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Hello Lord of the Craft!
 
 
I've been looking at the feedback for the locksmithing Your View and realized that there is little known about the thievery segment of Nexus. I've been working on the concept itself for a little while, but I thought it would be healthy to garner some ideas from the community to help us achieve something we can all enjoy.
 
A sort of guideline, as I'm trying to find some footing here:
If you are in agreement it would be nice to hear why this idea can improve the LotC experience, and what could  be done to tweak it for the better.
If you are in disagreement it would be nice to hear why the current lockpicking system is a better choice, or what could improve this idea to meet your needs.
If you are neutral it would be nice to hear how you feel the negatives of this system could be countered, and what make this idea suitable for yourself. If you think I'm missing something, feel free to add in your point.
 


Thievery
As we have a VA system, this implies a few necessary limitations.

  • 1b lock-picking / breaking & entering / jail-breaking - this is required for gaining access to lockpicking. If you have this you will have to PM a VAT member or GM for this to be applied.
  • 1a thievery / cheating - this is required for gaining access to pickpocketing. If you have this you will have to PM a VAT or GM for this to be applied.

As such the system would follow our rules for villainy.
 


Lockpicking
Lockpicking will involve more than just the thief. The ability of a thief to operate depends on having good contacts and a blacksmith willing to forge them their utilities. When you locate a suitable locked object, and have a lockpick on hand you may begin...

  • Player left-clicks on the lock to begin the first attempt. You will be unable to move for 10 seconds, and the game will perform a roll for you.
  • The chances of you succeeding depend on your skill in the Thievery profession. Higher chances come with more experience, and your beginning days may be quite tricky. If you succeed your attempt people within 6 blocks will hear a sound and a generated emote to let them know. If you fail, your lock breaks and people within 32 (standard emote distance) blocks of you will hear it and receive a generated emote.
  • Upon your third attempt within 24 hours, you will become unable to utilize your lockpick until this time passes. (Compliant with current VA rules).
  • When you succeed, if it is simply a door/trapdoor/etc. it will open, and remain open for 10 minutes.
  • If you have successfully lockpicked a chest, you will be able to see into the contents and decide on two options. You may choose to go with 10 lightweight items, or two heavy items. You do not, however, take the entire stack. If there is a stack of 64 apples and you decide to take as many as you can, it will end up a stack of 54. Heavy items are, but not limited to, armor, weaponry, material blocks (iron block), materials of difficult crafting requirements or high values.

Now that the lockpicking process is over, you resume as normal with a few exceptions. The specific lockpicked chest will be placed on a 24 hour global cooldown, meaning players will not be able to attempt lockpicking on it for this time. You may not lockpick your own chests as an attempt to abuse this feature (which will be restricted).
 
 
Pickpocketing
Pickpocketing involves the ability to act quickly, and choose wisely whilst working on a time frame. Once you have found a suitable target you will be able to shift-right-click them to access their player profile, after which you can select the pickpocketing option. Note: GM's cannot be pickpocketed as there are often restricted items present on their person. e.g. bedrock.

  • Once you have entered into the pickpocketing mode, you will be able to see into the players inventory. However, you will only be able to see lightweight items, and things that might make sense to be in their pockets. The hotbar is an out-of-access region, which thieves will be unable to access.
  • You may attempt theft by clicking on an item in the inventory, once this has happened the plugin will determine failure or success depending on your skill in the Thievery profession.
  • Upon success, you will steal the item and it will transfer to your inventory. Note that if it is a stack of 64, you will merely get one item, not the entire stack. The chances of your next success become slightly thinner as you acquire more successes. Upon failure, you will be unable to move for 10 seconds, making your attempt to escape difficult, symbolizing your hands moving around in their pockets. You will have to stay and roleplay your fate. Note that unlike Skyrim you may not pick someones helmet out of their pocket whilst they are wearing it. (As much sense as it may make to you) ;)
  • When you close their inventory after having successfully stolen a few goods, you must make haste to leave the area quickly, as after a minute they will get a message stating that "Your pockets feel lighter."
  • You may successfully pickpocket a maximum of 9 items a day, or 3 people.

 

Why the change on lockpicking?

Well, I believe that there is a limit with how much moderation should be interfering with inter-player interactions. Currently there are many of your aspects that are being controlled, limited, tweaked, managed, and this would put some of the control in your hands. Lockpicking currently requires the attention of a GM for approximately 30 minutes, which could have been much quicker, whilst the GM could have been attending other duties. Players will have to train their abilities in Thievery, and no instantaneous mastery. A modreq for lockpicking can take quite a while to go through, and whilst you are waiting for a GM to come along where during this time you could be suffering from a considerable amount of stress given the situation. I aim to get these few problems sorted in one big go, and whilst it may have a few flaws in the workings, that is why I have created this thread.

 

 

This has been the latest thing I have been wracking my brains on, so add your view and feel free to let me know what can improve this. Shall we give this a try?

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I cannot wait to see Urasept's face.

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Sweet ^^  I don't really play villainous characters but this is awesome. 

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I cannot wait to see Urasept's face.

 

Trust me, he'll be attempting murder. Worry not, I am a fast runner!

 

 

 

no im kidding hes going to love this idea and treasure it for eternity ;-;

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I really, really like the look of this and have nothing to offer on it. I'm actually finishing up my VA for lock-picking as I read over this.

 

You mention utilities. Will there be Thieves' Tools or something of the sort that are required for lock-picking? This would provide work for Blacksmiths and further limit notorious outlaws. You could have Black Market tinkerers and stuff, which would be pretty cool.

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Sexy stuff, people attempting to take Brews out of dwarven pockets will receive a mighty hammering ;)

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I really, really like the look of this and have nothing to offer on it. I'm actually finishing up my VA for lock-picking as I read over this.

 

You mention utilities. Will there be Thieves' Tools or something of the sort that are required for lock-picking? This would provide work for Blacksmiths and further limit notorious outlaws. You could have Black Market tinkerers and stuff, which would be pretty cool.

 

Yes and by utilities I mean lockpicks. Lockpicks will be made by Tinkers, as Blacksmiths will already have plenty of work to go around.

A black market of these would sound intriguing haha. It may be more though, but I don't see any further necessary tools other than lockpicks. x3

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Trust me, he'll be attempting murder. Worry not, I am a fast runner!

 

Don't worry he doesn't have a VA for that.

 

However, I have no qualms with this system. It seems virtually fool-proof, and it is definitely better than the current system. To be honest, the current system sucks.

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This is great. Good job Telanir, we'll spare you just this once.

 

But really, nothing else to say other than wow.

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OH my! Yes!

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I like it, although I think gms should be able to be pickpocketed as well. They are characters too and so should be just as susceptible to pickpocketing. You said that only light items would be able to be pickpocketed. Surely gm only items such as bedrock could be considered a heavy item and so wouldn't be able to be pick pocketed

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Telanir, I have one concern, what if someone is in Creative mode and are pick pocketed?

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I like it, although I think gms should be able to be pickpocketed as well. They are characters too and so should be just as susceptible to pickpocketing. You said that only light items would be able to be pickpocketed. Surely gm only items such as bedrock could be considered a heavy item and so wouldn't be able to be pick pocketed

 

That is entirely plausible, actually. I'll be implementing that, in this case. ^-^

 

Telanir, I have one concern, what if someone is in Creative mode and are pick pocketed?

 

Then it will be disabled.

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