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Post by DEV Jlf2n on Sept 19, 2008 16:59:55 GMT -5
So this thief has the whole PW in an uproar huh? How do other PWs deal with pick pocketing? Beyond a beat down you can't really do anything to someone who just stole your stuff. And even then they don't even die and lose exp.
Thats not very fair. So what suggestions do all of you have?
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atlas
Active Member
Posts: 177
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Post by atlas on Sept 19, 2008 17:16:28 GMT -5
I think there should be a script to restrict them to only being able to steal 5-10 gold coins and/or a potion every reset. Stealing from peoples characters shouldnt be a source of income and realistically theives arent going to be able to pickpocket hardcore adventurers who live by the sword and their reflexes.
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Post by Zealote on Sept 19, 2008 18:00:16 GMT -5
in my humble opinion, should be a real penalty for those caught. As there is in RL. If the thief wants to rob someone, he should choose his targets wisely, so he can escape unharmed and do not get arrested. If he is caught, i would like some punishment like imprisonment and trial. Like we did to Lucian Huss a long time ago. Then the punishment. Paying a fee or locked up for a time or even death. All depending on the charges. This all can be done with just RP. But also a script is needed to ensure that the stolen good are not things like armor and weapons, cause thats just ridiculous.
Zeal
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Post by Ryokami on Sept 19, 2008 18:18:22 GMT -5
Exactly what you both said, but I would probably make a script that would allow either only gold and a certain amount of times say like 5 times... no items that would just be bullshit. Penalties should happen anyway, Normally if some fool PP'd me they would be dead in a matter of seconds, but I do believe that one actually was caught, or noticed that he was Pickpocketing, in that case the guy would be taken out or he would have to make a dex save to ensure he wasnt grabbed by the player.
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Post by DM Sir Carnifex on Sept 19, 2008 19:31:16 GMT -5
Allow players to kill them and then pound their corpses until they get sent to the fugue plane? That should deter some pickpocketing. ;D
But, to be serious, I agree that a script severely limiting the items that can be taken and what type should be implemented. Pickpockets, in my opinion, will snatch an item and then run with it. They don't do large-scale robbery, but that's what it appears is happening at the moment.
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Post by Iceshard on Sept 19, 2008 20:17:31 GMT -5
If possible make a script so when a rogue PP's someone, they grab from a loot script rather than the players inventory, but allow this only once or twice a reset. The player catch would be he still needs to beat the spot mod, if he fails the target gets to RP from there.. If I catch someone stealing from my PC.. I have summons/familiars that can guide you to the fugue once I beat you down.... -Ice
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Post by DM Sir Carnifex on Sept 19, 2008 23:32:57 GMT -5
If I catch someone stealing from my PC.. I have summons/familiars that can guide you to the fugue once I beat you down.... -Ice Is that permission to go ahead and send them to the Fugue? ;D ;D ;D Just kidding! *ahem*
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Post by whenwizardswar on Sept 19, 2008 23:44:34 GMT -5
If possible make a script so when a rogue PP's someone, they grab from a loot script rather than the players inventory, but allow this only once or twice a reset. The player catch would be he still needs to beat the spot mod, if he fails the target gets to RP from there.. If I catch someone stealing from my PC.. I have summons/familiars that can guide you to the fugue once I beat you down.... -Ice While noble and a nice solution, two counter points Its not realisitc, you cant steal something from someone if they dont have it in the first place. We would also need resets to be a regular thing. I have two suggestions, I've been muleing over all day, and yes I am plagerizeing from another server. Two scripts (Not sure if they are possible) One, would be to only allow people to pick pocket other PCs in a level range, say 2-5 above or below them. Also, anyone less then level 5 could be made immune to pickpocketing, thus protecting the new players from haveing to deal with the super high sneaks with gobs of Seight of Hand Ranks. Two, a script that makes each pickpocket attempt harder, either by raiseing the DC or reduceing the thiefs modifer temporaryily or even giveing greatly increaseing Spot bonus's to the victem, this is probably the best fix now that I have been thinking on it and its realistic too. Also as an extra, I would personally like to see a script in place that allows people around the target to notice the thief as well, after all just because I dont notice someone robbing me doesnt mean everyone else is clueless. An old nwn1 server I played on, you got a message of you saw someone picking pockets "You see X sticking his hands into Ys belongings where X's hands clearly dont belong", or something along those lines. If your standing next to me and repeatadly sticking your hands in my pockets, yes i might not notice the first time but i will eventually catch on.
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Post by Jadeite Feyern on Sept 20, 2008 3:35:50 GMT -5
Limiting the thefts = twisting the reality. We don't want that, do we? I even believe that stealing should be treated as gaining experience, but the problem of that is that it could be easily abused. Two idiots would stand by each other all day robbing themselves in turns... Penalties - Yes definitely Prison: You can play your character in a cell. Communicate with the surroundings using a skill check on high DC. If failed further penalties. If successful, the message might be a prison break plan, blackmail, or just storming the prison in case the prisoner would be regarded as political. But we're talking about thieves not prisoners as such. Torture: Effects similar to bestow curse spell with this difference, for every hour sentenced, 1 ability point loss for this many days as hours. Regeneration commences each day, restoring one point of each ability. Caution! Sentencing for more hours than player has constitution will lead to death. Humiliation: Stocks. In the middle of the town the individual gets immobilised and being thrown rotten fruit and veg at. The target gets fame as such, but such penalties break down will and charisma drastically. Nearby fruit seller sells apples and tomatoes. Every player can throw it to lower the thieves scores. Each player could throw unlimited fruit, but scores would drop once per player and provided the player would not miss (ranged attack). Effects last for one month! Casting mind blank on the subject of humiliation halves the penalties. Menial Labour: Players are given one and only quest, to collect xxxx ore from the mine which is locked tight by guards. After collecting it (s)he can go free. Rate of collecting ore per minute to be considered. (Gives good stats for server too ;D ). Possible kobold attacks. Fine: Pay x gold or face prison. Death: Need explaining? I can think of more, but this would make me a sadist, wouldn't it?
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Post by DM blessedone on Sept 20, 2008 7:54:29 GMT -5
[quote author=blessedone board=issueswithrppvp thread=811 post=7503 time=1221914084[\quote]
Even in PNP 3.5, sleight of hand requires a spot check to be made by the opposing PC. Even then, it is a DC 10 for a COIN sized object. There is a DC 20 for a SMALL sized object.....Now, this spot check can be made if the Thief is under watch at a +4 bonus to the observer and at a +10 on the DC for the Thief to try again..... Sure, the first time you get some coin, now you're being watched because something is amiss here and you have asked them to step back, now, they try again under watch, and we get a Spot check vs PP at a +4 and you have a +10 on the DC....VOILA.....Rolling the die and playing the Role has its place.
The example they have been giving would make the DC on a suit of Plate Mail on the 3rd attempt to be a DC of AT LEAST 44 and really should be more......Does the DC take place in NWN as it does in PNP, I do not know. Again, this falls under something I spoke of in another post when it comes to (what I would consider) 'good' RP.....Game Mechanics.........[/quote]
I do like the idea of the second script to be in place......(I know, I know...it is strange that I quoted myself from another post...just did not want to write all of that out again..)
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davidb
Senior Member
Posts: 300
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Post by davidb on Sept 20, 2008 14:29:19 GMT -5
Well, not to mention what already has been discussed in the "issues" forum.
It's silly to pickpocket someone's full plate armour or two handed sword.
Hell, they're doing this even when the items are equiped. Where is the realism in that? Not to mention the griefing it is to lose your armor.
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liege
New Member
Posts: 22
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Post by liege on Sept 20, 2008 14:56:41 GMT -5
IMO Npc's Should be given item's and gold that can be PPed, and if spotted by the NPC, they turn Hostile and gank them untill they Die, or after a certain amount of time (say 2 days) They become Neutral/Friendly again (Cant there be like in the Main Campaign with Favour? If cought they loose XX Favour untill they are hated, it can recharge daily i suppose?) Player PP is just nasty.
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Post by DEV Jlf2n on Sept 22, 2008 10:00:46 GMT -5
Good Points all. I think for the sake of time for now we will put in limit scripts that limit the amount and what a thief can PP. I like the other ideas but you have to factor in scripting time and whats important to the world as a whole while in the Beta Phase. I do realize though that very few if any PWs give thieves much to work with so it is something we will continue to develop.
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Post by blametherogue on Sept 22, 2008 19:44:37 GMT -5
Good Points all. I think for the sake of time for now we will put in limit scripts that limit the amount and what a thief can PP. I like the other ideas but you have to factor in scripting time and whats important to the world as a whole while in the Beta Phase. I do realize though that very few if any PWs give thieves much to work with so it is something we will continue to develop. When traps and locks get added to dungeons it will give rogues more to do. I've also played on other PWs, NWN1 and NWN2, which had NPC thief quests. I found these to be very entertaining, and a good way to level your rogue, since doing so solo in combat isn't really the best option. You go talk to a shifty guy in an alley, who only gives the quests to a PC that is of the rogue class, and you went off to pick a lock, enter a building, avoid guards, steal a specific NPCs item from a chest, then bring it back to the quest giver, etc... Also, there were scripts that gave rogues xp for successfully disarming a trap and picking a lock. With a rogue, every little bit helps. It took me 1 1/2 weeks to get a rogue to level 6 going the combat route, and he died about 10 times. It only took 2 days for me to get a fighter to level 6, and he only died twice.
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Post by otomotetsuo on Sept 23, 2008 2:32:58 GMT -5
As I stated in a previous thread on the subject, I would like to (If the team decides it agreeable) include a Persistent Storage (Extremely limited number of items - mind you. Probably no more than five.) and a full banking system too. I believe that this will help to mitigate the threat of losing a ton of gold from theft. Another reason why I believe this to be a better option than to just completely nerfing PP is because it puts partial responsibility on the potential victims of theft. If you are gutsy or silly enough to wander the realms with a satchel full of gold then you should be prepared to face the losses without complaint. As Josh eluded in his earlier statement - we have included a means of restricting PP-able items to those of a more realistic size category. This should eliminate any primary weapons coming up missing or suits of full platemail in Beta 6. Enjoy everyone. -OT
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