Other > Suggestions

Pickpocketing/Tagging

<< < (3/11) > >>

wezu:
Here we go again...
Nerfing steal will only make the trolls make more alts and multi-quick-log.
Gambling and speach has been a part of fallout but it's not a part of fonline... stealing could join those skills.
This skill has its origin (like all rpg) in DnD, but there was a skill called Spot, there was a skill vs skill roll, putting skill points into spot could make you thief-proof. There's nothing in FO that stops thiefs, if he dosen't run away,you can shoot him if he fails, if a npc seen that, you can pick up your items if you get to the body first. That's a lot of ifs.

The world would be so much better if only people would listen to me...

avv:

--- Quote from: wezu on December 16, 2010, 11:08:57 AM ---This skill has its origin (like all rpg) in DnD, but there was a skill called Spot, there was a skill vs skill roll, putting skill points into spot could make you thief-proof. There's nothing in FO that stops thiefs, if he dosen't run away,you can shoot him if he fails, if a npc seen that, you can pick up your items if you get to the body first. That's a lot of ifs.
--- End quote ---

Anything that has to do with "more points spent on x equals better chance to win" always leads to minmaxing and alts. Only allowing players to affect their chances to success with their ingame decisions breaks this pattern. 

What makes least ammount of sense is that players can't stop someone from stealing you by any other way than running away. Thieves basically play tag in safe towns and nobody can stop them if they just don't get caught. It has always baffled me how can someone come next to me, take my items and walk away protected even if I withnessed the whole act?

Wouldn't it be reasonable that even if thief succeeds to steal, he becomes unprotected but there's no mention about it from guards? So if the victim notices that something was indeed taken from him and he knows who did it, he can just shoot that thief. This way the steal skill% only calculates if you manage to grab the item, not whether nobody saw it or not.


--- Quote ---The world would be so much better if only people would listen to me...
--- End quote ---

Ohohoh, first you gotta listen to others  ;)

HertogJan:

--- Quote from: avv on December 16, 2010, 12:25:07 PM ---What makes least ammount of sense is that players can't stop someone from stealing you by any other way than running away. Thieves basically play tag in safe towns and nobody can stop them if they just don't get caught. It has always baffled me how can someone come next to me, take my items and walk away protected even if I withnessed the whole act?

Wouldn't it be reasonable that even if thief succeeds to steal, he becomes unprotected but there's no mention about it from guards? So if the victim notices that something was indeed taken from him and he knows who did it, he can just shoot that thief. This way the steal skill% only calculates if you manage to grab the item, not whether nobody saw it or not.

--- End quote ---

The only reason you know and see is because you're looking for it. Normally you would only notice at some point that you've been stolen from but don't know the where and when.
It's not reasonable for thieves to become unprotected when they didn't fail.

avv:

--- Quote from: HertogJan on December 20, 2010, 01:06:54 PM ---The only reason you know and see is because you're looking for it.
--- End quote ---

That's pretty obvious. Wouldn't it be sufficient if careful players could keep their belongings and deal wasteland justice instead of being forced to play tag? I mean the game should reward smart gameplay and discourage carelessness or otherwise it turns into circus.

 
--- Quote from: HertogJan on December 20, 2010, 01:06:54 PM ---It's not reasonable for thieves to become unprotected when they didn't fail.
--- End quote ---

It is if they steal crudely without any finesse. Think of it as purse-robbery: A thief grabs an item and makes a run for it. Better thieves would steal so that there was no trace, too bad the game doesn't have much additional options for thieves to use than target someone with steal skill. It'd be completely okay to implement some further sneaking features to be utilized by thieves if obvious stealing would result in getting caught. You haven't got anything against challenge do you?

HertogJan:

--- Quote from: avv on December 20, 2010, 01:29:38 PM ---That's pretty obvious. Wouldn't it be sufficient if careful players could keep their belongings and deal wasteland justice instead of being forced to play tag? I mean the game should reward smart gameplay and discourage carelessness or otherwise it turns into circus.

 
It is if they steal crudely without any finesse. Think of it as purse-robbery: A thief grabs an item and makes a run for it. Better thieves would steal so that there was no trace, too bad the game doesn't have much additional options for thieves to use than target someone with steal skill. It'd be completely okay to implement some further sneaking features to be utilized by thieves if obvious stealing would result in getting caught. You haven't got anything against challenge do you?

--- End quote ---

Wasteland justice can only be dealt when the thief is caught in the act.

I can only speak from personal experience, but not all thieves run away after a successful steal.
Also sneaking wouldn't be an option, it's useless in shops and crowds.
Thieves hide in plain sight in crowds as there's less chance to get noticed.
Again, the only reason it's obvious is the isometric view you have and your character doesn't have.

As for challenge, it would be more likely to go the way of con artists.
1 distracts you, the 2nd steals from you.
Not a change, as you can still see it with your isometric view, which goes for every "solution".

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version