Other > Suggestions
Steal Animation
Sarakin:
--- Quote from: HertogJan on July 11, 2011, 04:42:15 PM ---There is. Walk away. One hex between a thief and you is enough.
--- End quote ---
I wouldnt call that a mechanism, its more of an annoyance. (Try moving when trading)
--- Quote from: Tin on July 11, 2011, 04:45:25 PM ---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!
--- End quote ---
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.
Tin:
--- Quote from: Sarakin on July 12, 2011, 12:44:10 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.
--- End quote ---
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
Chrupek:
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?
Tin:
--- Quote from: Chrupek 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?
--- End quote ---
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 :)
jonny rust:
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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