Its like taking candy from A baby [ THEFT ]

Post » Fri Aug 13, 2010 6:53 pm

Maybe have a vendor possibly realize they the goods your selling them are stolen based on their reputation with the person you stole from, and there actions could be tell the guards...and appear at court for it (I think they did the court system in Daggerfall).
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Sara Lee
 
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Post » Sat Aug 14, 2010 7:08 am

I think that you should only need a fence if an item is of a certain value and uniqueness, and would difficult to shift without arousing suspicion. Rare jewels and priceless paintings and so forth.


Precisely. I shouldn't need a fence for some damn plates or carafes.
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Bambi
 
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Post » Sat Aug 14, 2010 3:46 am

I find all Sphagne 's points unacceptable .

Theft should be the easiest way to make money , this is why crime exist in the first place IRL, flagged items , psychic guards and merchants that can recognise 1 stolen bottle among 100 legit are immersion breakers .
Fences can be used to buy recognisable stolen stuff, like king's crown or a general's medal ; stealing one expensive item must make you insta rich as IRL.. Think that you have just stole the pink panther you go to a fence and ask for 10m if he offers 7m you go to another fence that pays better .

Someone becomes a thief because he doesn't wanna play by the rules , adding rules to theft is like cutting it's balls.


I agree for the most part. I've always played a thief and Oblivion's system where everything you stole could only be sold to a fence got rather annoying. I could understand more rare or recognizable items but if I'm selling some cheap silverware I pocketed, it shouldn't really be too unique to only fence.
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Katy Hogben
 
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Post » Fri Aug 13, 2010 4:33 pm

I agree with Sphagne, except I really don't see the point in having a Red Flag for stolen items, toggleable or not. It always seemed like a useless feature that just made things more difficult for me in the game.

Also, as clarification to my own personal opinion, I just don't want psychic merchants. There is no way that Merchant A in City A should be able to recognize that some item I'm trying to sell him that I stole from Person B in City B is indeed stolen, unless it is a unique item. It's not like every single cup has a barcode and a serial code associated with it that can be tracked down through some vast series of... of tubes, or something. That's ridiculous.
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rebecca moody
 
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Post » Sat Aug 14, 2010 6:18 am

You can sell it to a fence SAFELY, but you can sell it so any merchant in Skyrim, but if he/she realises thet your selling stolen goods he/shell inform the guards. And if you sell it in the city where you stole it from they will almost everytime realise thet.
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ijohnnny
 
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Post » Sat Aug 14, 2010 2:50 am

Oh, and I don't want to be accused of stealing for picking up (externally, i.e. the "Z" key) a cup.
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Sophie Payne
 
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Post » Fri Aug 13, 2010 10:25 pm










the people above have the right idea
to find the balance there should be the priority though,
i'v given you 3 my support.
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Elisha KIng
 
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Post » Sat Aug 14, 2010 12:36 am

They should make it like morrowind but keep the red tag so you know that item is stolen, the shop vendor doesn't know but you do. Also it would be nice to see who you stole it from so you don't accidentally sell it back to the person you stole it from :whistling:
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Camden Unglesbee
 
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Post » Sat Aug 14, 2010 9:00 am

Like this:
blablabla

Plus this:
blablabla


Nice way of simulating the whole thing but, you have to make it simpler while still effective. Cut some rules.
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chloe hampson
 
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Post » Fri Aug 13, 2010 10:04 pm

This thread makes me wonder if the player would be able to steal from children? XD
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Kira! :)))
 
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Post » Sat Aug 14, 2010 12:42 am

Nice way of simulating the whole thing but, you have to make it simpler while still effective. Cut some rules.

Those rules are behind the scene, and when you play the game, you see that the further away you go from the crime scene the better priced items you can sell, and the more you hoard items for later sell, the more chance you have to sell better items to the same merchant. And you have to be careful if you want to wear stolen items near the crime scene. That's all.

You get the hang of it in no time, IF it ever get implemented this way, which has a chance of about 1% right now. :)
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Schel[Anne]FTL
 
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Post » Sat Aug 14, 2010 7:56 am

I want it flagged but I want to be able to sell to anyone, like in Fallout 3 and New Vegas.


this :)
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Soph
 
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Post » Sat Aug 14, 2010 2:37 am

Agree with what is being said to the most part. Maybe if your not in the thieves guild it's members will pick pocket from you and/or break into your house. Then you have to report the crime to the guards.
It could be a bit annoying though, losing some good items.
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ruCkii
 
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Post » Sat Aug 14, 2010 9:18 am

I think it's fairly simple.

If you look at an item and think wow that looks rare... then most probably within a certain radius, NPC's will know that X item belonged to Y NPC. Therefore it should be more difficult (but not impossible) to sell to merchants close by. (i.e. you steal a common silver sword... no one could tell the difference unless it has particular markings on it which makes it more unique)

The further afield the easier it should become to sell.

Unless it's a truly unique item, in which case you need to go to a special merchant. IMO
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Robert Garcia
 
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Post » Sat Aug 14, 2010 10:44 am

I would also like to support Sphagne's points, which were well thought out.

But the mage's guild no doubt brings instant police reports with descriptions teleporting from town to town overnight. And if it doesn't - it should be, as it's the first resource that any good cop would use or at least daytime runs by guards on horses. Well maybe not in war torn Skyrim where guards may need to travel out of town in squads not alone, fences would be aplenty and corruption would run high.
It'll be just a matter of a few coins and a wink and nod to any low paid guard who would rather be at home guarding his own family to let you get away or even leave a door open for a cut of the stolen goods.

Food items stolen secretly from kitchens or raiding a garden for a tasty tomato in the middle of the night does not logically make sense to be tagged as stolen unless caught redhanded.
But they could throw in a randomized balancer for the theft of food. Such as: That food you stole last night was tainted and you lose half your strength for the day, unless you have high immunity points or drink an expensive antidote to balance that.

Further thinking about a civil war may mean you are on one side or the other in which case a stealthy thief could easily steal from either side to sell to the other with impunity regardless of tagging. In fact the leader of either faction could use a good thief to help fill the war coffers. But as a balancer have randomized snitches and blackmailers and after your thievery gets too grand a special secret force is formed especially to hunt you down and set to catch you with pre-planned lethal traps, drop cages and nets and even poisoned wines and fruits and tasty looking pastries that have a sign that says Improves Vigor or Eat Me invitingly iced on mouthwatering treats in secret DragonVoice code that could be the real thing and give you, temporarily, great powers

And if Beth doesn't do it modding can. And this time around please Beth, make DLC for the CS with frequent add-ons and fixes and updates THAT I WOULD HAPPILY PAY FOR even as a yearly subscription
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Ron
 
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Post » Fri Aug 13, 2010 10:04 pm

I always thought it was funny that you couldn’t sell a stolen apple three cities away, but you could equip some priceless elven helm right in front of the guy you stole it from.
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Scotties Hottie
 
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Post » Sat Aug 14, 2010 4:09 am

Further thinking about a civil war may mean you are on one side or the other in which case a stealthy thief could easily steal from either side to sell to the other with impunity regardless of tagging. In fact the leader of either faction could use a good thief to help fill the war coffers. But as a balancer have randomized snitches and blackmailers and after your thievery gets too grand a special secret force is formed especially to hunt you down and set to catch you with pre-planned lethal traps, drop cages and nets and even poisoned wines and fruits and tasty looking pastries that have a sign that says Improves Vigor or Eat Me invitingly iced on mouthwatering treats in secret DragonVoice code that could be the real thing and give you, temporarily, great powers

That would be great, so the faction relation of the merchant and the one whose items we are selling should affect the recognition percentage positively or negatively, so if they are enemy factions, the merchant would buy higher priced items.

Let's say he ignores the fact that they are stolen, or would not know about the fact as they communicate less with the other faction's members.
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Ashley Clifft
 
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Post » Sat Aug 14, 2010 3:25 am

Well it depends the value of the item and if you were seen or not, if you were seen the news would spread and only Thieves guild members would but it but if not then anyone can buy it, and if it is a special item like rare armor or a really important item(Enchanted)then the person would not buy it
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TOYA toys
 
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Post » Sat Aug 14, 2010 12:08 pm

You should be able to place stolen items on NPC's, thus framing them. I'd love to see a guard arresting a totally innocent Bosmer. :whistling:


This is a brilliant idea, they've already experimented with special effects of putting certain items into someones inventory (poison apples in Oblivion and grenades in Fallout 3 and NV).
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Nymph
 
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Post » Sat Aug 14, 2010 4:23 am

You should be able to place stolen items on NPC's, thus framing them. I'd love to see a guard arresting a totally innocent Bosmer. :whistling:

There is no totally innocent Bosmer in the world of Nirn. After adoring fan, I do not believe in such a thing.
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Nick Swan
 
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Post » Fri Aug 13, 2010 8:44 pm

You steal a sword from a man's home as he sleeps. It's just a normal sword, nothing special about it.

The next day, you're walking the street, brandishing the blade, as your victim walks past. He sees you with his sword. To anyone it's just another sword, but this man knows better, he's had that sword for 15 years, he knows every nick and groove on it. He knows it's his.

He chases after you, shouting and screaming for you to give back his sword, then he screams at the guards to apprehend you, the thief. The guards circle you, but with no intent to harm you, and ask if they can ask you about the sword. You can:
A: Refuse, and they'll forcibly detain and arrest you (or try to), and charge you for not co-operating, and maybe the theft too, since running or refusing to answer quests would lead them to suspect you of guilt.

B: Accept, and try to convince the guard that the blade is yours. Factors like personality, reputation, factions and the value/rareness of the stolen object will lead to the guard either arresting you for theft or letting you go about your business, and if this were Sphagne's system, removing the flag from the object, or at least lowering the the chances of you being caught for thievery, as others might still believe the accuser, even if the guards didn't.

Having a system like that, in my opinion, would increase the value of Personality and Speechcraft, which need as much attention as they can get, and add some more flavour to the game.

Why should you be arrested for theft when the only person who saw the crime is the person who would benefit from accusing you of theft? Crimes committed with witnesses around (excluding witnesses you've... silenced) would of course be much more difficult to cover up. But if your Speechcraft and Personality are high enough, there's no reason why you shouldn't at least be able to talk your way out of it.


Honestly, this is my favorite system by far. You SHOULD be able to talk your way out of small crimes where there is only one witness. Specchcraft and Personality would them become more important to a theif.
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Bedford White
 
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Post » Fri Aug 13, 2010 8:43 pm

They just need a report system for theft similar to the system for bounty on the player. If you steal something it gets reported.

Depending on how expensive the item is, the "search" goes out a radius x price from where it was reported. If you sell the item within that radius to any honorable merchant, then you get caught. If you sell the item to someone outside that radius and/or someone who is shady enough not to report you (fence) then you don't get caught.

Badda-boom.
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Nadia Nad
 
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Post » Sat Aug 14, 2010 3:59 am

Lots of good ideas


This.
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Zach Hunter
 
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Post » Sat Aug 14, 2010 9:38 am

That's a good point and added to the formula. :goodjob:


I have been a programmer myself and I know that it is not as complicated as it seems.

This is a simple distance calculation formula with a lot if quick condition checks, but if they have not added the internal data for keeping the position of the theft in the items, then they should add that data, and I do not know if it is possible in this stage.

Those checks should be added when you come into the line of sight of a person for the first time after a change in your inventory, (which would also require a timed flag to keep track of that for each NPC), and when you want to barter, and when a guard wants to check your inventory.

There should also be a flag to distinguish unique items. and an internal data to keep the time of the theft for the formula.

This is like this:

if item is not unique then {  if NPC is not the_owner then {    recognition = NPC.perception_factor * item_price_factor * NPC_in_faction_with_owner_factor;    recognition = recognition / theft_distance_factor;  } else recognition = 100 * item_importance_for_the_owner_factor.  recognition = recognition / time_passed_from_theft_factor;} else recognition = 100;recognition = recognition / distance_from_inspector_when_you_walk_by_factor;


Although the formula would probably be more complicated than this, but it shows the back bone of it.


I am not a programmer but I have an idea about scripts etc.

In my view something like this as a stand alone script on one NPC that involves checks including line of sight players recognition etc etc is fine.

But

What happens when you enter a bustling town with 20-30 NPC and they are all running these scripts and checks at the same time, plus all the other animation scripts and scripts that are allowing fire to look alive and water to flow, conversations to happen.

I suspect this would be just another feature that sounds great (and if it can be done I would want it done) but would cause to much slow down/ stutters with the systems and this would effect gameplay and enjoyment (which I dont want)
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Kat Lehmann
 
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Post » Sat Aug 14, 2010 1:11 pm

I voted something else.

I just thought of this idea. It's a bit silly that you are unable to sell any stolen items even outside the city it was taken from. So, what if selling/pricing is based on skill? If it's based on sneak, if your sneak skill is too low, then you cannot sell it. Example: A noob thief would be nervous trying to pawn off stolen merchandise. But once you're skill is so high, some balanced undetermined number (somewhere between 10 and 25?), then you are able to start selling, but at reduced value. Until you reach another skill value where you're comfortable offloading stolen goods to anyone (maybe 50 or higher?). But outside the city/town it was stolen from of course. (Assuming that lower population places, people tend to know everyone, and knows THAT item belongs to Bob)
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Laura Mclean
 
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