I need help in designing a pickpocketing skill in my game. I was thinking of just using a prob() and you take a random item...But this seems boring. Anyone have any ideas on how I can make an exciting pickpocketing system?
[EDIT]An awareness skill just popped in my head maybe that can be used for the person being pickpicketed from.
-Dession
ID:153242
Aug 28 2004, 3:37 pm
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In response to sapphiremagus
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Shiny Daggar of Dhoom, eh? I'll log on with 2 keys nad steal from each other to get my pickpocketness lvl up to 1000. And no one will catch meh. muwhahah.
Thats another thing: set-lvl and multi-keying. |
In response to Mechanios
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have guards in town that will chase you and kill you if you try to steal from someone in town and you're within their line of site, this makes people have to be cautious about where they steal.
Then add in the depth of perhaps traps set up in bags to combat thieves or perhaps a lock on the bag that the thief has to pick before he can steal (for items laying around in npc houses, etc). It's easy to put when you randomly try to grab an item the chances of getting the level 3 items (good items) will be harder. level 1 - gold, resources, etc. 90% chance level 2 - miscellaneous armor, non magical - 7% level 3 - rare items - 3% then you'd just add the specific item stealing pickpocketing skill like so 100 max pickpocketing for level 2 items - skill/2 for level 3 items - skill/10 so at max level - if you aim for gold, resources, etc - 100% chance level 2 - 50% level 3 - 10% the one problem I always saw with stealing is why waste the skill points when you can just kill the person in a lot of games and just make off with the goods that way without too much trouble. So that's why you need to put the thieves main environment in town, instead of out of town. Or make pking a non-reward, as in nothing comes of it (no equipment gets damaged and no items drop) |
In response to Jon Snow
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Jon Snow wrote:
have guards in town that will chase you and kill you if you try to steal from someone in town and you're within their line of site, this makes people have to be cautious about where they steal. O.O no reward for pking then whats the point of pking? *stabs Jon Snow in the back with a dragon toothed dagger* :) |
In response to Green Lime
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Or, with PKing, make it so they gain half of the victims gold, but must have PK on, and, if seen by a Guard, the Guard WILL kill them.
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No, leave it out. Pickpocketing is one of the most annoying "features" any game can have. :P
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In response to Foomer
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This is how I did it for a small game I had tried to do.
There is a players concentration, a players speed, and of course, the steal skill, in a % mode. Say the % is 70%, take 70 and - it from 100, youd get 30, then take that 30 and subtract it from your concentration. So, lets just say, a player had a Steal Skill of 70% with a Concentration of like 80. Subtract 30 from 80 and their new concentratio is 50, then the game rolls a check on the players target, if their concentration dosent roll the targets speed or higher, they miss the steal. So.. the lower the skill, the less chances of sucess is, the higer the better. And of course if you allowed it to go up to 200%, then they would get a steal bonus, for those higher level players. Thats how I did it, and it worked fine. =P |
In response to Foomer
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It is fine against non-players, and okay for consenting PvPers, but I don't think he was asking for points for against it, but rather suggestions on the system.
I like the idea of allowing the player to either 1) grab what they can (highest chance) 2)grab at an item type or area (ie anything on the hands) or 3) grab at a specific item (lowest chance). This makes a skill for peeking at a character's inventory useful. To limit stealing in addition to having fines/punishments imposed when caught, add a flag to items that marks them stolen and stores the "true" owner. Most shopkeepers aren't likely to traffic in stolen goods and are likely to report those carrying them. On the other hand, failure shouldn't always result in being caught and usually theft is not a capital offense. Getting caught would likely lower the character's honor/reputation/standing and give grounds for a subsequent report and arrest. If seen by a guard or reported, the perp should be persued and fined, goods returned and possibly forfeit his own goods for the act. Of course, if a guard doesn't see it and no one reports it, the perp will get away with it. |
In response to Jmurph
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Jmurph wrote:
usually theft is not a capital offense. In other words, they don't kill you. They just cut off one hand. =P |
In response to Crispy
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That wouldn't be a bad idea if it could be put in. Not necessarily slicing and dicing a limb, but more of "disabling" it for a short while, lowering stealing success rate and even physical combat until the hand has time to heal.
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In response to Sarm
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Good ideas! The town guard could just damage your hand, meaning that all hand-related skills (especially dextrous ones like pickpocketing and lockpicking) would be penalised. If you're caught multiple times, you get injured more the next time, and people will be more suspicious of you...
I like that idea a lot. I might just use it. Thanks! =) |
Just grabbing something is easy. Something like a 10% chance per (level of pickpocketing)-(awareness).
Picking something specific is harder, requires more skill and more time. Something like a 5% chance per (level of pp)-(awareness).
You could take it a step further and provide a third option: category. It would be harder than a random pick but easier than a specific item.
Say Bob the theif is roaming the streets. He's been working these streets for years and has a Pickpocket skill of 10. His mark, a fairly observant ex-military man, has an Awareness of 5.
Should Bob desire just anything that his mark is carrying, his chance to pick is 50% ( (10-5)*10 ).
Now, if he wants to pull a weapon, or a book, his chance is 25% ( (10-5)*5 ).
If he decides he just HAS to have that gleaming dagger of Dhoom (pronounced Da-hoom), he'll have a 5% chance ( (10-5)*1 ).
Of course, your system can be as complex and diverse as you wish. I merely present this as a quick reference of a suggestion :D