Problems and Solutions for Rogues and the Thieves' Guilds
The main problem of the Thieves' Guild
I have come to the conclusion that having a Thieves' Guild in a publicly known location is a disappointment as it breaks the immersion of what a Thieves' Guild should be.
The solution for the Thieves' Guild problem
The solution is actually simple, don't advertise the guild. The guild can be naturally and be a business like any other, but it has a hidden menu from the NPCs in there, which allows their members to interact. This will make it more immersive for people who don't play Rogues and for those who play them as well.
How can someone join the Guild then? (And also my problem with Rogues)
Usually, Rogues are people who steal, who pickpocket others, it's one of their main traits yet playing MMO's I've noticed no one wants to implement such feature? Sure, it could be complicated and/or problematic, but if well implemented, it can function pretty well. So the solution is to pickpocket and gain a reputation from the Thieves' Guild.
Why pickpocket?
This is not just a mechanic for the Rogues alone, this is also meant to be Gold sink as well, a system for those who AFK. Yes, one of the biggest issues is that some people love to AFK, they can be hours AFKing in-game, and seeing this type of server we are going to have if people AFK in-game it's going to be problematic for some people, this will be a great system to prevent people from AFKing as they could lose their gatherables.
What can a Rogue Pickpocket?
To make this system balanced and not to fear your gear from a thief, I'd say the same thing you lose when you die. Gatherbles and certificates, this way it's no different from dying, expect for not losing EXP.
Is pockpocketing simple?
No, pickpocket should be a minigame where the rogue needs to find the pocket, and after finding the pocket they need to play another minigame. If failing, the PC that is being robbed will have an animation, which will alert anyone nearby them. A detected thief will not grant any corruption, it'd be like an instanced mini-game where killing the thief should grant some certificates as well, the Rogue needs to be careful not to be seen.
I think with these systems will give some immersion for the Thieves' Guild, more RP elements for Rogues for RP and we will obtain another gold sink, and as well, a system to go after AFK players that is better than most scripts anyone has designed so far. The losses aren't that big from getting pickpocket and allow Rogues to do something outside combat related to their class.
EDIT:
The Gold Sink Mechanic
Gatherables/Certificates/Gold can be traded into Thief Tokens, which opens up to special items such skins, these should range from simple and cheap sets, but as well as expensive and good looking clothes, of course, these should be skins and not gear with stats.
What's the Pickpocket Mechanic?
They Pickpocket mechanic will use Stealth as the main ability to sneak unseen because anyone trying to pickpocket will be easily seen. Then the main mechanic for pickpocketing will be for the skillful, pickpocketing will be a mechanic similar to Skyrim's pick locking or the operate table game. Where if you fail once you alert any NPC nearby you and bounty hunters will easily spot you. This makes pickpocketing not abusable, rather, an ability for the skillful.
Why only Rogues can Pickpocket?
Like I mentioned before, you need to use stealth (Chameleon skin), anyone seeing you sneaking behind a person will totally know you are pickpocketing and it's not good for the mini-game. Some secondary rogue archetypes grant this chameleon skin, but I still consider them rogues.