Consequences for Thieves quests

Post » Wed Sep 01, 2010 10:26 pm

One thing that I had a bit of a problem with in Oblivion is the fact that in some of the Thieves Guild and Dark Brotherhood quests illegal actions were made legal (i.e. sneaking into someone's house would not break the law, even though it should).

Instead of doing this, breaking and entering in quests should be treated the same as if you were not in a quest. It is the player's choice if they want to do a quest for the Thieves Guild and it should have consequences if you get caught.

(My English is a bit bad I think, sorry)
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Jason King
 
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Post » Wed Sep 01, 2010 10:23 pm

This would be good as long as they get rid of psychic guards.
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Rhi Edwards
 
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Post » Wed Sep 01, 2010 3:56 pm

This would be good as long as they get rid of psychic guards.


If FO 3 was any indicator, it'll probably be fine. I'll kinda miss em... they made for the hardest time being a theif in any game I've every played and it was kinda fun trying to outsmart them...but for an overall better game I hoped for and am glad they'll probably be gone. :P
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Alberto Aguilera
 
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Post » Thu Sep 02, 2010 1:27 am

This would be good as long as they get rid of psychic guards.


I would love to see this removed.

However, I think an issue would be the ease of being a thief afterwards. I would love it to be challenging.

For instance, guards should behave a little bit more like suspicious guards - and not just sentry bots on a linear patrol. If they catch you sneaking around, some of them should follow you and query "What are you up to, citizen?". Or something to that affect, harder locks on doors, too. The minigame was easy as pie and I barely lost a pick.

Hopefully just as conversation with NPCs no longer freezes time, maybe lockpicking won't as well. Would be a welcome challenge.



Edit, as consequence of theft being more difficult, houses should be more worth robbing from. A lot of Oblivion houses had almost nothing of worth to take.
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Phoenix Draven
 
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Post » Wed Sep 01, 2010 3:02 pm

I would love to see this removed.

However, I think an issue would be the ease of being a thief afterwards. I would love it to be challenging.

For instance, guards should behave a little bit more like suspicious guards - and not just sentry bots on a linear patrol. If they catch you sneaking around, some of them should follow you and query "What are you up to, citizen?". Or something to that affect, harder locks on doors, too. The minigame was easy as pie and I barely lost a pick.

Hopefully just as conversation with NPCs no longer freezes time, maybe lockpicking won't as well. Would be a welcome challenge.

Yeah, I would like guards that react to suspicious activity and that generally just act more realistic. As long as a guard doesn't come barging in the door the second an npc sees me pick up an apple.

Also +1 for the lockpicking not stopping time, especially if the minigame has been changed enough where it doesn't have to take up the whole screen.
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Rozlyn Robinson
 
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Post » Wed Sep 01, 2010 11:43 pm

Yeah, I would like guards that react to suspicious activity and that generally just act more realistic. As long as a guard doesn't come barging in the door the second an npc sees me pick up an apple.

Also +1 for the lockpicking not stopping time, especially if the minigame has been changed enough where it doesn't have to take up the whole screen.


Cheers, I didn't think about that. I wouldn't mind the mini game if it was small in the corner of the screen. So you have to watch out incase someone finds you in realtime while picking the lock. That would be pretty cool and a lot of fun.
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Rebekah Rebekah Nicole
 
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Post » Wed Sep 01, 2010 3:34 pm

Yeah, I would like guards that react to suspicious activity and that generally just act more realistic. As long as a guard doesn't come barging in the door the second an npc sees me pick up an apple.

Also +1 for the lockpicking not stopping time, especially if the minigame has been changed enough where it doesn't have to take up the whole screen.

I know talking has been changed: The tiem wont freeze and you wont zoom into pepole like in Oblivion. Everything will be Real Time. It would be cool if they would do lockpicking a bit like in morrowind.
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Juan Suarez
 
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Post » Wed Sep 01, 2010 12:59 pm

I know talking has been changed: The tiem wont freeze and you wont zoom into pepole like in Oblivion. Everything will be Real Time. It would be cool if they would do lockpicking a bit like in morrowind.

I would like a morrowind-like system with no minigame, but instead of attacking the lock by pushing your hand forward and twisting the pick here's how it would work:

-picks have a set number of uses, like 25
-when you try to activate a lock, your character kneels down and starts picking the lock
-the picking process takes a while, with the amount of time depending on your security skill and the lock difficulty (a very easy lock would take like a second for a master but maybe 15 seconds for a novice, whereas a very hard lock would take like 10 seconds for a master and 150 seconds for a novice)
-during this time you can look around and watch out for guards. if one comes you can cancel the lockpicking, quickly/forcefully removing the pick from the lock and standing back up
-a successful lockpicking takes 1 use away from the pick, while stopping early damages the lockpick a bit more (maybe 5?)
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rebecca moody
 
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Post » Wed Sep 01, 2010 1:22 pm

I would like a morrowind-like system with no minigame, but instead of attacking the lock by pushing your hand forward and twisting the pick here's how it would work:

-picks have a set number of uses, like 25
-when you try to activate a lock, your character kneels down and starts picking the lock
-the picking process takes a while, with the amount of time depending on your security skill and the lock difficulty (a very easy lock would take like a second for a master but maybe 15 seconds for a novice, whereas a very hard lock would take like 10 seconds for a master and 150 seconds for a novice)
-during this time you can look around and watch out for guards. if one comes you can cancel the lockpicking, quickly/forcefully removing the pick from the lock and standing back up
-a successful lockpicking takes 1 use away from the pick, while stopping early damages the lockpick a bit more (maybe 5?)


So far that sounds like an elegant and simple solution.
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Jessica White
 
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Post » Wed Sep 01, 2010 10:26 pm

Really nice suggestions guys, but I was kind of talking more about consequences for doing quests with illegal actions. :)
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Courtney Foren
 
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Post » Wed Sep 01, 2010 8:56 pm

While we're on time, trading menu's should be in real time as well. Or at least it should feel like time keeps moving because effects continue to ware off.

Anyway, traps, traps on locks, and magic trap runes should all be able to be avoided with security or sneek. Light step to get around traps, disarmming for security? How does one disarm a rune without magic anyway?
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Jordan Moreno
 
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Post » Wed Sep 01, 2010 2:34 pm

While we're on time, trading menu's should be in real time as well. Or at least it should feel like time keeps moving because effects continue to ware off.

Anyway, traps, traps on locks, and magic trap runes should all be able to be avoided with security or sneek. Light step to get around traps, disarmming for security? How does one disarm a rune without magic anyway?


That is fairly off topic, but a good idea. :tops:
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JaNnatul Naimah
 
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Post » Wed Sep 01, 2010 5:25 pm

Or something to that affect, harder locks on doors, too. The minigame was easy as pie and I barely lost a pick.



I despised that minigame. I could not figure it out past the first or second tumbler. On the "very Hard" ones, I just mass tapped X to unlock everything.
Before level 10, I just bought lockpicks en masse. Then I got the skeleton key and just mass tapped the auto.

I svcked at that minigame so bad.
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Saul C
 
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Post » Wed Sep 01, 2010 6:33 pm

Yes, that'd be good, but what I think is more important is when you get infamy for doing thieves guild/brotherhood quests. If no one knows I'm doing these things, how on earth am I getting a bad record for it?
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T. tacks Rims
 
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Post » Wed Sep 01, 2010 3:21 pm

I would like a morrowind-like system with no minigame, but instead of attacking the lock by pushing your hand forward and twisting the pick here's how it would work:

-picks have a set number of uses, like 25
-when you try to activate a lock, your character kneels down and starts picking the lock
-the picking process takes a while, with the amount of time depending on your security skill and the lock difficulty (a very easy lock would take like a second for a master but maybe 15 seconds for a novice, whereas a very hard lock would take like 10 seconds for a master and 150 seconds for a novice)
-during this time you can look around and watch out for guards. if one comes you can cancel the lockpicking, quickly/forcefully removing the pick from the lock and standing back up
-a successful lockpicking takes 1 use away from the pick, while stopping early damages the lockpick a bit more (maybe 5?)

Oh god progress bars, NO.
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Chad Holloway
 
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Post » Wed Sep 01, 2010 1:33 pm

Oh god progress bars, NO.

No need for progress bars, and the actual times would depend on a lot of factors including luck and RNG. imo it would be a lot better than a minigame.
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Len swann
 
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Post » Thu Sep 02, 2010 3:13 am

No need for progress bars, and the actual times would depend on a lot of factors including luck and RNG. imo it would be a lot better than a minigame.


Sounds like a much better sytem than OB's anyway :)
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bimsy
 
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