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Thievery
Posted: Sat Dec 29, 2012 7:24 pm
by SlipEternal
How about the Pickpocket in the Thieves' Guild has the ability to steal from your character? Possibly you find out when you next open your inventory screen. And maybe give the character the ability to steal from an NPC. This might allow a character to steal items from a shop where he/she is not accepted, but doing so could unleash a town's fury upon the character.
Re: Thievery
Posted: Sat Dec 29, 2012 8:33 pm
by Antison
I like these ideas, but they have been mentioned in other threads in this forum without much materializing from those talks. Maybe this thread can bring this idea to fruition.
Re: Thievery
Posted: Sun Dec 30, 2012 12:27 pm
by Sarumar
+1 i like idea of skills like stealing (for shops, etc places) and pickpocket ( for npc) IMO this kind of skills will make Geomyr and priests of shadow ( if you steal anything for believers) pretty angry.... if you get caught
Perhaps there will be new option in some or all conversations "try to pickpocket / steal".
Any thoughts ?
Re: Thievery
Posted: Mon Dec 31, 2012 12:06 pm
by Ian
+1 I also like the idea!
BUT: If there's a chance of stealing an item from an npc depending on your pickpocket skill, you would just have to reload until you make a successful attempt. So you would be able to become rich in no time.
To fix that, I suggest that you are only able to steal gold.
Peasants should have only 10-20 gold
Ordinary citizens have 20-50 gold
Guards have 40-60 gold
Shopkeepers have 70-300 gold (depending on how valuable their items for sale are).
Re: Thievery
Posted: Tue Jan 01, 2013 8:29 am
by Wyrmspawn
That will be the first skill I'd nab, if it ever comes out.
Re: Thievery
Posted: Tue Jan 01, 2013 4:31 pm
by SlipEternal
A possible idea to combat the load/reload scenario would be to make it so that the game has a set formula with the following properties:
Each NPC has a base pickpocketing necessary to be capable of pickpocketing him/her.
Once a character's pickpocketing reaches that level, instead of automatically failing every attempt, the character has a set (but unknown) number of pickpocketing attempts before he/she will get caught.
Since these formulas are set from character creation (possibly even with some random variables making it different for each character played), it will not allow people to load/reload a bunch of times until they succeed.
Re: Thievery
Posted: Fri Jan 04, 2013 10:00 am
by lordkerward
SlipEternal wrote:How about the Pickpocket in the Thieves' Guild has the ability to steal from your character? Possibly you find out when you next open your inventory screen. And maybe give the character the ability to steal from an NPC. This might allow a character to steal items from a shop where he/she is not accepted, but doing so could unleash a town's fury upon the character.
I like these idea you suggested sir!,
Pickpocketing other player's and also the NPC's is much cooler to think...
as what other games related to these idea...
Re: Thievery
Posted: Fri Jan 04, 2013 7:34 pm
by Ian
SlipEternal wrote:A possible idea to combat the load/reload scenario would be to make it so that the game has a set formula with the following properties:
Each NPC has a base pickpocketing necessary to be capable of pickpocketing him/her.
Once a character's pickpocketing reaches that level, instead of automatically failing every attempt, the character has a set (but unknown) number of pickpocketing attempts before he/she will get caught.
Since these formulas are set from character creation (possibly even with some random variables making it different for each character played), it will not allow people to load/reload a bunch of times until they succeed.
Wow, that's also a nice solution!
