Let's take the Dwarven Traders as another example. Now we're at the top tiers of thieving. These guys will have 5-6 loot spots available at a time, but randomly selected from a longer list - left/right pockets, toolbelt, necklace, earings, stone spirit pouch, seed pouch, back pocket, inside pocket, and so on. If you go for the stone spirit pouch, you'll have relatively good odds at success, but receive a relatively low pay out in stone spirits. However, should you go for the inside pocket, you could get your hands on a high level clue, or business contracts that can be traded to other factions for large amounts of stone spirits / ores / bars.
And with these high risk - high reward loot spots, perhaps should come the possibility of obtaining a new hero item geared towards Thieving. Perhaps a cloak of some kind which goes into the cape slot would probably be the most fitting for the Thieving skill, but if this were the case it'd need to retain the skillcape perks should that be already unlocked.
Advantages
> New mechanisms will bring renewed interest in such activities;
> Pickpocketing already requires high user input, this change would simply make it more interesting and more rewarding.
> There are not many pickpocketable NPCs in the game. A rework like this wouldn't require much overhauling compared to the likes of the Mining and Smithing rework, but could get as popular given the unique mechanisms.
Disadvantages
> It requires players to actually engage with the content. Personally I see this as a positive, but given the direction RS is going, it seems AFK activities are increasingly popular.
Concluding Statement
This is all I have to say on this matter right now. If you have any further ideas, such as how thieving boosts and outfits should interact with such a change, please feel free to add them to the discussion.
~A~
01-Jun-2021 20:41:06