I like the suggestion of being able to steal from creatures, instead of stealing from other players. The game should foster a PvE environment instead of potential PvP. I acknowledge that some potential roleplay may be lost, but it prevents bullying which should be more important.
I would make the pick pocket skill similar to skinning. In that it generates a small sum of money in addition to whatever is gained by killing and looting the creature. The TP costs are less, but somewhat comparable. I would use a combination of perception and pick pocket skill to determine success and treasure gained. Similar to how skinning is a combination of first aid and survival training. Rogues would be the best at 3x Perception/2x Picking Pockets.
Skinning requires a skinnable creature, picking pockets would require a creature that generates treasure. So no stealing from a coyote. It should also take into account the level of the creature versus the level of the character. If you're choosing low level creatures to steal from as a capped character, you should gain very little, if any treasure.
Each creature could be stolen from once and I could see a small roundtime associated with the theft, 2-3 seconds. It would require an empty hand, so there is some amount of risk involved with each attempt. There could be a bonus for having two empty hands. It would be safer to steal from hiding, and it should add to success, since it adds to RT cost.
VEYTHORNE
DRUMPEL
Re: Pickpocketing
12/28/2016 10:47 AM CST
>I'm glad it's been pointed out that it is not a rogue only skill. Something I mentioned earlier, I know wizards with more skill than rogues.
Just after the change over to GSIV, I maxed out perception and picking pockets on my wizard. It was what....60some ranks in each.
Go through the room (TSC was best at the time) and I'd watch for a long while - making note of who was a rogue and who wasn't. I kept track of things for a good week before I started to make my move with my wizard. Marks that I knew weren't a rogue and appeared to be of younger level, I had a better chance at stealing from. A few grabs here and there. No problems.
If I got my hands on a gem I'd cast invisibility and put the gem away with no one the wiser (no one expecets the invisiblity casting wizard to be lifting coins/gems from them). I did this for a few levels, but grew out of it. The rewards weren't that exciting to me and my time could be better spent out hunting to make silver.
I kept the PP ranks for a while and mostly used it on friends in game - I'd hand them a gem/wand/item I pulled from their container and let them know they dropped it. I got so many odd looks and them swearing up and down that they didn't drop it and that it wasn't their item. They'd refuse it most of the time...I'd have to go on about how I saw them stand up and their pouch wasn't closed and the gem fell out. I'd tell them I snatched it up quick before anyone noticed so someone with sticky fingers wouldn't claim it as their own. A few people took a lot of convincing to take their item back without me actually telling them I stole it from their container.
I dropped the PP ranks eventually. It was fun to a point, but to me, not worth the hassle in the end.
-Drumpel
Just after the change over to GSIV, I maxed out perception and picking pockets on my wizard. It was what....60some ranks in each.
Go through the room (TSC was best at the time) and I'd watch for a long while - making note of who was a rogue and who wasn't. I kept track of things for a good week before I started to make my move with my wizard. Marks that I knew weren't a rogue and appeared to be of younger level, I had a better chance at stealing from. A few grabs here and there. No problems.
If I got my hands on a gem I'd cast invisibility and put the gem away with no one the wiser (no one expecets the invisiblity casting wizard to be lifting coins/gems from them). I did this for a few levels, but grew out of it. The rewards weren't that exciting to me and my time could be better spent out hunting to make silver.
I kept the PP ranks for a while and mostly used it on friends in game - I'd hand them a gem/wand/item I pulled from their container and let them know they dropped it. I got so many odd looks and them swearing up and down that they didn't drop it and that it wasn't their item. They'd refuse it most of the time...I'd have to go on about how I saw them stand up and their pouch wasn't closed and the gem fell out. I'd tell them I snatched it up quick before anyone noticed so someone with sticky fingers wouldn't claim it as their own. A few people took a lot of convincing to take their item back without me actually telling them I stole it from their container.
I dropped the PP ranks eventually. It was fun to a point, but to me, not worth the hassle in the end.
-Drumpel
OM1E5GA
Re: Pickpocketing
12/28/2016 11:00 AM CST
<I kept the PP ranks for a while and mostly used it on friends in game - I'd hand them a gem/wand/item I pulled from their container and let them know they dropped it. I got so many odd looks and them swearing up and down that they didn't drop it and that it wasn't their item. They'd refuse it most of the time...I'd have to go on about how I saw them stand up and their pouch wasn't closed and the gem fell out. I'd tell them I snatched it up quick before anyone noticed so someone with sticky fingers wouldn't claim it as their own. A few people took a lot of convincing to take their item back without me actually telling them I stole it from their container.>
I used to do the same thing with my rogue with much the same results. Sept, instead of telling them they dropped it, I'd just hand the item to them in the middle of a conversation. Some folk would think I was giving them a gift, others would give me an odd look as they accepted it, and a few would flat out refuse to take the item back asking me why I thought they needed such a thing.
Starchitin
A severed gnomish hand crawls in on its fingertips and makes a rude gesture before quickly decaying and rotting into dust. A gust of wind quickly scatters the dust.
I used to do the same thing with my rogue with much the same results. Sept, instead of telling them they dropped it, I'd just hand the item to them in the middle of a conversation. Some folk would think I was giving them a gift, others would give me an odd look as they accepted it, and a few would flat out refuse to take the item back asking me why I thought they needed such a thing.
Starchitin
A severed gnomish hand crawls in on its fingertips and makes a rude gesture before quickly decaying and rotting into dust. A gust of wind quickly scatters the dust.
CRIME
Re: Pickpocketing
12/28/2016 11:56 AM CST
Those comments are generally the truth to the skill even before the need. The rewards didn't justify the practice on any regular basis, and the need just cemented the lack of reward as perceived. The nerf went further though, it did remove the ability to lift items from merchants. Final nail in the coffin?
Why then do rogues and others still train, untrain, train in the skill constantly. Answer is because if you've got the skill you want to use it, and vs anything.
I do not agree that the world should be made entirely safe, rather provide in game mechanics to deal with a caught thief, have yhem arrested, marked, and close your bags.
You could take the pick pocket removal thinking by some and apply it to every aspect of the game and make it impossible to kill another player, web them, stun them etc. I think this is an incredibly bad idea. This world is about educating yourself on how to interact, not be restricted into a box you no longer care to play.
Provide better mechanics and people won't feel helpless and will enjoy the encounters. At present if you even start think about arresting people they'll freak out and that's worse than pick pocketing. Why would people not want to arrest a thief!
Think about it.
Why then do rogues and others still train, untrain, train in the skill constantly. Answer is because if you've got the skill you want to use it, and vs anything.
I do not agree that the world should be made entirely safe, rather provide in game mechanics to deal with a caught thief, have yhem arrested, marked, and close your bags.
You could take the pick pocket removal thinking by some and apply it to every aspect of the game and make it impossible to kill another player, web them, stun them etc. I think this is an incredibly bad idea. This world is about educating yourself on how to interact, not be restricted into a box you no longer care to play.
Provide better mechanics and people won't feel helpless and will enjoy the encounters. At present if you even start think about arresting people they'll freak out and that's worse than pick pocketing. Why would people not want to arrest a thief!
Think about it.
KRAKII
Re: Pickpocketing
12/28/2016 12:17 PM CST
As I said with my suggestion, I'm fine with it being a character-vs-game skill.
I really struggle to see any kind of positive in having it be a character-vs-other-character skill.
I really struggle to see any kind of positive in having it be a character-vs-other-character skill.
CRIME
Re: Pickpocketing
12/28/2016 12:42 PM CST
My comments were autocorrected: Need = Nerf.
And I'm not fine with it converting to a pure character vs game skill. I wouldn't be fine with eliminating the ability to harm another player in any aspect of game design. This would constrain role play, and eliminate creative justice system development.
Gemstone has never been a care bear society.
And I'm not fine with it converting to a pure character vs game skill. I wouldn't be fine with eliminating the ability to harm another player in any aspect of game design. This would constrain role play, and eliminate creative justice system development.
Gemstone has never been a care bear society.
LEAFIARA
Re: Pickpocketing
12/28/2016 01:05 PM CST
How about making pickpocketing its own problem and solution in one place? The higher your skill, the better able you are to take money and the better able you are to make anti-pickpocketing traps. You could turn around and sell those traps, so it would always be possible for a rogue to profit from training the skill.
AIM: sweetleafiara@gmail.com
AIM: sweetleafiara@gmail.com
CRIME
Re: Pickpocketing
12/28/2016 02:19 PM CST
That's one creative idea Leaf :)
Of course the classes that can only single in the skill and have to put expensive training points into it would be sad.
However, turn about is fair play, and pures have to spend tons of training points on spells, as, miu, and if they want lores lol.
The need for balance would agree with your suggestion.
Of course the classes that can only single in the skill and have to put expensive training points into it would be sad.
However, turn about is fair play, and pures have to spend tons of training points on spells, as, miu, and if they want lores lol.
The need for balance would agree with your suggestion.
DVDMORSE
Re: Pickpocketing
12/28/2016 03:05 PM CST
>>A couple players have said they enjoyed the rp of being pickpocketed from. I would be curious if there was a flag, if those turning on the flag so people could steal from them would be higher than 10%. I could just be biased and maybe most people would turn the flag on but I doubt it.
This was worth repeating. I'd bet 10% would be high.
>>It is an interactive world.
If you are stealing successfully, there is no interaction. It's just profit for you and loss for the victim, no matter how small you may think it is. And for most thieves, the interaction after they are caught ends very quickly as they run away or disappear. I just do not see how this skill creates meaningful interaction other than in the vary rare cases cited.
>>Go through the room (TSC was best at the time) and I'd watch for a long while - making note of who was a rogue and who wasn't. I kept track of things for a good week before I started to make my move with my wizard. Marks that I knew weren't a rogue and appeared to be of younger level, I had a better chance at stealing from.
And this is precisely what I hate about the skill--picking on lower-level targets that can do little to respond even if you are caught. Thank you for the excellent example. And it is clear that you were working very hard not to be caught--so, again, what interaction?
>>Gemstone has never been a care bear society.
OK, good, then lets make it harsh. Permit stealing. And if you are caught, your character is given a real jail sentence in terms of days or months instead of minutes or hours (depending on how often you are caught), and you have to return all that you stole. That would make it more reasonable.
>>I really struggle to see any kind of positive in having it be a character-vs-other-character skill.
Absolutely agree. Just get rid of it.
--David
"At a moment like this, I can't help but wonder, 'What would Jimmy Buffett do?'"
This was worth repeating. I'd bet 10% would be high.
>>It is an interactive world.
If you are stealing successfully, there is no interaction. It's just profit for you and loss for the victim, no matter how small you may think it is. And for most thieves, the interaction after they are caught ends very quickly as they run away or disappear. I just do not see how this skill creates meaningful interaction other than in the vary rare cases cited.
>>Go through the room (TSC was best at the time) and I'd watch for a long while - making note of who was a rogue and who wasn't. I kept track of things for a good week before I started to make my move with my wizard. Marks that I knew weren't a rogue and appeared to be of younger level, I had a better chance at stealing from.
And this is precisely what I hate about the skill--picking on lower-level targets that can do little to respond even if you are caught. Thank you for the excellent example. And it is clear that you were working very hard not to be caught--so, again, what interaction?
>>Gemstone has never been a care bear society.
OK, good, then lets make it harsh. Permit stealing. And if you are caught, your character is given a real jail sentence in terms of days or months instead of minutes or hours (depending on how often you are caught), and you have to return all that you stole. That would make it more reasonable.
>>I really struggle to see any kind of positive in having it be a character-vs-other-character skill.
Absolutely agree. Just get rid of it.
--David
"At a moment like this, I can't help but wonder, 'What would Jimmy Buffett do?'"
CRIME
Re: Pickpocketing
12/28/2016 04:26 PM CST
That perspective, most do not share with.
Fact is people will get caught and having good mechanics behind it will make it fun.
Fact is people will get caught and having good mechanics behind it will make it fun.
KRAKII
Re: Pickpocketing
12/28/2016 04:57 PM CST
I'm down with permanent loss of a hand, same as what happened in oh, so many cultures here on Earth.
And I mean, permanent. None of this "healed by an Empath" or "regrown by an herb" crap. You Has One Less Hand.
Go ahead... steal a second time....
And I mean, permanent. None of this "healed by an Empath" or "regrown by an herb" crap. You Has One Less Hand.
Go ahead... steal a second time....
DVDMORSE
Re: Pickpocketing
12/28/2016 05:10 PM CST
>>That perspective, most do not share with.
Your evidence for this is?
--David
"At a moment like this, I can't help but wonder, 'What would Jimmy Buffett do?'"
Your evidence for this is?
--David
"At a moment like this, I can't help but wonder, 'What would Jimmy Buffett do?'"
DVDMORSE
Re: Pickpocketing
12/28/2016 05:11 PM CST
>I'm down with permanent loss of a hand, same as what happened in oh, so many cultures here on Earth.
>And I mean, permanent. None of this "healed by an Empath" or "regrown by an herb" crap. You Has One Less Hand.
>Go ahead... steal a second time....
I need a like button for this one. :)
--David
"At a moment like this, I can't help but wonder, 'What would Jimmy Buffett do?'"
>And I mean, permanent. None of this "healed by an Empath" or "regrown by an herb" crap. You Has One Less Hand.
>Go ahead... steal a second time....
I need a like button for this one. :)
--David
"At a moment like this, I can't help but wonder, 'What would Jimmy Buffett do?'"
OM1E5GA
Re: Pickpocketing
12/28/2016 07:51 PM CST
<Go ahead... steal a second time....>
This reminds me of the time one of Elanthia's most notorious thieves got a cursed gem stuck in both hands in RR.... and neither of the clerics that were in town would cast remove curse on him.
Starchitin
A severed gnomish hand crawls in on its fingertips and makes a rude gesture before quickly decaying and rotting into dust. A gust of wind quickly scatters the dust.
This reminds me of the time one of Elanthia's most notorious thieves got a cursed gem stuck in both hands in RR.... and neither of the clerics that were in town would cast remove curse on him.
Starchitin
A severed gnomish hand crawls in on its fingertips and makes a rude gesture before quickly decaying and rotting into dust. A gust of wind quickly scatters the dust.
CRIME
Re: Pickpocketing
12/29/2016 07:22 AM CST
I think the thread is evidence that people love the mechanic in this role playing world. Also the numerous tells in game from people agreeing with me that simply do not want to banter back and forth with views expressed by people who want the skill removed. There is simply nothing wrong with pick pockets.
The conversation should be oriented towards making it more fun, and that includes player interaction. I can't think of a sadder day than if we couldn't be able to lift a GEM out of the pockets of another in GEMstone.
Thankfully it appears simutronics agrees and introduced a "Thief Set" to become a "Master Thief".
Owning this set and having an all powerful theft system isn't my interest. What I want to see is better mechanics surrounding the skill that make it more fun for all players.
If you can't contribute to the evolution, and all one does is offer "I want it removed" then what is happening is a block to true progress, because clearly simutronics doesn't hold that perspective, and this thread is about the skill not it's removal.
I'd call for a moderator to silence dead lock adds to this conversation as counter productive. We need to move it forward in the interest of the game.
CRIME
Re: Pickpocketing
12/29/2016 07:30 AM CST
An official response from Simutronics stating that it will not be removed would be helpful.
If that were to happen then calls for it's removal could be silenced.
We could then enter into a better phase of discussion without as much discord.
OM1E5GA
Re: Pickpocketing
12/29/2016 08:02 AM CST
<An official response from Simutronics stating that it will not be removed would be helpful.>
It was already stated earlier in the thread by a name in red that there was no official interest in removing any skills in the skill manager (or something to that effect, I forget the exact wording).
Starchitin
A severed gnomish hand crawls in on its fingertips and makes a rude gesture before quickly decaying and rotting into dust. A gust of wind quickly scatters the dust.
It was already stated earlier in the thread by a name in red that there was no official interest in removing any skills in the skill manager (or something to that effect, I forget the exact wording).
Starchitin
A severed gnomish hand crawls in on its fingertips and makes a rude gesture before quickly decaying and rotting into dust. A gust of wind quickly scatters the dust.
UMBDAY
Re: Pickpocketing
12/29/2016 08:46 AM CST
> I'm just as interested in the thoughts of those that don't like theft in the game as everybody else
>At the same time I understand that some people don't want to participate in the pickpocketing part of the game - I'd like to try to accommodate them in a good way
>I think that an updated pickpocketing system is going go have to respect players that don't want to be stolen from in some way.
They did say the skill wasn't going anywhere but they also said these things.
>At the same time I understand that some people don't want to participate in the pickpocketing part of the game - I'd like to try to accommodate them in a good way
>I think that an updated pickpocketing system is going go have to respect players that don't want to be stolen from in some way.
They did say the skill wasn't going anywhere but they also said these things.
KRAKII
Re: Pickpocketing
12/29/2016 08:50 AM CST
That's not actually what was said.
It's not that there is no interest in removing the skill. It's that there is no way in hell that anything like "changing something in the Character Manager" is going to fly.
(My interpretation of Ixix' comments, post #316.)
In fact, if you want to parse things in a certain mindset, "expect no changes to the character manager" could be spun as "Sure, we're totally down with making changes to this that and the other thing. Just, you know. Not the Character Manager."
.
.
They could, for example, I don't know... completely disable the 'steal' verb.
Just sayin'.
.
.
They could also leave the skill CALLED that (Make No Changes To The Character Manager), but have it DO something else entirely....
It's not that there is no interest in removing the skill. It's that there is no way in hell that anything like "changing something in the Character Manager" is going to fly.
(My interpretation of Ixix' comments, post #316.)
In fact, if you want to parse things in a certain mindset, "expect no changes to the character manager" could be spun as "Sure, we're totally down with making changes to this that and the other thing. Just, you know. Not the Character Manager."
.
.
They could, for example, I don't know... completely disable the 'steal' verb.
Just sayin'.
.
.
They could also leave the skill CALLED that (Make No Changes To The Character Manager), but have it DO something else entirely....
CRIME
Re: Pickpocketing
12/29/2016 09:01 AM CST
I'd like the conversation to move forward productively.
Calls for removal are disruptive in that effort, and if we could eliminate them we'd benefit in this conversation.
I do realize there was some feedback from GM's, but I'm asking for a moderator to step in and keep us on track.
Clearly simutronics plans to keep the skill in place or they wouldn't introduce a "Thief Set", which I acquired at no small expense I would add, and I would champion next steps.
The skill / profession has sat dormant too long.
Here here!
KRAKII
Re: Pickpocketing
12/29/2016 09:04 AM CST
Don't conflate "Simutronics' Goals For the Game" with "One GM Made Some Neat Items."
Items get made all the time. They do some neat things.
Still two totally different animals.
Items get made all the time. They do some neat things.
Still two totally different animals.
GS4-IXIX
Re: Pickpocketing
12/29/2016 09:13 AM CST
To be clear: I have no interest in removing pickpocketing, both in terms of a technical sense of changing anything involving the character manager, and because I simply want to keep pickpocketing around. I don't want to speak for any other GMs or players, and we don't make decisions unilaterally, but I'm pretty confident in saying that in general, as a team we would prefer to update and improve a system as opposed to removing it.
It seems pretty fair to say that as the game has grown and changed over the years, pickpocketing as it works now has become a bit of an odd-man-out sort of system that doesn't fit well with how we currently handle conflicts and CvC and PvP interactions both mechanically and policy wise, and a lot of players don't find it to be a fun part of the game. I think that it's fun, but I understand and respect those of you who don't, and I would prefer to have a system that everybody wants to participate in in some way.
Let me toss out a disclaimer that I'm not currently working on pickpocketing, I don't have it in a schedule or any specific plans, but I definitely think that it's due for an update and if the pieces fall into place I'd be interested in working on it.
Ixix
It seems pretty fair to say that as the game has grown and changed over the years, pickpocketing as it works now has become a bit of an odd-man-out sort of system that doesn't fit well with how we currently handle conflicts and CvC and PvP interactions both mechanically and policy wise, and a lot of players don't find it to be a fun part of the game. I think that it's fun, but I understand and respect those of you who don't, and I would prefer to have a system that everybody wants to participate in in some way.
Let me toss out a disclaimer that I'm not currently working on pickpocketing, I don't have it in a schedule or any specific plans, but I definitely think that it's due for an update and if the pieces fall into place I'd be interested in working on it.
Ixix
GS4-IXIX
Re: Pickpocketing
12/29/2016 09:19 AM CST
About the thief set - I made that (based on ideas from Wyrom for the abilities and whatnot) to be good now, without any changes to the pickpocketing system. If updates happen it'll continue to be good but it shouldn't be seen as an omen of upcoming changes or anything.
Ixix
Ixix
CRIME
Re: Pickpocketing
12/29/2016 09:22 AM CST
Thank you for that reply Ixix.
Now to move forward with a more constructive conversation.
One that might aid in the pieces coming together and inspiring development.
I'd like to call for all posts asking for its removal be labeled disruptive and stricken from record.
Best regards,
Crime
KRAKII
Re: Pickpocketing
12/29/2016 09:26 AM CST
What is with this recent wave of people asking for posts to be hidden?
People have opinions. Some of them differ from those held be other people. People talk, expressing their opinion. This is what is called conversation, or--in more formal settings--debate.
"You Can't Talk" is not conversation nor debate.
Note that "I Can't Hear You" is totally within the power of each account (not viewing another account's posts).
People have opinions. Some of them differ from those held be other people. People talk, expressing their opinion. This is what is called conversation, or--in more formal settings--debate.
"You Can't Talk" is not conversation nor debate.
Note that "I Can't Hear You" is totally within the power of each account (not viewing another account's posts).
UMBDAY
Re: Pickpocketing
12/29/2016 09:27 AM CST
I'd like all opinions that disagree with me be removed and not thought about again too.
GS4-IXIX
Re: Pickpocketing
12/29/2016 09:34 AM CST
I'll remove posts that violate policy. Saying that you want pickpocketing removed isn't violating policy, so I won't be removing those. I will recommend to everybody to discuss the system, the game, and the points in other posts, and not other posters or the existance of their posts.
Ixix
Ixix
UMBDAY
Re: Pickpocketing
12/29/2016 09:43 AM CST
Not really sure how one would go about making the pickpocket system rewarding for the marks. It could be an interesting challenge to find a way though. Making it so higher level thieves can't target lower level marks because it's easier is good. Making it fun to somehow punish the thief once caught would be good, because as it stands it's not fun to catch a thief or be stolen from(for me).
GS4-AULIS
Re: Pickpocketing
12/29/2016 09:46 AM CST
<<I'll remove posts that violate policy. Saying that you want pickpocketing removed isn't violating policy, so I won't be removing those. I will recommend to everybody to discuss the system, the game, and the points in other posts, and not other posters or the existance of their posts. ~GM Ixix
Agreed on this.
~Aulis
Forums Manager
QC'er
Agreed on this.
~Aulis
Forums Manager
QC'er
CRIME
Re: Pickpocketing
12/29/2016 09:54 AM CST
Calling for removal of pick pocketting when people are trying to discuss ways to move it forward is disruptive.
I do not agree that allowing incessant "it should be removed" posts isn't disruptive.
I do not see how or why GM's would allow continual blocking of constructive conversation.
UMBDAY
Re: Pickpocketing
12/29/2016 09:56 AM CST
You made your point known that you want posts removed and the names in red disagreed with you. If anything, continuing to insist on it is the disruptive posts.
CRIME
Re: Pickpocketing
12/29/2016 10:03 AM CST
Have them start a new thread for "removal of pick pocketting".
This thread is FOR PICk POCKETTING!
Remove the posts.
UMBDAY
CRIME
Re: Pickpocketing
12/29/2016 10:16 AM CST
What would be the point of discussing pick pocketting if what we get are disruptive people and the conversation gets derailed?
Isn't a job of a moderator to ensure the thread stays on track?
The GM's have stated that the skill is here to stay, and it isn't beyond their perspective that it needs an update.
I want to be able to address that without disruption.
TIGGEREYE
Re: Pickpocketing
12/29/2016 10:39 AM CST
At this point, the topic has been disrupted by the numerous requests to remove disruptive posts.
Anyway. I'm not a fan of pickpocketing, for the previously stated reasons. What if the skill allowed a lockpicker to pocket some coins from boxes, but make it nearly impossible not to be seen? Get caught, lose customers and rep. Don't get caught, make up for lousy tips. Customers/marks can invite themselves to the rp of it knowing there's a risk, pickpockets can choose to risk their lockpocking reputation.
___________________________________
The flamepoint sand kitten hisses at a patchwork flesh monstrosity.
... 9 points of damage!
Anyway. I'm not a fan of pickpocketing, for the previously stated reasons. What if the skill allowed a lockpicker to pocket some coins from boxes, but make it nearly impossible not to be seen? Get caught, lose customers and rep. Don't get caught, make up for lousy tips. Customers/marks can invite themselves to the rp of it knowing there's a risk, pickpockets can choose to risk their lockpocking reputation.
___________________________________
The flamepoint sand kitten hisses at a patchwork flesh monstrosity.
... 9 points of damage!
CRIME
Re: Pickpocketing
12/29/2016 10:51 AM CST
Very good then. Pick Pocketting
I'd like to see the nerf addressed with broader perspective.
It is not viewed as fun at present. I can share that most rogues I speak with today see it as a dead skill for a variety of reasons.
I thank Ixix and other GM's responses.
I was very happy to read that there was some recognition of the issue, but sorry to also read it is not on the official radar. How might players who have an interest see it placed back onto the radar?
KRAKII
Re: Pickpocketing
12/29/2016 11:21 AM CST
I'm totally okay with it being changed and improved. If GMs want to put time into it, great, and more power to them.
.
I've been suggesting "doing something" to make improvements to it since the last millennium. :) This was still current...
(Same character, same training. That 'Learning' column meant that you had to choose--now, at the time you made this level--the ranks in skills that you wanted to achieve in the future [then, when you made the next level]. No changes in between. No go-backs. No redo's. No annual fixskill. We're talkin' old school, baby. Want to hunt through the Misty Chamber runestone five levels from now? Make sure you started training in Runes [as it was called] not now, but five levels ago.)
.
The big difference is that now we actually have small versions of instantiation: Adventurer's Guild tasks (mini-quests) and Grimswarm camps and especially Duskruin (multiple people can be running the Arena, and the Arena is fundamentally the same for all of them), so things like "robbing the rich merchants house" is actually a feasible goal.
Now.
It was not, then.
.
You laid out your experience with it. I laid out mine.
My personal experience was, that it didn't happen often. (To me, never, from a merchant event or shop. Only in-town NPCs and other players.)
Some folks said they'd stolen 6x shields from merchants in the past; I inquired "how often" and "how commonly" (granted, those phrasings carried the implication of "at one or two events" and "once or twice in a decade").
Please note that to date I don't think I've seen any response to that, and certainly no great outcry from fifty people saying, "Yeah, we did it too!"
So my takeaway remains little changed: It didn't happen any too terribly often.
As it stands, it is rather draconian in behavior. (Inasmuch as for the most part, "high level Thief succeeds against low level spud with complete success and no chance of retaliation... or even detection.")
Someone asked for suggested changes--if the skill were to be left in--so I suggested equally draconian responsive measures, which has a great deal of Earth-history behind it, even.
The big difference, of course, being that on Earth we can't have someone meditate over our hand and put it back right away (now with free experience to the healer). So I addressed that aspect.
.
.
I would love to see something along the lines of the front cover of the old AD&D Player's Handbook. Giant statue? Huge faceted ruby eyes? (One already missing... and one Thief, scaling along over the nose of the statue to get to the other one.)
My experience in GemStone tells me, there ain't no giant statues like that. There ain't no giant gem eyeballs like that. There ain't even a dungeon that has anything like that in it.
However, if one of the things that we could do--as my previous posts have suggested--was to scan the crowd looking for a mark (RT & skill check) and find a rich target (NPC priest, merchant, townsman, whatever) and follow him (RT & skill check) unobserved (skill check) back to his (temple, warehouse, shop, home) and find out the weaknesses (RT & skill check) and break in (stealthily [RT & skill checks] or brute force [RT & combat]) and steal from them (RT & skill checks)...
Absolutely! Bring it on! The more the better!
I just happen to feel that the current implementation just ain't that good. Someone else suggested changing the name of it (which we now know is Character Manager, and verboten, so we won't do that) or having it do something else, so I took that ball and ran with it a little.
.
To end on a lighter note, see also Order of the Stick:
http://www.giantitp.com/comics/oots0029.html
.
Rank | Learning | Bonus | Skill Name |
10 | 1 | +50 | Pick Pockets |
I've been suggesting "doing something" to make improvements to it since the last millennium. :) This was still current...
Rank | Learning | Bonus | Skill Name |
1 | 1 | + 5 | Riding |
(Same character, same training. That 'Learning' column meant that you had to choose--now, at the time you made this level--the ranks in skills that you wanted to achieve in the future [then, when you made the next level]. No changes in between. No go-backs. No redo's. No annual fixskill. We're talkin' old school, baby. Want to hunt through the Misty Chamber runestone five levels from now? Make sure you started training in Runes [as it was called] not now, but five levels ago.)
.
The big difference is that now we actually have small versions of instantiation: Adventurer's Guild tasks (mini-quests) and Grimswarm camps and especially Duskruin (multiple people can be running the Arena, and the Arena is fundamentally the same for all of them), so things like "robbing the rich merchants house" is actually a feasible goal.
Now.
It was not, then.
.
You laid out your experience with it. I laid out mine.
My personal experience was, that it didn't happen often. (To me, never, from a merchant event or shop. Only in-town NPCs and other players.)
Some folks said they'd stolen 6x shields from merchants in the past; I inquired "how often" and "how commonly" (granted, those phrasings carried the implication of "at one or two events" and "once or twice in a decade").
Please note that to date I don't think I've seen any response to that, and certainly no great outcry from fifty people saying, "Yeah, we did it too!"
So my takeaway remains little changed: It didn't happen any too terribly often.
As it stands, it is rather draconian in behavior. (Inasmuch as for the most part, "high level Thief succeeds against low level spud with complete success and no chance of retaliation... or even detection.")
Someone asked for suggested changes--if the skill were to be left in--so I suggested equally draconian responsive measures, which has a great deal of Earth-history behind it, even.
The big difference, of course, being that on Earth we can't have someone meditate over our hand and put it back right away (now with free experience to the healer). So I addressed that aspect.
.
.
I would love to see something along the lines of the front cover of the old AD&D Player's Handbook. Giant statue? Huge faceted ruby eyes? (One already missing... and one Thief, scaling along over the nose of the statue to get to the other one.)
My experience in GemStone tells me, there ain't no giant statues like that. There ain't no giant gem eyeballs like that. There ain't even a dungeon that has anything like that in it.
However, if one of the things that we could do--as my previous posts have suggested--was to scan the crowd looking for a mark (RT & skill check) and find a rich target (NPC priest, merchant, townsman, whatever) and follow him (RT & skill check) unobserved (skill check) back to his (temple, warehouse, shop, home) and find out the weaknesses (RT & skill check) and break in (stealthily [RT & skill checks] or brute force [RT & combat]) and steal from them (RT & skill checks)...
Absolutely! Bring it on! The more the better!
I just happen to feel that the current implementation just ain't that good. Someone else suggested changing the name of it (which we now know is Character Manager, and verboten, so we won't do that) or having it do something else, so I took that ball and ran with it a little.
.
To end on a lighter note, see also Order of the Stick:
http://www.giantitp.com/comics/oots0029.html
GS4-MAZRETH
Re: Pickpocketing
12/29/2016 11:27 AM CST
As a long time player of a rogue, and this is just my personal opinion (not official in any way), I see no real way to make pickpocketing fun for the mark. I don't see the mechanics of it as it stands as actually promoting RP for the reasons already stated: 1.) if you succeed there is no interaction and no RP, 2.) if you get caught, the majority of players result to OOC methods of handling the situation such as PvP. I would like to see the skill play a part in other mechanics such as the disarm trap forumla (not sure who suggested that but it was a great idea in my opinion). As it stands now, my PC does not, and will not, train in it.
~Mazreth
Ta'Vaalor Guru
Erithi Guru
Burghal Gnome Guru
"Mother should I trust the Government?"
~Mazreth
Ta'Vaalor Guru
Erithi Guru
Burghal Gnome Guru
"Mother should I trust the Government?"
CRIME
Re: Pickpocketing
12/29/2016 11:29 AM CST
Perfect 👌 example of constructive feedback.
I am discouraged though that given the length of time since the changes, the acknowledgement that additional changes/update would be good, and that it's not on any official agenda, that it is in fact a dead topic.
There shouldn't be permanently closed doors.
Who do I need to pay off? What would the Dev costs be?
CRIME
Re: Pickpocketing
12/29/2016 11:43 AM CST
Previous comments are good examples as the case is.
I'm not joking about helping gemstone development efforts. If there is a perceived need to update, but real world priorities keep it from being on the radar, I'll try to crowd source fund is :D
Crime