If you've given up, I'm certainly not promoting the class for you... With that said, when there is counterplay involved, actions from thieves seem less griefy - but without viable counterplay, thieves are always a net negative experience. I think you have to recognize what is seen as grief, and limit those scenarios while enabling the scenarios that aren't necessarily grief-able.How do you find something that doesn't promote griefing on a pure griefing class.. ? Any kind of buff or change that helps or doesnt nerf them.. will cause discord to go crazy..
just remove stealing at this point
Greif like notions:
Moongate auto script targeting,.
Town targeting (especially at bank using scripts).
Stealing resources so your opponent can't fight
Auto Popping all of someone's trap pouches with nothing in them..
Targeting the same person over and over again..
None of these things is even about thieving for profit, they are thieving to grief. You've as much as said so yourself.
Ideas to toy around with:
Laughing Skulls idea of suspicion tied directly to the character your thieving from means you could actually lighten up town suspicion as it stands - and tie it as town suspicion by character, this opens up lots of opportunity for thieves, while limiting the targeted harassment type thieving.. If you also add in that a player can go gray to more than just the person they are thieving from - then it becomes more counter-able as well, more risky for the thief - which is seen as more counter-able.
Putting items in trap pouches - It was my understanding you can pop a pouch with items under it - with that said if it's buried you can't see it to pop it - maybe putting an item in a trap pouch needs to change it a different color from red, so you can auto pop hued pouches - reality is, there's a 2 sec cooldown before you can open it after popping it, so if the player doesn't counter play by moving away after having the pouch trapped - thieves should be able to dig into it..
Some items just shouldn't be steal-able in my eyes, it's any resource related items, because it basically means a player must now leave, to stock back up so they can play again.. And then they are also forced to leave the area they wanted to farm in, or get thieved from again. Anything lootable from mobs however, should be thievable. If you can force someone out of an area, it's a griefy action - and why thieves get a bad name..
Anyways - trying to offer up suggestions for a class thieves have basically given up on, when in general I see them as a net negative experience.. I don't think most people complain about the drop they just got, that got stolen before they ran it out of a dungeon - those are truly where the thieves should have opportunity, and right now trap pouches are far too easy to remove that opportunity.