![]() This component alters that behavior as follows: Similarly, neutral, non-joinable NPCs would simply turn hostile after a failed pickpocket attempt. In the unmodded game, a merchant would instantly turn hostile (and often try to attack a fully equipped, combat-ready party) whenever a party member failed to steal an item from his store. Revised NPC behavior on failed theft attempts Too bad that we probably will never see them. Now I would play the shit out of either of such games. It could be either open world simulationist game, where you need mouse control and reaction to successfully pull off pickpocketing attempt, or interesting gamist mechanic, something a cross of AoD with ADwR. We can mix it with an advancement throw the rank plot, with internal politics of thieves' guild, or a gang, or a criminal organization. Now you are moving to harder marks - for example, you get yourself a nice suit or dress, learn to talk like a somewhat educated man\woman, and operate in theaters, courthouses, and so on. Then a time-skip, you grow up, and if you're successful - you move up the ranks. You can be a pickpocket, or a runner, or a decoy. For example, you start a game as a street urchin, learning the ropes, stealing from drunks and easy marks. ![]() It's a real pity though, because to play as pickpocket could be very interesting. Not surprising, given that we hadn't seen a thief-orientated games in general since Thief 1-3 (Thi4f is an abomination which should not be named), and thief-orientated RPGs since probably ADwR and some other NWN mods. It was also actually somewhat useful in leveling.ĪDwR had a couple of interesting quests based on pickpocketing.īut yeah, while burglary and sneaking is often represented in games by interesting scenarios and mechanics, pickpocket remains underused. The problem here as i see it is that PPing is fixable, but at a cost that'll be hardly worth considering for a developer.įallout 2 (and to lesser extent 1), at least it allowed player to mess with people. a soft implementation of failstates could be the best : not that hard to program (still eating up ressources though) : you could allow a few misses before punishing the player, or each time decrease player reputation. the same problem arises with synergy between skills (fast-talking your way out of failure, creating a distraction, etc) to avoid hard failstate and thus constant reloading soft skill requirements : those are an open invitation to savescum, but you could introduce new variables (target is sleeping, alone/in a group, trusts/mistrusts you, etc), although pickpocketing being way too minor an aspect in most of RPGs, it's only natural no programer will ever put the time to do that hard skill requirements à la Arcanum that eliminate reloading but also feel gamey Sure, some exist or could exist but they're far from ideal (excluding systems à la Thief, that depend on player skill) : If you get caught, it's the same as stamping on an infant and the entire town will try to murder you on the spot, even if they're in their house all the way across the map when it happens.Ī gamist approache can feel weird, but unfortunately I don't see a perfect solution on the simulationist side of things either. Let's be real, though: This is far too much effort for the average development team to even approach implementing. It might also feasible that if your character pickpockets someone and gets caught, but is able to run away and hide quickly/effectively enough, you escape immediate consequences but gain a little bit of "infamy," increasing the odds (note I say "odds" I don't mean a straightforward reputation system wherein everyone in town automatically knows that you're a -5 Scumbag) that people will recognize you as a troublemaker when you're trying to get up to no good, meaning that eventually a town or city become too hot to operate in safely. With crowds, it would be feasible to simulate failing but not being identified, or being tentatively identified but vanishing into the crowd before anyone can really do much of anything. ![]() ![]() Due to CPU, GPU, engine, and/or design limitations (money), you get about twelve people in each town. ![]() As I see it, a major issue with pickpocketing is that RPGs tend to lack crowds of any sort: a crowded theater, busy city streets, etc. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |