Pickpocketing

Post » Tue Aug 10, 2010 8:15 pm

Now so far nothing has been said about pickpocketing. So what do y'all think about it. Should it be different from previous games? If so then in what ways? If not then why?
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Fluffer
 
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Post » Tue Aug 10, 2010 10:29 pm

The pickpocketing mechanic from Oblivion/Fallout 3 seems fine to me... Only changes I could think off would be a 'real time' implementation.
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Amy Smith
 
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Post » Wed Aug 11, 2010 2:24 am

The pickpocketing mechanic from Oblivion/Fallout 3 seems fine to me... Only changes I could think off would be a 'real time' implementation.

this exactly while you pickpocket the world should go on around you, it would make it much more interesting
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Jaylene Brower
 
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Post » Wed Aug 11, 2010 7:31 am

How would you implement that though?
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Prisca Lacour
 
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Post » Wed Aug 11, 2010 4:27 am

The pickpocketing mechanic from Oblivion/Fallout 3 seems fine to me... Only changes I could think off would be a 'real time' implementation.

Real time? You mean whn you activate pickpocketing, others move around? That would be impossible no?

Anyways, other lowly thieves should be able to pickpocket you while sneaking... detection would be modified depending on your sneak skill, or if others saw them.
And a limit to what you pickpocket. C'mon, you would fell it when a 50 pound weapon is pickpockted right?
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helen buchan
 
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Post » Wed Aug 11, 2010 9:51 am

Real time? You mean whn you activate pickpocketing, others move around? That would be impossible no?



You go into sneak, attempt to pickpocket and a small box in the corner comes up and you take what you want, all whilst staying in a correct proximity. :D
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Chelsea Head
 
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Post » Tue Aug 10, 2010 10:02 pm

Erm, I think some people need to remember we only have eight fingers and two thumbs..
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*Chloe*
 
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Post » Wed Aug 11, 2010 1:49 am

A thief or assassin values shadows, an assassin might wait weeks to kill there targets, they take their time, but thieves however, value speed, they are not detectives, and I think there should be a time limit n picking a lock or diggin through NPC pockets, if the time runs out, you get caught (unless no one is around then your just, unsuccessful) Those who value shadows, value speed, besides in Skyrim, the game wont pause while chatting with NPC's, why should it while reading a book, shopping, pickpocketing, or lockpicking? You can't stand in a city trying to pick a lock on a door all night and expect to not get caught. So on lockpicking and pickpocketing, ther should be a time limit.
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natalie mccormick
 
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Post » Wed Aug 11, 2010 12:29 pm

If you used a time limit that extended the better you got. I could accept that. Currently the security skill is completely useless as a novice can unlock a very hard lock the same as a master if the player understands the mini game.
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Kira! :)))
 
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Post » Wed Aug 11, 2010 12:23 pm

A thief or assassin values shadows, an assassin might wait weeks to kill there targets, they take their time, but thieves however, value speed, they are not detectives, and I think there should be a time limit n picking a lock or diggin through NPC pockets, if the time runs out, you get caught (unless no one is around then your just, unsuccessful) Those who value shadows, value speed, besides in Skyrim, the game wont pause while chatting with NPC's, why should it while reading a book, shopping, pickpocketing, or lockpicking? You can't stand in a city trying to pick a lock on a door all night and expect to not get caught. So on lockpicking and pickpocketing, ther should be a time limit.


A time limit would be dumb, if you're caught you're caught, if no one sees you then you're not caught.
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Helen Quill
 
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Post » Wed Aug 11, 2010 9:49 am

If you used a time limit that extended the better you got. I could accept that. Currently the security skill is completely useless as a novice can unlock a very hard lock the same as a master if the player understands the mini game.

The time limit could be like that, or there could be a little eye thing like when sneaking, and whenever a guard is coming near, it can slightly open, to warn you to stop pickpocketing the NPC ortrying to pick a lock or you will be caught.
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XPidgex Jefferson
 
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Post » Wed Aug 11, 2010 4:15 am

I voted that it should change but pickpocketing is difficult to make more interactive unless it turns into some sort of mini-game, like the lock-picking was in Oblivion (not that I really liked that particular mini-game). Maybe if you're sneaking up to someone, you could enter pick-pocketing mode. Then, it shows a sort of maze of pockets or something along with a 3D view of the items the person is carrying, and you have to manipulate the item you want out of the maze of pockets without touching the sides or touching other items, i.e. you have to drag or turn items a certain way to get them out of the person's pocket. This could take further advantage of that new 3D view every item in the inventory will have. The larger the item, the more difficult it would be to pilfer it and some weapons may not even be steal-able but may just be obstacles you have to get the smaller items around.

It's probably a silly idea but just brainstorming.

Regardless of the pick-pocketing system they decide to go with, they'll likely have pick-pocketing perks for players who use a lot of stealth. Say that five times fast...pilfering players with pickpocketing perks :P
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Glu Glu
 
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Post » Wed Aug 11, 2010 3:11 am

meh I think its fine, there is no real need to change it, and if it was real time it would be kinda weird becuase the people would be walking away
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Beth Belcher
 
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Post » Wed Aug 11, 2010 6:14 am

Maybe if when you're pickpocketing you don't see what they have, but instead take at random what you can practically take. When they're sleeping though there should be a window showing what they have since they wouldn't be moving.
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Robert Bindley
 
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Post » Wed Aug 11, 2010 4:25 am

I just hope it's in the game. Other than that, I don't think much needs to change with the mechanic.
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Sunnii Bebiieh
 
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Post » Wed Aug 11, 2010 2:11 pm

a small mini game. there are 3 outcomes. failure/ detection. good= random amount of gold/ goods. excellent= increased gold/ valuable objects.
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Danny Warner
 
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Post » Wed Aug 11, 2010 10:01 am

i think it was fine in oblivion ,no need to change them.
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Chris BEvan
 
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Post » Wed Aug 11, 2010 7:34 am

i think it was fine in oblivion ,no need to change them.


I wonder....they're changing things to "Keep" us in the game, such as talking and even the inventory, I'm sure they'll be doing "something" with pickpocketing and lock picking.
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yessenia hermosillo
 
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Post » Wed Aug 11, 2010 3:10 pm

fine with current
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Alexandra Ryan
 
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Post » Wed Aug 11, 2010 3:35 pm

I think that it should change. I'd like to see that when I attempt a pickpocket a skill check is done, me vs my target. If I pass I then can attempt to steal and a menu pops up with all the items I can take. Each item in the game that can be pickpocketed should have a skill requirement. So keys would be something low, like say 15, while a sword would be anywhere from 50-100 depending on it's value and weight. Once I select what I want to steal the game checks the item to my skill, if it passes I then can attempt to take. Now the game unpauses, and I have to stay hidden/unheard for a set amount of time shadowing the person. The lower your skill the longer you must stay close as your character is trying to pick the pocket. The higher your skill the quicker it gets picked. There would be like a countdown meter on screen to show you the time you have left until you've stolen the item, along with the opening eye so you know your hidden from the target, and other people.

So as a summary, to attempt a pickpocket you first have to pass a skill check of you vs npc. Time freezes and your shown a List of their items, with each item having a minimum skill required to even steal, based on it's weight and/or value. You pick the item(s) you want, and the game checks to make sure your skills high enough, if it is the game unfreezes. Know you must stay hidden and wiithin range of the target. A meter appears with the time it takes for you to pick the item, longer times for low skill levels, shorter for higher. So long as no one sees you, you'll steal the item.
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Bryanna Vacchiano
 
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Post » Wed Aug 11, 2010 4:10 pm

I do like the idea of having to drag and manipulate the wanted item through a maze without touching the sides. though i would like one improvment to that concept... when you select the item and start dragging it a timer starts with a set amount of second which shows the diffence between your sneak skill and theirs.
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Fam Mughal
 
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Post » Wed Aug 11, 2010 4:55 pm

A time limit would be dumb, if you're caught you're caught, if no one sees you then you're not caught.


I Concur with this statement!
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Russell Davies
 
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Post » Wed Aug 11, 2010 8:46 am

What about something like Two Worlds 2 pick pocket system?
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Andrew Tarango
 
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Post » Wed Aug 11, 2010 7:42 am

I don't want any minigames, but it'd be interesting if it were done in real-time - though this would end up being inconsistent with standard inventory handling, which I want to still pause the game whenever it's brought up. You shouldn't be able to stare at the contents of an NPC's with the world perfectly preserved the way it was when you first got there. There should be the risk of the NPC turning around, or another person passing by and catching glimpse.
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Kelly John
 
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Post » Wed Aug 11, 2010 5:03 am

Don't fix what isn't broken. Nothing wrong with current pickpocketing IMO.
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Jacob Phillips
 
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