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Posted: Tue Jan 16, 2007 4:03 am
by Vahene
Tinuvhiell wrote:I've made a suggestion, half jokingly, that it gets set so if a thief is killed by a player within a certain time after stealing an item he drops his entire inventory...
LMAO!
You know.
This isn't a bad thought.
It would certainly make MY rogue think twice about doing it.
-K
Posted: Tue Jan 16, 2007 4:06 am
by ChikenKannon
Vahene wrote:Tinuvhiell wrote:I've made a suggestion, half jokingly, that it gets set so if a thief is killed by a player within a certain time after stealing an item he drops his entire inventory...
LMAO!
You know.
This isn't a bad thought.
It would certainly make MY rogue think twice about doing it.
-K
I like it. But it doesn't solve the original problem which is high levels cleaning out lower levels.
Posted: Tue Jan 16, 2007 4:07 am
by Vahene
I think the problem is that ANY level is clearing out ANY level.
-K
Posted: Tue Jan 16, 2007 5:24 am
by ChikenKannon
An long and painful way to do it (for the DMs of course) is to just set the pickpocketable (true/false) for every item over a certain weight to false. But this isn't the "yes this makes RP sense"iest thing. Because if you're carrying 200 pounds of equipment; are you going to notice losing 10 pounds?
But at least then you could set it to false on halberds, greataxes, greatswords, spears, armors (light, medium, heavy) and quest items.
Posted: Tue Jan 16, 2007 5:33 am
by Wyvern
The pickpocketable flag does not work when trying to pick pocket items from PCs.
Great eh?
Posted: Tue Jan 16, 2007 5:48 am
by Elrith
Wyvern wrote:The pickpocketable flag does not work when trying to pick pocket items from PCs.
Great eh?
Hmmmm great

Posted: Tue Jan 16, 2007 6:30 am
by BeyondRedemption
I think it's rather simple, really. All items marked stolen drop when you are killed by a PC.
Posted: Tue Jan 16, 2007 7:36 am
by xAndersx
Would it be possible to turn off pickpocketing against players, but keep it in versus NPCs? That way everyone should be happy, right?
Posted: Tue Jan 16, 2007 9:14 am
by Neradur_Verus
Couple suggestions:
1. Disable pick-pocketing until level 5
2. Though this was take some DM'ing, players who demonstrated actual RP would be rewarded with a "PP Token" which would enable them to pick pockets, while those who do not have them cannot.
Posted: Tue Jan 16, 2007 11:45 am
by Greyshore
Another idea would be merchants not buying stolen items. Most of them, of course. I suppose it would motivate thieves to sell such items to other players... and to make it more interesting, these items would automatically get a sentence in their description, if they were acquired by stealing. Not something like "Zomfg, this was stolen from someone" but just something discreet, which would get most people suspicious... who have an enough high lore skill that is.
Posted: Tue Jan 16, 2007 11:51 am
by Eldryn
I got longwinded and my post was sent to hell so here it is really briefly:
The suggestions about pickpocketed items flagged and dropped on death is good if that can be scripted in and my personal favorite of the thieves dropping their entire inventory if killed after PPing is good.
If it were easy I think a "camp out" timer should be added (much like the 5second rest timer) in order to exit out of the game if it isnt hard to implement in order to avoid people just logging out to avoid consequences from PPing or fleeing a general PVP encounter. Im really not sure if this sort of thing is happening enough to warrant a fix however. And that being said it seems even the pickpocket griefing itself is rather isolated so I doubt it will be on the Devs "to do" list, I dunno.
All that to say, as other have pointed out, I think the real root of the problem is even identifying a skilled thief and consequently knowing who to kill, if necessary, to get your loot back.
Posted: Tue Jan 16, 2007 12:54 pm
by seethings
having played both sides of the coin...
we are not talking what is best for NWN2
we are talking what is best for dasaria
Dasaria equals roleplayabilty
Problem with theievs is that when yo are busy dialoguing and typing and not watching the screen you can get robbed. Thus when in the town Inn when you should be relatively relaxed and able to concentrate on ROLE PLAY and INTERACTION with others... you get mugged because you are staring at your two finger typing... not to mention when you are at ealdens and a shop window is open.
WYVERN... can you use the spell resited icon code ..where a resisted spell etc a box comes up above a players head... or perhaps standard dialogue words that float up. Make all players in a radius get a spot check so that a group checks... not just the victim. And if the theif fails then for a limited period the word "stop! theif" or similar appears above the theifs head. thus anybody NEARBY who witnesses the theif can respond. This puts the emphasis on player skill at theiving not just there chars stats.
ALSO one thing about theiving is that (havng done it myself and given the hobby up as too easy) you cna rob someone and then when the player suspects it even if their char did not notice they chase you etc. It si just too easy to talk your way out of it. Especally if you are older (as a player) or experineced or even alower level but familiar with "what you can get away with in Dasaria' versus a fresh player. If the words "THEIF" hang above your head after you fail you will be a HELL of a lot more SNEAKY than just bumping into somebody like you cant quite control your mouse //Lagg etc. Because some other char of your abilitys or skill perhasp known to you...who is nearby ahs the oppotunity to sya HEY... if there char would disapprove such behaviours.
Also it validates third party intervention. How often are players witness caught up in an argument betwene a accused and accuser and you actually have no idea who tells the truth but want a trustworthy role paly position to take relative to your alignment or char. If somebody ahs theif above there head... then you can choose to defend the theif but in the knowledge that they are a fellow theif BUSTED in the act... or you can be righteous and say YES I SAW THAT.
etc etc etc
easy use of existing code.
Whilst i agree with the ealier point that you could say what of fireballs etc et etc...TRUE all parts of a game are open to debate. THUS I SAY THE MAIN PROBELM WITH THEIVING IS ITS INTERFERANCE WITH DIALOGUE AND ROLEPLAY whilst standing around the Inn etc. this is a key area part of the world and it sucks to feel anxiety the whole time. Nobody fireballs you every few minutes outside the Mistyvale.
Enough said.
regards
sorry i i sound pompous.
Posted: Tue Jan 16, 2007 1:32 pm
by Mon-da-oth
How about a failed attempt at Pickpocketing triggers an Attack of Oppurtunity from the victum and sets the thief to hostile. This way there will be some noticable action taking place on screen.
Posted: Tue Jan 16, 2007 2:23 pm
by Sunraven
the only problem is that a level 5 thief or higher will only fail on a 1.
Posted: Tue Jan 16, 2007 3:35 pm
by Stormknife
Random thoughts.
1: Scale the stealing difficulty based on level. The downside is that it takes away a low-level thief's only way to really "get back" at a high level twit...odd, I know, but it's a legitimate use of pickpocketing.
2: Make all stolen items drop when the thief is PK'd. I like this one a lot. It gives victims a way to get their stuff back, and gives a thief even more reason to play it safe if they're using stolen items. The only problem is that the stolen flag doesn't always mean the current owner stole them, even if it's a rogue. It also doesn't fix the stolen gold problem.
3: Increase the cooldown on stealing...I think it's 10 seconds now. Boost it to 30. Or 1 minute.
4: A personal favorite of mine: thief-nuking stones. An item that does Very Bad Things to a thief when it's pickpocketed. I've been on the receiving end of these, and it always leads to hilarity. The trick is to make it very clear that it's a thief-nuking item that caused the effect (both when it first goes off and for the duration of the effect) so that there's no doubt what happened.
5: All NPCs within a certain radius of a pickpocketing attempt get a spot check and will become hostile towards anyone they see stealing. Guards would have high spot checks in this case, as well as certain special-case NPCs (Roggins and the Captain in the Inn for example).