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Author Topic: Steal Animation  (Read 5216 times)

Sarakin

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Re: Steal Animation
« Reply #15 on: July 12, 2011, 12:44:10 pm »

There is. Walk away. One hex between a thief and you is enough.
I wouldnt call that a mechanism, its more of an annoyance. (Try moving when trading)
Defense mechanism is a high perception, keeping your valuable stuff in your hands so they can't be stolen, and keeping away from would be thieves. Just like real life!
High perception of a player ? Dont make me laugh. Keeping stuff in hands is pretty futile if you got more stuff with you.
This is not real life, Im not harassed by every bluesuit when I go shopping.
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Tin

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Re: Steal Animation
« Reply #16 on: July 12, 2011, 03:35:12 pm »

I wouldnt call that a mechanism, its more of an annoyance. (Try moving when trading)High perception of a player ? Dont make me laugh. Keeping stuff in hands is pretty futile if you got more stuff with you.
This is not real life, Im not harassed by every bluesuit when I go shopping.

But if it was a post apocalyptic world where you needed to survive it would be different from shopping in a city centre ;)

If you dont want to lose stuff dont carry valuable stuff in places where thieves are around.

Again, this is more "I dont want my stuff stolen" rather than what fits the skill
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Re: Steal Animation
« Reply #17 on: July 12, 2011, 03:50:38 pm »

There is no player skill in stealing. When thief is in any town, everybody knows exactly what he want to do. So its obviously abusing weak mechanism of guard cities.
After war and so on blablabla... if there will be guards, they will probably just shoot on sight bluesuits messing around. In fonline, they cant do anything, so thats the real problem.
After three failures while stealing, player is permanently tagged on red in that town, and if he will walk to another player for 1 hex, he will be terminated. I think that will work in real life, dont u think?
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Tin

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Re: Steal Animation
« Reply #18 on: July 12, 2011, 04:00:54 pm »

There is no player skill in stealing. When thief is in any town, everybody knows exactly what he want to do. So its obviously abusing weak mechanism of guard cities.
After war and so on blablabla... if there will be guards, they will probably just shoot on sight bluesuits messing around. In fonline, they cant do anything, so thats the real problem.
After three failures while stealing, player is permanently tagged on red in that town, and if he will walk to another player for 1 hex, he will be terminated. I think that will work in real life, dont u think?

There is no player skill in shooting, bartering, or anything else. Its done based on the % of the character. You could say "but yeah you need tactics when fighting" etc, but in the same way you need deception when stealing. Thats why there should be no animation, you can deceive someone if they see the animation even if you succeed!

As for the rest, thats more about the mechanics of steal, which is a different conversation and not involved with the discussion of the actual animation  :)
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jonny rust

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Re: Steal Animation
« Reply #19 on: July 12, 2011, 05:34:12 pm »

I have never played as a thief and they annoy the shit out of me but I still think this is a more than valid suggestion as it is logical.

My two cents are;

A, if you fail to steal there should be an animation, perhaps only visible to the player who caught you. it makes sense that if you are caught stealing it is because the intended victim saw you do it, or noticed in some way and since I cannot feel what my character feels it only feels like i caught you if I see that act.

B, only great thieves are able to stand right in front of you while slipping off your wrist watch, so with less than say 200% steal it should be almost impossible to steal without being behind or at least next to your victim, but not directly in front of.

however I also think that at 200% the thief skill is just a bit unbalanced, I can have 10 perception and never catch these guys (which is fine, a good thief is a good thief) but I would also suggest pooled perception. When someone has you tagged they are essentially watching your back, and if in range, their perception should really make an added role when you are being thieved. This could at least create a protective "buddy system" for players where "I will watch your back if you watch mine". It makes just as much sense that If I am watching the guy behind my friend steal from him, I should be able to catch the thief red handed just as much as my friend should be oblivious to what is going on.... right?
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Phallus Erectus

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Re: Steal Animation
« Reply #20 on: July 15, 2011, 04:36:54 am »

The necessary outcome of stealing from someone is that they do not know that you stole from them. If an animation plays when using the thief skill, the idea that you "stole" anything goes out the window, because it is clear that you were the one to steal from someone. Come on ruskie devs, get to work on fixing this.

A, if you fail to steal there should be an animation, perhaps only visible to the player who caught you. it makes sense that if you are caught stealing it is because the intended victim saw you do it, or noticed in some way and since I cannot feel what my character feels it only feels like i caught you if I see that act.

I agree, the text box is not always preferred to update the character on what is happening as there may be a high volume of chatting going on.

B, only great thieves are able to stand right in front of you while slipping off your wrist watch, so with less than say 200% steal it should be almost impossible to steal without being behind or at least next to your victim, but not directly in front of.

I thought that a thief gets a penalty to stealing when standing in front of the player. The pickpocket perk should remedy this for a thief, but I will not waste one of my perk choices with one that does nothing.
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Re: Steal Animation
« Reply #21 on: July 15, 2011, 04:58:12 am »

I say we keep the stealing animation, as some people trade in towns, it would be easy to steal from them, and they wouldn't know.
You could even have a bomber doing this, and nobody would have a clue.

Lets not give theives more power, shall we?
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Phallus Erectus

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Re: Steal Animation
« Reply #22 on: July 15, 2011, 06:17:26 am »

Do I really need to mention that when the thief fails, you'll know who tried to steal from you? Honestly, it doesn't help you to know who has stolen from you. They could turn right around and steal from you again and they might be successful again. Still, nothing you can do, so it would be best to lighten the mental trauma of being aware of your loss at the hands of someone who should rightfully have passed by unnoticed. As for bombers, it would be fairly obvious who-dun-it when the guards shoot the guy for slipping up the placement.

It seems many of you think getting rid of the animation gives more power to the thief, but how? When the thief fails, they are known to steal, so we are back where we started with known random assholes trying to filch everyones' goods.
« Last Edit: July 15, 2011, 06:23:17 am by Phallus Erectus »
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Re: Steal Animation
« Reply #23 on: July 15, 2011, 07:05:46 am »

The main problem is more likely the player than this animation/no animation argument.  You will typically see a thief harassing somebody with the animation so even with out it you will just see some random bluesuit continuously running up next to somebody.

Failed steal?
-go steal off npcs in unguarded place to level up for more skillpoints to dump into steal.

Got stolen from?
-did you walk away? no? why didnt you?
-is your perception high? no? deal with it or make alt with 10 pe. perception is high? well sucks to be you.
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Johnnybravo

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Re: Steal Animation
« Reply #24 on: July 15, 2011, 02:05:01 pm »

Quote
, I can have 10 perception and never catch these guys (which is fine, a good thief is a good thief)
Yeah obviously guy with perfect perception will not notice somebody stealing metal armor from his inventory...

PvP stealing has been trollfest ever since it has been implemented.
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Perteks

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Re: Steal Animation
« Reply #25 on: July 15, 2011, 03:41:11 pm »

I can say only one
But no animation will be nice :D
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jonny rust

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Re: Steal Animation
« Reply #26 on: July 15, 2011, 07:41:25 pm »

I can say only one But no animation will be nice :D

best point so far, so how about this as a compromise;

we get rid of the animation, but, we change the weight vs. Chance to steal ratio.

linear increase in weight = exponential decrease in chance to steal successfully.

something needs to be done about that anyway.

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DocAN.

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Re: Steal Animation
« Reply #27 on: July 15, 2011, 07:53:53 pm »

we should back to thief-flag system +
Pickpocket 12 Ag 8, 125% Steal Halve size and facing modifiers when stealing 1
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Johnnybravo

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Re: Steal Animation
« Reply #28 on: July 15, 2011, 11:00:18 pm »

Stealing should be hard and unreliable enough so that you wouldn't care to try steal every piece of junk just because you can.
If you try to take a risk for chips or maybe a good handgun (I'd guess one can not just steal big guns and armors, and who the hell carry those in inventories anyway) then go and take your chances.

Dynamite planting is a thing we would've better not have at all, as one would hardly give one or two reasons for it not related to trolling people.

Existense of animation is just question of paranoia. Should there be no animations and plethora of thieves, result is different, than having animation, and only several thieves who mastered their trade.
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jonny rust

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Re: Steal Animation
« Reply #29 on: July 16, 2011, 12:18:16 am »

the suggestion is good because it makes sense.

If the thief isn't caught, then nobody saw him, then there should be no visible sign of the theft.

but It doesn't actually mean that theft will be easier;

If someone gets into your personal space then move (besides this level of paranoia could save you not only from getting thieved but also from getting bursted) there is no waiting for a visible sign that your getting thieved, you move to eliminate the possibility.
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