Repairing the Cogs of Morrowind #22

Post » Sat Apr 16, 2011 7:08 pm

I don't want to see options on top of options for this feature. Make it work well all the time.

Well, then I would support gold weight >0. Not because stealing large amounts of money is bad and player should be restricted, but because it should be more noticeable when you are losing big bag of gold. Judging by my random checks, 0.01 is pretty good number overall. If you want to allow stealing more than 200 then you need to adjust it. I'd leave it at 0.01.
The game checks the stack when you click on it, before you see the choose amount window. I'm not sure if the code can be arranged the other way around yet.

Well, it would have been a nice addition, but it's not all that important.
I seem to like number 3 solution better, along with removing the max chance totally.

Yes, that may also work.


If we take top starting thief, then with T = y + x + x * fPickPocketMod we will have ~50-60% chance against commoner with average agility and 7-10 sneak for picking light item (0-0.3). Raising our skills by the same amount we raise NPC skills will only make our chances better, allowing us to try to steal items with more weight. Weight close to 2, however, will always be pretty hard: with 100 sneak, agility and luck we will have 39% advantage over NPC with the same stats, while item weight will adjust our chances from 0 to -50 with weight 2. If we want something more reliable at the start, then we can add iPickPocketMin * 5 to x. This way we will have 75-85% chance at the start and it will still be adjustable. However, if we increase our overall chance by 25%, we should lower our bonus on closing check, since 50% would be too much. I'd say it should be 25-35%.
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suzan
 
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Post » Sat Apr 16, 2011 6:01 pm

If you equate 1 septim to 1 US Dollar (coin), it would weigh more than 0.01 pounds. You certainly get to one pound by 20 such coins...and its a lightweight modern metal composite, not something you'd see in Morrowind.

Assigning any weight to money would make the game tremendously more difficult to micro-manage when buying/selling as you certainly wouldn't be able to carry 20k around.
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Strawberry
 
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Post » Sat Apr 16, 2011 7:12 pm

We are not talking about assigning weight to money, we are talking about using minimum weight for pickpocketing formula. So if an item have a weight of 0, the formula will count it as a 0.01 instead and adjust your chances accordingly.
By the way, where did you find anything about pounds in Morrowind? It is just an abstract number, is it not?
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BaNK.RoLL
 
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Post » Sat Apr 16, 2011 6:00 pm

We are not talking about assigning weight to money, we are talking about using minimum weight for pickpocketing formula. So if an item have a weight of 0, the formula will count it as a 0.01 instead and adjust your chances accordingly.
By the way, where did you find anything about pounds in Morrowind? It is just an abstract number, is it not?


I've always just assumed 1 encumbrance = 1 point of carrying capacity = 1 pound. Yeah, I know, its not really correct. But it makes it easier to reconcile in my head.

And that makes alot more sense now...
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Theodore Walling
 
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Post » Sat Apr 16, 2011 6:05 pm

Have you run scenarios with this formula? The alembic has no substantial effect going from apprentice to master, and the retort can make potions more than twice as heavy. Is that your intent?

No, it's not :-/

Finally, I'm not sure the player wants a complex weight system.
Including the quality of the alchemy set is not really intuitive I think.
Moreover, the first potion creations already have a high rate of failure and yield quite useless potions so if we also make them heavier it may become too irritating.

So the formula I prefer so far is total_weight/4 (as in 4 slots for one potion).
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Taylor Bakos
 
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Post » Sat Apr 16, 2011 2:43 pm

It may become irritating if a player can carry 100 potions at 0.2 weight for only 20 encumbrance. This isn't for personal preferences, you have to connect it to the rest of the game. Merchant potions weigh 1.0 for standard potion to 0.25 for exclusive ones. If we can keep it in line for this while avoiding other problems it would be better. Use real examples, and try not to make it super easy from the start. A player can really appreciate a new alembic if it has a benefit, as its normal feature of reducing negative effects is pretty useless.
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Lily
 
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Post » Sat Apr 16, 2011 11:36 am

...

Why not make the MCP multilanguage?
Could you add a drop-down list to choose the language there?
And thus one could have a file mcpatch\ENG, a file mcpatch\FR, etc...
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Jaki Birch
 
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Post » Sat Apr 16, 2011 8:41 pm

Post limit.
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lolly13
 
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