» Tue Apr 13, 2010 12:04 pm
Hmmm... repeating... Yeah, I guess that could be done for something like robbing caravans/tithes/whatever.
My main point was that Oblivion and Morrowind both kind of said "we put awesome stuff out there, go find it" with nothing more to go on. Oblivion made a whole information network for thieves... and it never actually helped you find unique or even rare stuff. That's the important part is... not exactly telling you "go here for da phat lootz", but actually acting as if the beggars, who are the eyes and ears of the Thieves' Guild are capable of helping you with random burglary. Doesn't have to be EVERY unique item, nor be specific at all times... but assume 5000 dwellings and 50 unique or rare items that any self-respecting thief wants to steal. That's a 1% chance completely blind. if 50% of the population is dirt poor (and Bethesda is 98% sensible), we get 2500 dwellings to find 49 items (one being their HAHA moment by putting an amazing shield in a freaking hovel). then, assuming we can pare that down to the richest 10% of the remaining people having 70% of the "cool stuff", that's still 250 houses for 35 items. 14%... 7 houses to find one item, best case.
I wouldn't mind that so much personally, but by the same token, I've still got 24 items in 2250 houses. that's a 1% chance. That's why the beggars should really be "good sources of information for a thief". Really makes the playing style a bit more "rewarding", in that you don't rob half the city and get a bunch of silverware.
That said, no more than 60 to 70% of the items really need to be pointed out. The rest can be subtle things. Maybe people who mention being from "an old family" are "more likely" to have good stuff... but are still more likely than not to have nothing worth your time.
And then, of course, rich houses should (with limited exceptions) always be worth robbing. (Some families will only appear rich), but only some have the really good stuff, etc.