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Post by pandemonium on Aug 28, 2008 3:25:12 GMT -5
Hi, I'm a new player to the server and love it so far. I thought it might be better to suggest this now while the server's in beta: would it be possible to implement robbable npcs and houses? Make wandering npcs have random loot tables where budding thieves can practice pickpocketing, and robbable houses scattered around Baldurs gate and Beregost that you can break into and rob. This would provide another way for characters to make money and an interesting backdrop for some shady rp. I've been picking npc pockets but haven't found any goods so far.
Also are there general plans to expand the number of surface areas? You can't go east or west from Beregost.
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Post by whenwizardswar on Aug 28, 2008 4:32:10 GMT -5
While there is no rule against picking npcs pockets i would advice against it, I dont think there is a reaction script yet so if you were caught I dont think the npcs would do anything yet, so I would advice snagging a dm if you want to do some light or heavy lifting from npcs....at least for now so we can help add realism and potential benefits and or consequences
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Post by DEV Jlf2n on Aug 28, 2008 12:06:44 GMT -5
This is a good idea and one I have thought about for a while. Lots of thief PCs complain about a lack of need for a true thief in most PWs, which is something I want to remedy here.
Not only do I want to add traps and things to dungeons that require a thief, especially the high level dungeons, but I want to add houses and things they can rob.
So sit tight. Its coming for sure, just not 100% sure when.
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lorgin2003
Senior Member
Dyn-o-miiiiite!!!
Posts: 373
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Post by lorgin2003 on Aug 28, 2008 13:19:02 GMT -5
it would probably make things easier if the houses that could be robbed worked off a series of quests from the theives' guild. add in only allowing certain quests at a minimum level based on difficulty and total loot and you can keep thief PCs pretty busy for a good long time.
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Post by DEV Jlf2n on Aug 28, 2008 13:43:05 GMT -5
I agree..... if only I had a team of scripters.
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lorgin2003
Senior Member
Dyn-o-miiiiite!!!
Posts: 373
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Post by lorgin2003 on Aug 28, 2008 16:35:55 GMT -5
i can build a few areas and test things out. if it all works ok, i'll send it to you.
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jasonpauldegraaf
Senior Member
"There is a crack in everything God has made." -Emerson
Posts: 331
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Post by jasonpauldegraaf on Aug 28, 2008 16:40:50 GMT -5
I agree..... if only I had a team of scripters. Gah! Get our quests in and we'll start worrying about other jazz
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Post by DEV Jlf2n on Aug 28, 2008 17:07:19 GMT -5
I know, I hope to get those in this weekend. ;D
You guys are going to love the quests these guys have made. They are top notch. I just have to figure out the reset timers.
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Post by Zealote on Aug 29, 2008 18:34:13 GMT -5
This is a good idea and one I have thought about for a while. Lots of thief PCs complain about a lack of need for a true thief in most PWs, which is something I want to remedy here. Not only do I want to add traps and things to dungeons that require a thief, especially the high level dungeons, but I want to add houses and things they can rob. So sit tight. Its coming for sure, just not 100% sure when. Dont forget the Shady Merchant! Theres always one in a alley.... lols
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