A new take on pickpocketing...

Post » Mon Apr 25, 2011 5:05 am

rather than make pickpocketing a chance (and thusly save/reload) affair... why not make a skill based minigame of it?


:sick:

Stopped reading right there...

Minigames are the Dark Side.
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Emmanuel Morales
 
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Post » Mon Apr 25, 2011 10:41 am

maybe pickpocketable items appear on the character instead of inside some inventory box, so instead of doing a game you just click on the item *makes a skill check based on sneak or security, whether your sneaking, etc* and you take the object, that way you can't pocket someone's hammer but you can steal the key to their house or their coin purse.


Like pickpocketing keys off a guard in the Thief games.

The thing I don't like about it being a minigame is it should be based on my characters skill not my skill. I don't have a problem picking very hard locks in OB, but some do. I also like the idea of the different levels of detection mentioned. Would be cool if you try to lift the keys off a guard, you fail and are detected, but not that you are comitting a crime. The guard feels something, turns to you and says, "What are you doing all crouched like that? I'm going to be keeping an eye on you, now move along citizen!"
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Miss Hayley
 
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Post » Mon Apr 25, 2011 6:21 am

Why do people neglect effort so much? Seriously.. the more the game depends on the player skill the better and there are many good ideas here! The skill level making the minigame more easy makes sense and after all.. theres always a way to please everyone: Make a button for does who just wanna roll the dice and make the minigame for does who want to test their skill! Like in lockpicking you could either use the button or try to open the locks. Why are so many people afraid of trying new things? At least let the others have they enjoyment also.. don't just say for the sake of not liking to do it..
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Teghan Harris
 
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Post » Mon Apr 25, 2011 8:14 am

No thank you, minigames are evil, my character's ability to pickpocket should be based on HIS (or HER) skill, not MY personal skill at some lame minigame that will get old after a few hours of gameplay.

i agree, it would become boring and annoying to pickpocket, when you are at a high skill level then what are the minigames supposed to look like? i don't want to know
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lacy lake
 
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Post » Mon Apr 25, 2011 7:29 am

why not make a skill based minigame of it?


Preemptive wrist slash.

Minigames are crap, always have been crap, always will be crap. They replace time actually spent playing a well developed and interesting game with a tedious load of nonsense that you have to do over and over and over. (see lock picking in oblivion.)

The only times minigames should ever appear, is as extra stuff that you don't have to bother with if you think it is a waste of time. The card game in new vegas for instance. I played it once, and then never did it again, because I'd rather be playing fallout.

If they want to have a festival somewhere with an archery competition - fine. If they want to put in shell games, dicing, whatever - great! Just don't turn one of my character's skills into a tedious waste of time that will force me to use magic to open locks; or force him to become a bloodthirsty killer so that I can avoid that stupid pickpocket minigame.

My character's skills are about the CHARACTER's skill, not mine. (Role Playing Game.)
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Taylah Haines
 
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Post » Mon Apr 25, 2011 3:35 am

I don't have a problem picking very hard locks in OB


Yep - this is exactly what I'm talking about. A level 1 character with a 5 in lock picking shouldn't be able to pick every "very hard" lock he runs into regardless of how good the player is at listening for the "tink" and then left clicking.
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Tiffany Castillo
 
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Post » Mon Apr 25, 2011 4:20 am

Minigames are crap, always have been crap, always will be crap.

Bloody.
Blunt.
But true.
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Jordyn Youngman
 
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Post » Mon Apr 25, 2011 9:12 am

My character's skills are about the CHARACTER's skill, not mine. (Role Playing Game.)


Every time i read someone saying this i just sigh :shakehead:
Don't you read the previous posts?
Theres a simple way of satisfying both sides.. Make a button to auto picklock for does who don't want the minigame and let us do the job if we want to.
Everyone has different concepts of Role-Playing so please don't go around saying that just because i'm the one doing stuff i'm not playing a RPG... if anything i'm even more into the character.. but thats just my opinion.
Why disapprove when theres a way of making both sides happy?

I for once had a lot of fun doing pick-locking in Oblivion and Fallout and hacking on Fallout.. so yeah.. why are they crap? At least you could bother to explain
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Miragel Ginza
 
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Post » Mon Apr 25, 2011 9:22 am

A minigame has the potential to make pickpocketing ten times more annoying.
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Alessandra Botham
 
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Post » Mon Apr 25, 2011 4:17 am

maybe they could have a auto pickpocket spell/perk that cuts someones pockets so the contents drop onto the floor kind of thing, what do you all think. :poke: :evil:
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Minako
 
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Post » Mon Apr 25, 2011 1:47 am

A minigame has the potential to make pickpocketing ten times more annoying.

I never heard pickpocketing being a relaxing activity :rolleyes:

I'm pretty it adds some adrenaline though, so theres bound to be some people who enjoy it :tongue:
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James Potter
 
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Post » Mon Apr 25, 2011 1:19 am

I never heard pickpocketing being a relaxing activity :rolleyes:

I'm pretty it adds some adrenaline though, so theres bound to be some people who enjoy it :tongue:


I never said relaxing.

Sure it might be somewhat enjoyable the first few times. But after hours of gameplay?

And i'm sure there'd be people who'd enjoy it.
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Natasha Biss
 
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Post » Sun Apr 24, 2011 6:04 pm

Welcome to the forums. It's much too late into the game development to take new ideas into consideration


This from a moderator on another online thread that was locked. http://www.gamesas.com/index.php?/topic/1180317-crafting-and-online/
I know it was more about adding an online/multiplayer component and would be indeed too late to add that complex a component, but reading it made me think if our time here falls upon deaf ears until TES VI

Still fun to talk about ideas, what we want/don't want, suggestions. At least it passes the time until 11-11-11

Edit: @Oneah, the question I have is if a minigame was added, and it was real time (not a paused window) with a auto attempt feature would they take about the same time to do? If it was real time would the minigame take longer making it harder to remain undetected? Guess that would add to the adrenaline, but would people default to the auto if it was much quicker lessening the chance of being detected since I assume you would have to be in stealth to do this.
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Misty lt
 
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Post » Sun Apr 24, 2011 8:09 pm

I thinks its a good idea, but they would need a minigame where they could balance character and player skill
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JR Cash
 
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Post » Sun Apr 24, 2011 10:43 pm


Edit: @Oneah, the question I have is if a minigame was added, and it was real time (not a paused window) with a auto attempt feature would they take about the same time to do? If it was real time would the minigame take longer making it harder to remain undetected? Guess that would add to the adrenaline, but would people default to the auto if it was much quicker lessening the chance of being detected since I assume you would have to be in stealth to do this.


Ofc it would take longer time to do, in Oblivion even if you went into lock picking mode the timer wouldn't stop and there was a actual risk of wasting too much time trying to lockpick while by doing the auto attempt it would be instant removing all the suspense of getting caught.
One thing people need to consider is the amount of time you spent actually lockpicking, pickpocketing... i only see it become tedious if the game demanded you to pick pocket something every 5 minute.. try play Oblivion and count the space time between each time your lockpicking or pickpocketing something. Then again you could always just auto attempt if you get bored of it.
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Alexandra Ryan
 
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Post » Mon Apr 25, 2011 1:15 am

Ooh! What if like it was like Pacman and you had to move your hand around around your target's pocket avoiding evil lint bunnies that are trying to foul you up. It would add a lot of tension, I think, to the game.
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Courtney Foren
 
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Post » Sun Apr 24, 2011 6:54 pm

Blasphemy! Since when was Pacman considered a mini-game???? :swear:
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Chris Duncan
 
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Post » Sun Apr 24, 2011 7:48 pm

rather than make pickpocketing a chance (and thusly save/reload) affair... why not make a skill based minigame of it?

so when you sneak up behind someone... a small dial appears the size of the sneak crosshair..

the dial moves back and forth like a metronome, and say 10% of the area is red... if the dial is in the red area and you pickpocket.. then it will be succesful.

but if you go to pickpocket when the dial is not, then they instantly notice (so you dont even go into their pocket)

the higher your security skill, the wider the red area will be or slower the dial moves.

it would make pickpocketing useful imo and would be a credible way of making money for theifs.

No thanks. I hate the stupid mini games. All they do is make everything take longer and skills matter less, see Two Worlds 2 for an example.

If there was a button to ignore the mini game, then maybe, but I don't want to even have a screen pop up.
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Alexis Acevedo
 
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Post » Sun Apr 24, 2011 7:07 pm

maybe they could have a auto pickpocket spell/perk that cuts someones pockets so the contents drop onto the floor kind of thing, what do you all think. :poke: :evil:


Telekinesis
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luis dejesus
 
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Post » Mon Apr 25, 2011 8:59 am

i like this idea a lot!
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Nims
 
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Post » Sun Apr 24, 2011 7:13 pm

it would be kind of obsurd unless it was in real time, and even then it would be incredibly difficult since the mini game would have to have a sort of beat the clock element in which there was a short time window.
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Nikki Morse
 
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Post » Mon Apr 25, 2011 3:17 am

I have to say nay to the mini-game idea. As other people have mentioned about themselves, I come from a DnD background.... with no auto-success on rolls of a 20. If your"character" cannot do something, then you can't do it, and no amount of dexterity with a mouse will make up for it. I think you could get lucky, sure. If you get a positive critical then you could open something normally out of your reach, but at a certain threshold it should be technically impossible.

As for a mini-game reducing the save/load fest, I seriously don't think that would work. If you failed on a skill based system, load to your previous save. If you failed on the mini-game, then you load to a previous save. I see a pretty clear pattern there. No matter how you do it, if you fail then someone who wants to succeed will load the previous save.

On that note, something that would most likely eliminate the save/load routine would be a surprise. The way I envision it is to not be able to see absolutely everything the person has to be taken, instead only what they are wearing. If you get really lucky, you may get what you wanted and a bonus. If you get unlucky, then you might not get what you wanted but something else interesting none the less. This would force people to reassess what they've received and whether or not it is a complete failure or if they are willing to compromise.
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Blackdrak
 
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Post » Mon Apr 25, 2011 7:41 am

Don't you read the previous posts?


No. Other people are idiots.

Theres a simple way of satisfying both sides.. Make a button to auto picklock for does who don't want the minigame and let us do the job if we want to.


Every time i read someone saying this i just sigh :shakehead:


Everyone has different concepts of Role-Playing so please don't go around saying that just because i'm the one doing stuff i'm not playing a RPG... if anything i'm even more into the character.. but thats just my opinion.


What on earth are you talking about? Wait... are you entitled to your opinion, but I'm not entitled to mine?


Why disapprove when theres a way of making both sides happy?


There are more than two sides and no, you really can't.

I for once had a lot of fun doing pick-locking in Oblivion and Fallout and hacking on Fallout.. so yeah.. why are they crap? At least you could bother to explain


Really? You had a ton of fun picking your 800th very difficult lock in oblivion? You had a lot of fun solving the same word puzzle hundreds of times in fallout? This is fun for you? If the puzzles/minigames changed somehow as they go on that might be one thing - but in my world tedium does not equal fun.
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Hilm Music
 
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Post » Mon Apr 25, 2011 7:52 am

This^ some minigame are good (like archery competitions, or fishing in some games) but minigames that TES has identified themselves with are lame. i feel the same way about that as i do lockpicking... make it based on character skill...

Then again, I suppose I'm something of a D&D traditionalist (because i played alot of Baldurs Gate back in the day).


In oblivion it was both. You could pick which you wanted to do. Higher lockpicking made it easier by having less pin drops when you mess up, making it like 75% player skill and 25% PC skill or you could just "autopick" it, making it 100% PC skill.
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Emmie Cate
 
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Post » Sun Apr 24, 2011 7:01 pm

First of all, minigames or not is a matter of induvidual taste. You either like them or you dont. Some people want less player skill some want more. That being said, here's my opinion.

As far as roleplaying goes, when a skill is completely relying on chance, and the characters skill improving those odds, it removes the feeling that you are the character, not playing it, especially if you keep reloading until it works. Even if you dont, it still feels unfair to go to jail because of rolling the dice. Only reason I approve of adding more depths to pickpocketing is because it is too faint as it is.

Looking at the lockpicking minigame, that made it possible to unlock the hardest lock in the game right off the bat clearly had it's flaws, because it practically completely removed character skill. Nevertheless it was a great minigame according to me, I never really got bored of it, unlike the conversation minigame, that you got bored of pretty much the first time you ever played it. It was easier to complete, but also had character skill involved that limits the maximal points you can get.

I really think pickpocketing should have more to it than your quickload skills. I like the idea from OP with the size of the red bar, not only because it applies player skill, but mainly because it lets you see how hard it is to pickpocket someone before you actually attempt to, assuming you can abort the mingame without as hard consequenses if you notice that the guy is way out of your league.

My thought here is to apply a minigame that lets you both see how hard it will be to pickpocket the guy, and also it can give you some sense of if the guy has very valuable things to steal or not. Once the minigame is opened you can then choose to abort it with a lot smaller chance of getting detected, than choosing to actually try and pickpocket the guy. If you fail, it will feel more fair to get to jail than before and will hopefully reduce qickload actions, and if you succeed it will feel more of an accomplishment.

EITHER WAY, for those who hate minigames there can always be an option to just remove it, either as in oblivions picklock, or an actual option in the gameplay option menu where you can turn on or off certain minigames. I know it doesnt really work for those who hate minigames, because they know there are there anyway, but honestly there is not other way to satisfy both sides more than that. And since one side is willing to have both, and the other demands to remove minigames completely, it makes more sense to have both.



TL;DR --> pickpocketing svcks as it is, why not try and add something to it?
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Phillip Hamilton
 
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