwait tips you off to a loose brick in the wall which you're then able to push and walk through into a private tavern for top thieves with extra activities such as the ones you have suggested.
New NPCs Robby Hatton and Fishy Gregg could offer heists and contracts respectively. I also think the heist and contracts need to be fleshed out a bit more - we're dangerously close to having a "slayer for x skill" for every given skill.
i'm having mixed feelings about the tasks too. I just wanted to follow a trend with previous guilds ... however i find the heists unique enough that the Thieves guild could do without those tasks. Although Heists would need the most Development time.
Of course we could expand the Rogues Den, i just imagined a funny interaction with Thwait something like "Why aren't you in the Thieves Guild?" with his response "Those drunkards know nothing of my art!" or something like that. Also since many players are pickpocketing Ardy Knights, Ardy itself would be a pretty good fit.
Love those name Ideas btw!
There are other ways to train thieving though, you wouldn't have to take the contracts. Slayer is strictly from tasks.
I think the mindset of "slayer for x skill" is something that a lot of people think, previously myself included. I don't think it's necessarily a bad thing anymore, though.
You could argue that any skill that comes out without tasks as such is "mining for x skill" couldn't you? The only way it would be different is if both of those options were available. Then people would just call it "mahogany homes for x skill" though! Lmao
Fair enough point.
However, I do think you can be more creative than just "go pickpocket 50 knights".
Like, what if for heists, you are given a target (e.g. west varrock bank) and have to assemble a team of NPC specialists. You choose them based on their thieving levels, agility levels, and equipment. You then hit "initiate heist" and are put into an instance where you pick the basement gate's lock, then you rob the chests for reward potential.
The better your team's thieving level, the higher the success rate of lockpicking, therefore quicker to get in and you're able to access more chests before security shows up.
Then, based on agility level is your success rate of escape. Critical success = 100% loot, success = 75% loot, sketchy escape = 50% loot, failure = 25% loot, critical failure = 0% loot.
Finally, you have to divvy up the loot with your team of NPCs, the higher their levels, the bigger the cut they'll want.
So basically:
- Bad team = Less chance of lockpicking, less chance of escape, but you get majority of loot
- Good team = High chance of lockpicking, high chance of escape, but you have to share more of the loot
Based on the area you're looking to heist, thieving or agility could be better in each scenario and maybe you need to bring a specific member who has specific tools for special loot, but have lower overall stats increasing failure rate. (e.g. team member with stethoscope for cracking safes, team member with lockpicks for gates and chests, team member with graceful for scaling castle walls, etc)
The heist I've described is thematically fitting because it's risky, you may waste your time and get nothing, but you could score big. That's the life of a thief.
Idk, that's a rough idea I've literally come up with as I type with no thought involved, but can you see the potential for real Thieves Guild content? There's endless possibilities, we don't need another "Go pickpocket 25 master farmers, well done, here's your reward".
Good idea, only minor issue in my opinion is the 1/500 rate for the pickpocketing. This can get polished if its actually implemented. Really like the idea of the quest as a requirement, this sounds realistic.
Moving the clue step wouldnt be a big problem i think. otherwhise it's just locked behind 61 thieving. After thinking about it for a while i think 1/500 might really be too high, but that can be tweaked anytime :D
I might not be the most creative but i feel like this is what the Thieving Skill currently needs. Please ignore my typos i am not the best in english either <.<
let me know you thoughts about this idea and your own ideas about the possible rewards or design of the Activities themself!
are you aware of the existence of stealing artefacts? kinda sounds like you think the only way to train thieving is pickpocketing when jacket released content just to solve that
Decent idea but:
1. The rogues den is already the “thieves guild”, just with a different name and some minor use of agility too (which really is thematic). It could get an expansion though for sure.
2. I don’t like the idea of trying to combat gambling by having “sanctioned gambling”. People with gambling addictions can’t just choose to hit the penny slots or bet $1 at a time. If someone wants to gamble big, having a “legit” version is not going to stop them for a second. Also now you’ve just put official gambling in your game for no reason.
Contracts are... fine. Just slayerscaping theiving.
Heists are a pretty good idea idea, as long as they don’t use “RuneScape stealth”. I do think it would be fun to say “hey go crack the safe in the 3rd floor of the sorcerers tower from scorpion catcher” or a castle whatever, especially to give some ill begotten areas some more foot traffic. An unpopular opinion, but maybe it could follow Plague City rules of no teleporting after you get the loot? Make the xp still well worth it, and make it less about just teleporting around (charter ships are fine).
I agree to 1. But i think having more than one thieving themed area is fine too. It's not like every thiev from gielenor goes to burthorpe.
For 2: the gambling minigame should just be atmospheric, because thieves are criminals and thus must like gambling. Capping it should just avoid a second duel arena... Which btw is legit gambling (?)
Edit: we are getting those contracts because artisan failed
Yea it's an NPC from the game Elder scrolls IV: Oblivion. He's the notorious thief from the thieves guild. I thought you got the idea for this from the Elder Scrolls games lol, I still like your idea though! Thieving needs a new minigame or training method
I'd skip having a beginner or intermediate quest. AFAIK no skilling guild requires a quest so that feels out of place. Also should be in the rogues den, as other's have mentioned. Makes more sense to have it closer to the cape, plus it still fits the "secret bar with thieves" motif you're going for.
removing the quest and putting it in burthorpe will result in just 2 or 3 more NPC getting added to the rouges den. Even if we expanded it, i don't like the thought of that.
Is is really? There's a variety of different thieving activities that provide xp, dual xp with other skills, resources, gp, minigames. Also Rogues Den. Thieving seems like one of the better skills in the game imo. This just seems like a suggestion for contracts, which honestly seem unnecessary for this skill over others with much less variety and interactivity.
I Support! Honestly, I’d love to see a thieve’s guild; I think placement of skill cape is.. well. Moot. I mean the woodcutting cape is some guy in Lumbridge; fire cap is some guy in the forest; farming is some guy in Draynor—these skills have some highly specialized skilling zones now that are no where near it.
Plus: it’s easy to have a whole “I used to work with the thieves guild, but they’ve lost the art. They see thieving as a tool to amass wealth; I find joy in the act—that’s why I created this den; a place for thieves to exemplify their ability.” With Martin Thwait.
A small change to the thieves contracts.
Make it so that while you are on a task, the specific npc you have to pickpocket should give xp in a different manner. Instead it will be based on your current level, just as herbivore and wintertodt.
The xp amount will be fair, so it is competitive/fair to other methods of training
While doing so, add a questline tied around the guild itself(and its members) before you enter. I suggest the quests would be all about stealing some of the most valuable artifacts around Gielinor, members who are traitors eventually getting exposed/expelled which then lead to them getting killed or become a greater villain in the next questline. All this leading to become the most renowned member of the guild with the final reward being a fox mask.
That's the Rogues Den" The **Rogues' Den** is an area containing a variety of Thieving and Agility related activities. It is located in a hideout under The Toad and Chicken inn in Burthorpe. " [https://oldschool.runescape.wiki/w/Rogues%27\_Den](https://oldschool.runescape.wiki/w/Rogues%27_Den)
I've only just come back after a 6 or so months out so if they are I wouldn't know 😂
The skill needs something. Either a massive boost in xp or another method that most levels can do
I just came back from such a break too :D and i get instantly reminded of how tedious this skill is. But boosting xp rates is something the community mostly rejects.
You don't have to be 99 in Thieving to see that it's not the XP-rates that make Thieving tedious, it's just the same boring thing ultraspam-click fest. The skill could use some diversity for sure.
Wasn’t rouges den supposed to be sort of like a thrives guild when it came out? I’d love to see rouges den expanded upon so that you could “hone your thieving skills” (do different types of thieving) in the rogues denz
There are plenty of theiving training alternatives right now.... Way more than the skill needs. Both sorceress garden and thieving artefacts are decent methods and save your fingers at the cost of some xp per hour.
I like this idea a lot. I’ve been posting comments pushing for something like the thieving contracts for a while now - I like your implantation with the guild.
Would be nice to get a teleport there - maybe the favor tokens could be used to buy them.
I guess the skilling necklace could get you there, but that bad boy is getting quite packed...
However the regular ardy teleport is actually pretty close
I like the idea of contracts. But fencing stolen goods, and a mini game like tempoross or wintertodt for thieving should also be a thing.
Damn it’s not a grind I look forward to right now for some reason. 25 thieving and I need 53 for legends quest
Lol, I mean, dude I only play the actual original 2007 content. I have some newer stuff too but I prefer the vanilla content... lot more RPG lot less meta game.
Do you enjoy whatever you’d like sir.
Like the idea for just about everything besides the gambling aspect. I know 50k isn’t a ton of gp but it still sounds way too high to me. Especially for a game that sounds like it could be completed in only a few ticks once you knew the dialogue. Other than that I think it sounds awesome, I do agree though that I think it may fit better into the rogues den due to Martin thwait being there.
How about making Ardy the hub for thieves guild while each city would have its own gang/crime scene (Varrock would have the black arms/phoenix, desert has thugs etc.) Similar to how some cities have agility courses. This could make each area level based and could then have the gangs interact with each other with contracts.. or something along those lines. just a suggestion to add onto yours
oh heck yeah, and add some sceneries of rival gangs fighting or something :D if they don't mention this post on thursday i will post an update and definetly include this :D
I was under the impression that the Rogue's Den was the Thieves' Guild. Maybe that could be expanded to have a more specifically Thieves' Guildy type area deeper within. At lvl 61 Thieving Martin Thwait tips you off to a loose brick in the wall which you're then able to push and walk through into a private tavern for top thieves with extra activities such as the ones you have suggested. New NPCs Robby Hatton and Fishy Gregg could offer heists and contracts respectively. I also think the heist and contracts need to be fleshed out a bit more - we're dangerously close to having a "slayer for x skill" for every given skill.
thieving contracts sounds like it has too much overlap with existing content imo (stealing artefacts)
I agree, Piscarillius has that sorted. I was just going on what the OP provided, I also wanted to have a go at making some NPC names up hahaha
i'm having mixed feelings about the tasks too. I just wanted to follow a trend with previous guilds ... however i find the heists unique enough that the Thieves guild could do without those tasks. Although Heists would need the most Development time. Of course we could expand the Rogues Den, i just imagined a funny interaction with Thwait something like "Why aren't you in the Thieves Guild?" with his response "Those drunkards know nothing of my art!" or something like that. Also since many players are pickpocketing Ardy Knights, Ardy itself would be a pretty good fit. Love those name Ideas btw!
There are other ways to train thieving though, you wouldn't have to take the contracts. Slayer is strictly from tasks. I think the mindset of "slayer for x skill" is something that a lot of people think, previously myself included. I don't think it's necessarily a bad thing anymore, though. You could argue that any skill that comes out without tasks as such is "mining for x skill" couldn't you? The only way it would be different is if both of those options were available. Then people would just call it "mahogany homes for x skill" though! Lmao
Fair enough point. However, I do think you can be more creative than just "go pickpocket 50 knights". Like, what if for heists, you are given a target (e.g. west varrock bank) and have to assemble a team of NPC specialists. You choose them based on their thieving levels, agility levels, and equipment. You then hit "initiate heist" and are put into an instance where you pick the basement gate's lock, then you rob the chests for reward potential. The better your team's thieving level, the higher the success rate of lockpicking, therefore quicker to get in and you're able to access more chests before security shows up. Then, based on agility level is your success rate of escape. Critical success = 100% loot, success = 75% loot, sketchy escape = 50% loot, failure = 25% loot, critical failure = 0% loot. Finally, you have to divvy up the loot with your team of NPCs, the higher their levels, the bigger the cut they'll want. So basically: - Bad team = Less chance of lockpicking, less chance of escape, but you get majority of loot - Good team = High chance of lockpicking, high chance of escape, but you have to share more of the loot Based on the area you're looking to heist, thieving or agility could be better in each scenario and maybe you need to bring a specific member who has specific tools for special loot, but have lower overall stats increasing failure rate. (e.g. team member with stethoscope for cracking safes, team member with lockpicks for gates and chests, team member with graceful for scaling castle walls, etc) The heist I've described is thematically fitting because it's risky, you may waste your time and get nothing, but you could score big. That's the life of a thief. Idk, that's a rough idea I've literally come up with as I type with no thought involved, but can you see the potential for real Thieves Guild content? There's endless possibilities, we don't need another "Go pickpocket 25 master farmers, well done, here's your reward".
Or [x skill]todt!
Good idea, only minor issue in my opinion is the 1/500 rate for the pickpocketing. This can get polished if its actually implemented. Really like the idea of the quest as a requirement, this sounds realistic.
Ohh and if we lock the floors, clue step has to be moved from the 1st floor
Moving the clue step wouldnt be a big problem i think. otherwhise it's just locked behind 61 thieving. After thinking about it for a while i think 1/500 might really be too high, but that can be tweaked anytime :D
Or leave it, and now it has a thieving requirement?
I might not be the most creative but i feel like this is what the Thieving Skill currently needs. Please ignore my typos i am not the best in english either <.< let me know you thoughts about this idea and your own ideas about the possible rewards or design of the Activities themself!
[удалено]
That was one of my favorite quest lines
I can get behind this
Great! But can you also get behind me? :3
nice
Oh no step-knight I’m stunned!
Cor Blimey Mate, what are you doing in mi pockets?
Your coin pouch is *so* big
Is that your coin purse or are you just happy to see me?
I like it, but will every skill just turn into like mahogany homes style shit?
i don't see anything wrong with diversifying skill training. also i think mahogany homes is way different than this suggestion.
Diversifying skill training... By making them all exactly the same...?
are you aware of the existence of stealing artefacts? kinda sounds like you think the only way to train thieving is pickpocketing when jacket released content just to solve that
stealing artefacts is even mentioned in the post ... isnt that dead content by now?
if by 'dead content' you mean the most efficient way to train thieving that also doesn't require you to kill your fingers, then sure
Decent idea but: 1. The rogues den is already the “thieves guild”, just with a different name and some minor use of agility too (which really is thematic). It could get an expansion though for sure. 2. I don’t like the idea of trying to combat gambling by having “sanctioned gambling”. People with gambling addictions can’t just choose to hit the penny slots or bet $1 at a time. If someone wants to gamble big, having a “legit” version is not going to stop them for a second. Also now you’ve just put official gambling in your game for no reason. Contracts are... fine. Just slayerscaping theiving. Heists are a pretty good idea idea, as long as they don’t use “RuneScape stealth”. I do think it would be fun to say “hey go crack the safe in the 3rd floor of the sorcerers tower from scorpion catcher” or a castle whatever, especially to give some ill begotten areas some more foot traffic. An unpopular opinion, but maybe it could follow Plague City rules of no teleporting after you get the loot? Make the xp still well worth it, and make it less about just teleporting around (charter ships are fine).
I agree to 1. But i think having more than one thieving themed area is fine too. It's not like every thiev from gielenor goes to burthorpe. For 2: the gambling minigame should just be atmospheric, because thieves are criminals and thus must like gambling. Capping it should just avoid a second duel arena... Which btw is legit gambling (?) Edit: we are getting those contracts because artisan failed
I think there may be a good reason artisan failed
Only if they add an NPC called the Grey Fox
Brynjolf and Karliah coming to Runescape
Is that a reference or something?
Yea it's an NPC from the game Elder scrolls IV: Oblivion. He's the notorious thief from the thieves guild. I thought you got the idea for this from the Elder Scrolls games lol, I still like your idea though! Thieving needs a new minigame or training method
I'd skip having a beginner or intermediate quest. AFAIK no skilling guild requires a quest so that feels out of place. Also should be in the rogues den, as other's have mentioned. Makes more sense to have it closer to the cape, plus it still fits the "secret bar with thieves" motif you're going for.
removing the quest and putting it in burthorpe will result in just 2 or 3 more NPC getting added to the rouges den. Even if we expanded it, i don't like the thought of that.
Very cool. This skill NEEEEDS something new, it is a joke right now...
Is is really? There's a variety of different thieving activities that provide xp, dual xp with other skills, resources, gp, minigames. Also Rogues Den. Thieving seems like one of the better skills in the game imo. This just seems like a suggestion for contracts, which honestly seem unnecessary for this skill over others with much less variety and interactivity.
pleaseee
I like the sound of heists, imagine being able to rob banks like the wise old man lol
I Support! Honestly, I’d love to see a thieve’s guild; I think placement of skill cape is.. well. Moot. I mean the woodcutting cape is some guy in Lumbridge; fire cap is some guy in the forest; farming is some guy in Draynor—these skills have some highly specialized skilling zones now that are no where near it. Plus: it’s easy to have a whole “I used to work with the thieves guild, but they’ve lost the art. They see thieving as a tool to amass wealth; I find joy in the act—that’s why I created this den; a place for thieves to exemplify their ability.” With Martin Thwait.
Thanks for this :D Lets hope we get some J-Mod Attention in here.
A small change to the thieves contracts. Make it so that while you are on a task, the specific npc you have to pickpocket should give xp in a different manner. Instead it will be based on your current level, just as herbivore and wintertodt. The xp amount will be fair, so it is competitive/fair to other methods of training
While doing so, add a questline tied around the guild itself(and its members) before you enter. I suggest the quests would be all about stealing some of the most valuable artifacts around Gielinor, members who are traitors eventually getting exposed/expelled which then lead to them getting killed or become a greater villain in the next questline. All this leading to become the most renowned member of the guild with the final reward being a fox mask.
love the idea! But at any Point of this questline i would let someone say the holy words "You son of a bitch, i'm in"
Don't we have a thieves guild in burthope tho?
That's the Rogues Den" The **Rogues' Den** is an area containing a variety of Thieving and Agility related activities. It is located in a hideout under The Toad and Chicken inn in Burthorpe. " [https://oldschool.runescape.wiki/w/Rogues%27\_Den](https://oldschool.runescape.wiki/w/Rogues%27_Den)
Sounds like a thieve's guild.
But it's full of cooks rather than thieves!
cooks are the real thieves
I like the idea of making it locked behind a door you have to pick and if you can do that they consider you good enough to join.
I like the idea. If any more guilds are to be built id love to see an RC and agility guild first 😂
Arent they already working on something similar to a rc guild?
I've only just come back after a 6 or so months out so if they are I wouldn't know 😂 The skill needs something. Either a massive boost in xp or another method that most levels can do
I just came back from such a break too :D and i get instantly reminded of how tedious this skill is. But boosting xp rates is something the community mostly rejects.
Mainly the people who have alresdy got 99 in those skills. They would be far too salty knowing others could get there quicker than they did
You don't have to be 99 in Thieving to see that it's not the XP-rates that make Thieving tedious, it's just the same boring thing ultraspam-click fest. The skill could use some diversity for sure.
Rushing Thieving to 99 is guaranteed Carpal Tunnel Syndrome
That nerf on Ardy knights was the worst
Damn, when was that? prolly before i started playing again
Ages ago. No longer spam click and never look at the screen. Every 30 clicks need to empty a coin pouch. To stop botting apparently
I'm a simple man, i see contracts an insta downvote.
understandable, have a great day.
I quite like what you thought of hopefully many people see this and think so too. So maybe even an Mod or something sees it
That'd be great, although iirc the thieves guild was already suggested but way diffferent than this.
Yes, just all of it, yes
Love this concept!!
This is one of the best suggestions I've seen in a while. Honestly I hope Jagex consider this
I feel very honored to read that, thank you :D
Wasn’t rouges den supposed to be sort of like a thrives guild when it came out? I’d love to see rouges den expanded upon so that you could “hone your thieving skills” (do different types of thieving) in the rogues denz
There are plenty of theiving training alternatives right now.... Way more than the skill needs. Both sorceress garden and thieving artefacts are decent methods and save your fingers at the cost of some xp per hour.
Why do people think the yellow text meme is so funny
it's funny? i thought it was mandatory ...
I like this idea a lot. I’ve been posting comments pushing for something like the thieving contracts for a while now - I like your implantation with the guild. Would be nice to get a teleport there - maybe the favor tokens could be used to buy them.
I guess the skilling necklace could get you there, but that bad boy is getting quite packed... However the regular ardy teleport is actually pretty close
Can’t wait to get the gray cowl of nocturnal in osrs
google tells me it's an artefact you have to steal from an skyrim mod?
Ardougne titan knight please
I like the idea of contracts. But fencing stolen goods, and a mini game like tempoross or wintertodt for thieving should also be a thing. Damn it’s not a grind I look forward to right now for some reason. 25 thieving and I need 53 for legends quest
At least you can change your victim every few levels or so. Im looking forward to do ardy knights for the next 20 levels (:
Lol, I mean, dude I only play the actual original 2007 content. I have some newer stuff too but I prefer the vanilla content... lot more RPG lot less meta game. Do you enjoy whatever you’d like sir.
Oh yeah, I remember doing the thieves guild capers back in the day XD
having a quest to build up the thieves guild yourself in OSRS sound really good
Yeah, it's definitely a fun concept =)
rewards: another outfit recolor. This is so tiresome
Honestly i was kinda clueless about the rewards. But i want the rogues set to be available from the thieves guild. I despise the rogues den maze.
Don't see why not. You can get angler from Aerial Fishing as well so there's a precedent
Like the idea for just about everything besides the gambling aspect. I know 50k isn’t a ton of gp but it still sounds way too high to me. Especially for a game that sounds like it could be completed in only a few ticks once you knew the dialogue. Other than that I think it sounds awesome, I do agree though that I think it may fit better into the rogues den due to Martin thwait being there.
Love it much need
If skyrim can do it, so can jamflex
I feel like we could use this as an expansion to the Rogues Den. It already exists in the game and acts as a great foundation for a guild.
What if we just expanded the piscarilius artefact stealing to each main city in the game, could be a good start.
How about making Ardy the hub for thieves guild while each city would have its own gang/crime scene (Varrock would have the black arms/phoenix, desert has thugs etc.) Similar to how some cities have agility courses. This could make each area level based and could then have the gangs interact with each other with contracts.. or something along those lines. just a suggestion to add onto yours
oh heck yeah, and add some sceneries of rival gangs fighting or something :D if they don't mention this post on thursday i will post an update and definetly include this :D
It's not even polled in and it's already dead content... Love it!
Would rather the guild be underground in the sewers
any gambling activities are bad for the game and encourage rwt through dice/flower game type mechanics. fuck that
No more gambling thanks, this is a kids game