PlaneShift
Gameplay => Wish list => Topic started by: Nebulus on January 04, 2017, 01:41:12 am
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Ok so I talked a bit about this with the player/dev who portrays Animated earlier today,after he happened to sneak up on me while mining. He pick-pocketed a few ores and my pick from me before I retaliated in kind by killing him and recovering my stolen items.
He had to use GM commands to actually pick from my inventory,but it occurred to me that pick pocketing would be an interesting new skill to develop,and since it's already on the list of Various skills,would be a natural progression from Lock Picking.
Now we probably wouldn't want to have the ability to do this to other players,as this could cause some problems,but I think it would be neat to be able to pick NPCs. To start at low levels by attempting to pick-pocket passive creature NPCs and eventually quest NPCs would be a fun and interesting addition to PS. It has tons of RP value imo as well.
Then there are factors to consider like faction loss and gain for failure or success,should the passive creature attack you if caught,as well as the types of items you could pick(my thoughts would be animal parts at first up to possibly normal weapon and armor drops at higher level,and possibly some food,pots etc). High level picking on quest NPCs could net money,clothing items,a weapon or rarely even a glyph.
What do you think?
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Wow (https://worldofwarcraft.com)... I'm not sure what to say here. >.>
PVP pick pocketing is not role playing and offers nothing to role players. As for PVP, yes, it looks like it would add some value.... that is, if you can hit back or ask others to stick up for you and attack on your behalf.
I'm not sure if Laanx is still a role playing server or if that has silently been changed. For those who role play, I guess you will need to carry nothing in inventory in order to avoid unwanted theft and interruption from role playing. :-\ You might need to ditch all armor, worn items and books too. Enjoy the enhancements. ;D \\o// :P
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IMO there is more important things the game could have but this should be done a long while later. Pickpocketing glyphs...well that would be radical, as that would be only other way to get those. Also pickpocketing animal parts? How do you pickpocket like, Hearth from ulbernaut? :D
Wow (https://worldofwarcraft.com)... I'm not sure what to say here. >.>
PVP pick pocketing is not role playing and offers nothing to role players. As for PVP, yes, it looks like it would add some value.... that is, if you can hit back or ask others to stick up for you and attack on your behalf.
I'm not sure if Laanx is still a role playing server or if that has silently been changed. For those who role play, I guess you will need to carry nothing in inventory in order to avoid unwanted theft and interruption from role playing. :-\ You might need to ditch all armor, worn items and books too. Enjoy the enhancements. ;D \\o// :P
Rigwyn, Laanx is still roleplaying server, what did you expext :@#\ and as Nebukus said, this wouldn't propably be done so you could pickpocket players.
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Rigwyn,you completely missed on what I was saying,and in fact took it completely the opposite of what I'm suggesting. Read again.
I said specifically we would NOT want to have the ability to do this to other players for the problems it could cause.
I simply got the idea for the skill from the interaction in game today,but in no way do I support implementing the ability to pick pocket other players as part of the skill. Creature mobs and at higher skill NPCs is what I suggested,not players.
I'm sorry you missed the whole context of my idea. Maybe try reading it again in the proper context. My turn to say wow.
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Sorry, my bad. Looks like I seriously misread something there. o.O
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/me imagines pickpocketing an ulbernaut off its fur...
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Don't go leaving the ulbernauts to wander around outside in their underwear. X-/
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There is already such a game:
http://www.mortalonline.com/
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Seing as the skill is there, and the need (at least for one player, but I imagine for other rogue characters who have not explicitly practiced it so far) also exists, it wouldn't be unthinkable to have this in the game, the same way as PvP is currently implemented: pickpocketing would be an opt-in procedure, like challenge, everywhere except specific "pickpocketing" areas. Camp banished springs to mind. This will allow players to keep their valuable possessions, but would improve the mechanics for everyone wishing to participate in a pickpocketing RP.
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Honestly, I can't see how a PvP pickpocketing mechanic would improve a pickpocketing RP.
However when pickpocketing will be implemented it will be possible to pickpocket the NPCs.
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Thanks Migg for the constructive feedback,and Eonwind for the info.
Just to reiterate,I never suggested in any way implementing a pvp or player picking mechanic. Since,as you said Eonwind,that when pickpocketing is eventually implemented we will be able to pick NPCs,I guess my thoughts on RP value were aligned with that.
Like sneaking up on rich NPC citizens and merchants and lifting their valuables while someone else distracts them etc. That's where the mechanic for picking NPCs and RPing could overlap.
Anyway,thanks for the feedback.
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Honestly, I can't see how a PvP pickpocketing mechanic would improve a pickpocketing RP.
The current RP setup is open to godmoding, who is to say what he chance is for a specific pickpocket to succeed in picking the wallet of any one character? Implementing this in game will imho allow for ambiguities to be removed and a clear framework to be laid down: This will become a skill one character can train to improve their chances of success, while another's traits (e.g. agility or charisma) could determine their own ability to thwart the attack.
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Honestly, I can't see how a PvP pickpocketing mechanic would improve a pickpocketing RP.
The current RP setup is open to godmoding, who is to say what he chance is for a specific pickpocket to succeed in picking the wallet of any one character? Implementing this in game will imho allow for ambiguities to be removed and a clear framework to be laid down: This will become a skill one character can train to improve their chances of success, while another's traits (e.g. agility or charisma) could determine their own ability to thwart the attack.
The problem with this approach is enforcing a player action upon another player, even if the outcome is not to actually steal items or money they possess but just reward the pickpocketing player with a generic reward.
Generally speaking the devs team doesn't like this kind of approach, so it's unlikely we'll ever implement the skill that way.
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The problem with this approach is enforcing a player action upon another player, even if the outcome is not to actually steal items or money they possess but just reward the pickpocketing player with a generic reward.
Generally speaking the devs team doesn't like this kind of approach, so it's unlikely we'll ever implement the skill that way.
Well, this was neither my nor, if I understood correctly, the initial poster's idea. If I want to PvP with another player they have to accept the challenge, and my idea was that pickpocketing another player could require the same consent everywhere, except perhaps some designated areas which could be the same areas where PvP is allowed.
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I'm not really interested in a player picking mechanic of any kind. My interest is in the mechanics for pick pocketing NPC creatures and quest NPCs(the non player inhabitants of Yliakum).
I would hope that there would be some kind of reward for successfully picking anything,however small that reward might be. It's the incentive for training the skill. "You successfully picked the Riverling's pocket for 1 hexa and 4 tria." or alternatively "You failed to pick the Riverling's pocket. The riverling retaliated,hitting you for 16 health damage,and stunned you for 5 seconds."
Just as with the Lock Picking skill,if you never get any reward from any chest you successfully lockpick,then there's no benefit,and no motivation to continue training the skill. It would render the skill pointless.
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The problem with this approach is enforcing a player action upon another player, even if the outcome is not to actually steal items or money they possess but just reward the pickpocketing player with a generic reward.
Generally speaking the devs team doesn't like this kind of approach, so it's unlikely we'll ever implement the skill that way.
Well, this was neither my nor, if I understood correctly, the initial poster's idea. If I want to PvP with another player they have to accept the challenge, and my idea was that pickpocketing another player could require the same consent everywhere, except perhaps some designated areas which could be the same areas where PvP is allowed.
There is an important difference between PvP combat and PvP pickpocketing, even if consent is explicitly required: in PvP combat you can fight back, in a "PvP pickpocketing" the pick-pocketed player is always a victim (not much fun).
I'm not really interested in a player picking mechanic of any kind. My interest is in the mechanics for pick pocketing NPC creatures and quest NPCs(the non player inhabitants of Yliakum).
I would hope that there would be some kind of reward for successfully picking anything,however small that reward might be. It's the incentive for training the skill. "You successfully picked the Riverling's pocket for 1 hexa and 4 tria." or alternatively "You failed to pick the Riverling's pocket. The riverling retaliated,hitting you for 16 health damage,and stunned you for 5 seconds."
Just as with the Lock Picking skill,if you never get any reward from any chest you successfully lockpick,then there's no benefit,and no motivation to continue training the skill. It would render the skill pointless.
The exact reward will be decided when the skill will be implemented, but there must be a reward or this in game action would be pointless.
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Can't players use dice, à la Dungeons and Dragons? Like, there can be a dice system for this kind of RP actions and detections.
Just a suggestion.
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There is an important difference between PvP combat and PvP pickpocketing, even if consent is explicitly required: in PvP combat you can fight back, in a "PvP pickpocketing" the pick-pocketed player is always a victim (not much fun).
When trying to pick someone's pockets you can succeed, in which case the pick-pocketed player is the victim, or fail, in which case the pick-pocketed player can retaliate with whatever means they see fit, including (if it can be implemented) calling the guards to ban you from the city, or starting a PvP attack (which the pickpocket should in my opinion not be given the option to decline.)
Can't players use dice, à la Dungeons and Dragons? Like, there can be a dice system for this kind of RP actions and detections.
That is what is currently done but, unlike D&D, there is no way to measure your own resistance to pickpocketing. I presume a pickpocket would easily detect someone trying to pick his own pockets, right? My idea was the game would be able to better handle such metrics, by some rule that would take into account both parties' stats.
In any case these are just my personal views on a possible implementation.