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Author Topic: Stealing  (Read 1413 times)

Gunduz

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Stealing
« on: February 27, 2011, 02:47:48 am »

With 3D development allowing for new animations, like the possible 'steal' animation that's been mentioned, I think there is a way to rework the system to make more sense, but still not completely ruin stealing as a 'job.'

I think I've seen somewhere that steal will be changed so that no animation is displayed unless the thief fails, in which case a unique stealing animation is played. This IMO makes sense.

What I'm suggesting is that when a thief steals, assuming he succeeds in the roll, if the player's inventory is opened/closed while the theft is happening, he is immediately discovered and the animation plays. This way, players don't have to continue moving in circles to avoid thieves. Just being aware would allow them to open/close their inventory to keep their valuables safe. Realistically, it also makes sense. If you're looking in your pockets/bag and someone tries to steal from you, you're going to notice.  A similar thing should also be implemented where if you're trading, since you're actively looking through your inventory, any steal attempt fails.

Another idea: once the 'animation only on failure' concept is implemented, maybe using the 'push' action on thief while the animation is happening would be a way to alert the guards, who would actually respond and attack the thief instead of just tagging him as a thief.
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Michaelh139

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Re: Stealing
« Reply #1 on: February 27, 2011, 03:04:26 am »

The concept is actually very good and original thinking...  I am liking it.  But I wonder if this will not destroy thieving entirely, I am not being sarcastic either.  Most players are veterans nowadays, so they are likely to kill every single thief that comes near them 24/7 destroying thieving besides robbing newbies (even worse than griefing vets)

Hope this isn't too hard to comprehend what I am saying, not best grammar or explanation skills put into that....
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Ganado

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Re: Stealing
« Reply #2 on: February 27, 2011, 03:09:51 am »

This is a good idea, though I wouldn't want the guards to kill the thief immediately. It is fun to chase down thieves, and this would take the only enjoyable thing about thieves in NCR away.

Maybe the guard could shoot the thief once, and shout "Stop! You thief!" or something like that, if he fails.

A problem with this is that people could just have their inventory open all the time, not allowing any time for the thief.

Most players are veterans nowadays, so they are likely to kill every single thief that comes near them 24/7 destroying thieving besides robbing newbies (even worse than griefing vets)
The thief would still be protected until they steal, just like before, so it isn't like they would be unprotected as soon as they enter town. They would still have the same chance, and even a better one if they can just walk up to another player without them noticing.
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Error while opening cfg file: spawnnpc.cfg
Shit! Damn admins! Always ruining my fun! I guess I'll talk to them. WITH MY FISTS!!!! No seriously, I will write them a nice email or make a thread on the forums or something. Thanks!

Michaelh139

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Re: Stealing
« Reply #3 on: February 27, 2011, 03:47:24 am »

A problem with this is that and even a better one if they can just walk up to another player without them noticing.

Thats my point.  Who is more likely to not notice you?  That newbie with 35 hp and 100 caps and a brahmin hide.  Or that vet with 200+ Hp 10k caps and a .223 pistol.

Although, I guess it helps with the choice of choosing easier or harder prey.  But harder prey would be near impossible.  so newbies will suffer even more being thieve's only targets.
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Re: Stealing
« Reply #4 on: February 27, 2011, 03:08:51 pm »

Quote
The problem with stealing is the risk vs. the reward. Levelling up a stealing alt is a pain in the ass, but once you have, you run around as a bluesuit and have nothing to lose.

My solution:

Thieves can only see items of similar or less value to their own inventories on their victims.

For example, if a thief is carrying nothing, he can't see anything on his victim.
If the thief is carrying $250 worth of gear/money on him, he can see items worth $250 and below on his victim.
If the thief is carrying $1000 worth of gear/money, he can see items worth $1000 and below. Etc.

A system where you can get items for free from other players without risking anything yourself makes no sense. So, there should be something for the victim to gain as well as the thief to lose. Ideally if the thief dies, his gear would automatically go to the victim. But that would require some kind of guard based magic.

Is my very unrealistic but practical solution.

But I really think PvP stealing should be disabled. I don't see how it improves the game at all. All it is is a mildly irritating feature which is as popular as it is because how much it frustrates its victims. Anyone who's played for a few weeks knows how to avoid it, but sometimes bad guard AI or lag or door blocking or whatever screws it up.
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Lexx

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Re: Stealing
« Reply #5 on: February 27, 2011, 05:37:03 pm »

In my opinion, pvp stealing is pretty annoying. If at all, it has to become a lot harder, much more than now. The only way I can see is finally adding the damn pve stealing quest stuff.
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