[Bug] Items placed in furnace clear stolen data but shouldn't

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DranKof
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Joined: Tue Jan 29, 2019 9:56 pm

Tue Jan 29, 2019 9:58 pm

Any item you pick up off your defeated enemies that are "stolen" are cleared of their stolen data once you put them in the furnace.

So, basically you can defeat an enemy, take all their stuff, put it in the furnace, take it back out, now it's yours and no one cares who you killed to get it.

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DanielCoffey
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Location: South Ayrshire, UK

Wed Jan 30, 2019 11:42 am

I think that any item placed in a faction-owned container inherits that faction as its owner.

For example, if you have a stolen Holy Nation piece of armour and you take it into your town house and pop it into a container you own, it is "washed" and becomes yours and you are free to sell it.

It also works the other way round. If you go to an allied faction workstation, fill the input with raw materials and process them to generate an finished good, it inherits the parent faction and you get attacked for stealing if you withdraw it from the hopper.
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Ulfarr
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Joined: Mon Oct 01, 2018 3:49 pm

Wed Jan 30, 2019 8:53 pm

For what it's worth, you can use this to combine all those "second-hand" first aid kits you've looted.

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Hatsune_Neko
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Wed Jan 30, 2019 9:47 pm

DranKof wrote:
Tue Jan 29, 2019 9:58 pm
Any item you pick up off your defeated enemies that are "stolen" are cleared of their stolen data once you put them in the furnace.

So, basically you can defeat an enemy, take all their stuff, put it in the furnace, take it back out, now it's yours and no one cares who you killed to get it.
Working as intended.
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DranKof
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Joined: Tue Jan 29, 2019 9:56 pm

Wed Jan 30, 2019 11:55 pm

DanielCoffey wrote:
Wed Jan 30, 2019 11:42 am
I think that any item placed in a faction-owned container inherits that faction as its owner.

For example, if you have a stolen Holy Nation piece of armour and you take it into your town house and pop it into a container you own, it is "washed" and becomes yours and you are free to sell it.
Ok, wow, I totally wasn't paying close enough attention.
Hatsune_Neko wrote:
Wed Jan 30, 2019 9:47 pm
Working as intended.
If any item can literally just be stuck in a a faction inventory, why bother with the stealing mechanic to begin with?

I think the example DanielCoffey continues to elaborate on also illustrates why maybe that shouldn't be the intended behavior:
DanielCoffey wrote:
Wed Jan 30, 2019 11:42 am
It also works the other way round. If you go to an allied faction workstation, fill the input with raw materials and process them to generate an finished good, it inherits the parent faction and you get attacked for stealing if you withdraw it from the hopper.
I guess if that is the intent, then this is just my two cents on a possible adjustment. I think sharing allied faction facilities shouldn't mark you as stealing, nor should the stealing mechanic be completely avoidable, with the exception of this:
Ulfarr wrote:
Wed Jan 30, 2019 8:53 pm
For what it's worth, you can use this to combine all those "second-hand" first aid kits you've looted.
There could be be a whitelist of items that when taken off of defeated foes are not marked as stolen.

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Hatsune_Neko
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Thu Jan 31, 2019 1:13 am

This is how the Dev deals with items that are stolen and how they can be laundered to be used again and stacked. or sold.
its upto the player to not abuse the system. or abuse it of you wish.

there is no perfect system because the game engine can only do so much and has a limited amount of options to address it.

but placing items in containers to remove the stolen tag in your post means it is working as the Dev intended.
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DranKof
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Joined: Tue Jan 29, 2019 9:56 pm

Sat Feb 02, 2019 5:28 am

That makes a lot of sense, especially because a lot of the appeal of this game is being able to role-play how people want to. Thank you.

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