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Games that reward pickpocketing

Jimmious

Arcane
Patron
Joined
May 18, 2015
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Steve gets a Kidney but I don't even get a tag.
CRPGs rarely get pickpocketing(or stealing in general)right and that's mainly because it's usually an afterthought.
They say oh we're an RPG, we should have stealing too.
But I really don't think I ever had to steal something in a CRPG. You get so much loot anyway that there is no real reason to bother.
So since it's an afterthought for the player, it's one for the devs too.

How many times did you try to steal 2 coins from the pocket of some random farmer and then he aggroed the whole village against you? Did you really need these 2 coins? Nope. You do it for the fun of it and that's why the devs don't really care to make it work.

The only way we would see proper stealing mechanics in a CRPG would be if the resources are really scarce and you have to somewhat rely on it to get some things.

Then it becomes an important mechanic and it would be worked on.
 

Doktor Best

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Feb 2, 2015
Messages
2,849
Ressources must ALWAYS be scarce. What the fuck does a ressource matter if you have too much of it to worry about using it? Every game that showers you in gold has shit economics and i hate the fact that developers are being so fucking lazy about that stuff.

I dont say that every game should be a hobo simulator. There should be different playstyles that provide different means of money (evil path being the go-to mode for players who want to become really rich would be reasonable for example) but give players who have that amount of money incentives to spend it, like evil player having to bribe guards, or quest npcs who loathe him because hes an evil, unlikable fuck.
 
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Not a fan of the 'pickpocket enemies during/before combat to get bonus stuff' mechanic - if I can pickpocket them, I should be able to take it from their cold dead corpse. Prefer it as a mechanic for stealing stuff from NPCs you want to keep friendly (vendors and the like).


For me, a big issue is that there needs to be some reason - most of the time - to suspect that this guy is a mark. A hint, somewhere, no matter how hard to find. No issue with having the very occasional 'random peasant who just happens to be carrying great-granddaddie's vorpal sword of death' on him for the completionists, but otherwise, you should have some reason to identify this guy as a mark, rather than reloading your way through pickpocketing every NPC in the game.
 
Joined
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Ressources must ALWAYS be scarce. What the fuck does a ressource matter if you have too much of it to worry about using it? Every game that showers you in gold has shit economics and i hate the fact that developers are being so fucking lazy about that stuff.

I dont say that every game should be a hobo simulator. There should be different playstyles that provide different means of money (evil path being the go-to mode for players who want to become really rich would be reasonable for example) but give players who have that amount of money incentives to spend it, like evil player having to bribe guards, or quest npcs who loathe him because hes an evil, unlikable fuck.

Roleplay Martin Shreiki, you mean? 'I can increase the price of this already profitable vital drug 100x over, therefore I will....WTF WHY DOES NOBODY WANT TO DO BUSINESS WITH ME, AND WHY ARE MY COLLEAGUES LEAKING ALL MY FINANCIAL SHIT TO THE TAX DEPARTMENT!!!'
 

Modron

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Joined
May 5, 2012
Messages
10,060
CRPGs rarely get pickpocketing(or stealing in general)right and that's mainly because it's usually an afterthought.
They say oh we're an RPG, we should have stealing too.
But I really don't think I ever had to steal something in a CRPG. You get so much loot anyway that there is no real reason to bother.
So since it's an afterthought for the player, it's one for the devs too.

How many times did you try to steal 2 coins from the pocket of some random farmer and then he aggroed the whole village against you? Did you really need these 2 coins? Nope. You do it for the fun of it and that's why the devs don't really care to make it work.

The only way we would see proper stealing mechanics in a CRPG would be if the resources are really scarce and you have to somewhat rely on it to get some things.

Then it becomes an important mechanic and it would be worked on.

I actually think Arcanum did it right in this regard, a lot of unique weapons are in the hands of people who are never hostile to you unless you directly attack them and thus aggro whole cities and whatnot unless of course you stealth kill them. Furthermore, say in the case of throwing mastery where you have to give away the best throwing weapon to said skill's master in order to receive training you can turn around and steal that weapon back albeit at a relatively low chance even for a pickpocket master. Plus thievery was one of the quicker means to get yourself a decent firearm if you weren't very lucky in getting parts from shops.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,028
Not a fan of the 'pickpocket enemies during/before combat to get bonus stuff' mechanic - if I can pickpocket them, I should be able to take it from their cold dead corpse.
I actually think this is a decent system, because it discourages save scumming the result, since you don't need to reload to find more mooks and you don't want to reload a hard won boss fight. Obviously it makes little to no sense simulation wise, but it serves as a nice gameplay mechanic to reward the player for fighting well enough to waste turns that give no benefit in the battle itself, and serves as a sort of thematic 'fuck you' to your enemies, like a taunt. Especially if you manage to steal some sort of unique item related to that enemy that serves as a trophy of sorts.
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,856
I actually think Arcanum did it right in this regard, a lot of unique weapons are in the hands of people who are never hostile to you unless you directly attack them and thus aggro whole cities and whatnot unless of course you stealth kill them. Furthermore, say in the case of throwing mastery where you have to give away the best throwing weapon to said skill's master in order to receive training you can turn around and steal that weapon back albeit at a relatively low chance even for a pickpocket master. Plus thievery was one of the quicker means to get yourself a decent firearm if you weren't very lucky in getting parts from shops.
Really feels like a world. Arcanum is so fucking great. Gonna reinstall this weekend.

Also gonna ignore virgil, fucking retard ruins the game for me.
 

Sykar

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Turn right after Alpha Centauri
Any pickpocketing mechanic that encourages savescumming is shit.
By that logic everything is shit, because everything short of super easy challenges encourage save scumming.

Savescumming is mostly up to the the player and does not have much to do with the game. Instead of being and idiot and trying to pickpocket with that 5% chance maybe build a character who can do it well enough.
Git gud bois.
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,856
Savescumming is mostly up to the the player and does not have much to do with the game. Instead of being and idiot and trying to pickpocket with that 5% chance maybe build a character who can do it well enough.
Git gud bois.
Yep, not to mention the impact it has on character progression is negligible in most games.
Only exception is probably fallout, where most stimpacks come from stealing, and therefore its recommended to invest on it.
 

Walden

Savant
Joined
Mar 23, 2016
Messages
289
Pickpocket mechanic would be nice in a game where if you fail:
1-the target stops you and doesn't let you get the good
1-1--at this point if you have a good reputation he/she doesn't attacks you; you will lose some reputation points
1-2--otherwise he will calculate the possibilities of killing/outlawing you, and depending on his perception/intelligence the prevision will be more or less accurate
1-2-1--if there are other people nearby they will sum up their possibilities


2-you manage to tear off the good
same options as above but with one addiction
2-3-1-you are alone with the victim
2-3-1-1--you can intimidate your victim and keep the object; you will lose some reputation points
2-3-1-2--you can persuade your victim, giving him the stolen good back, and you won't lose any reputation point, but that person
gets bonuses to perception/intelligence/agility et similia attributes against you
2-3-2--there are other npcs
2-3-2-1--same as 2-3-1-1 but you have to win additional checks for every npc; you will lose a lot of reputation
2-3-2-2--same as 2-3-1-2 but you have to win additional checks for every npc; you will lose a lot of reputation
 

Jimmious

Arcane
Patron
Joined
May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
But I really don't think I ever had to steal something in a CRPG.
You seem to have this deep and worrying lack of understanding of what RPGs are really supposed to be about.
+M
What do you mean? I never said that stealing should be important in RPGs, I just said that it was never really necessary, even if you wanted to "role-play" a thief.
A thief that is extremely rich won't bother stealing random crap from the pockets of npcs.
 

Chunkyman

Augur
Joined
Dec 8, 2013
Messages
159
There was a unique item or two in Dragon Age: Origins that you could only get through pickpocketing.

The only game I've ever played with fun "pickpocketing" was Fire Emblem where you could use your (generally fairly shitty and weak) thief-class characters to steal very valuable items off of enemies. Particularly on harder difficulties, this added a really fun tactical element as often you would have to plan out the logistics of getting your thief to that enemy without getting massacred or pinned in along the way.
 

DraQ

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Chrząszczyżewoszyce, powiat Łękołody
Not a fan of the 'pickpocket enemies during/before combat to get bonus stuff' mechanic - if I can pickpocket them, I should be able to take it from their cold dead corpse.
I actually think this is a decent system, because it discourages save scumming the result, since you don't need to reload to find more mooks and you don't want to reload a hard won boss fight. Obviously it makes little to no sense simulation wise, but it serves as a nice gameplay mechanic to reward the player for fighting well enough to waste turns that give no benefit in the battle itself, and serves as a sort of thematic 'fuck you' to your enemies, like a taunt. Especially if you manage to steal some sort of unique item related to that enemy that serves as a trophy of sorts.
No, it's a retarded system because it is retarded.

It's the kind of system where you need to spell out everything that's possible to do with it to the player explicitly, because there is no fucking logic to it. It inherently doesn't lend itself to experimentation or building emergent gameplay on top of it.

The main reason simulationism is superior isn't that the games must slavishly emulate reality. The main reason is that it allows games to directly benefit from a lot of internal logic that reality has and players understand. Players generally understand concepts like 'theft' and 'having something on your person'. If your game includes those concepts and let them work as expected then those concepts don't need any explanation beyond signalling that they exist. They also can be incorporated into higher order gameplay either by the devs or by the player.
However if your game includes those concepts but 'having something on your person' doesn't actually mean having it on your person or 'theft' doesn't actually mean taking stuff someone else has in their possession, you start to need to explain basic concepts to the player. You also need to spell out explicitly how those concepts can be incorporated into higher order game logic, because player can no longer rely on their understanding of them, plus you risk tripping yourself because you can no longer be sure the logic you're building won't clash with itself at some point.

In other words: you start constructing some giant clusterfuck of fail with no obvious benefits because in lalaland of :retarded:you can go and steal from someone stuff they don't have after which they may proceed to hit with stuff you stole and they didn't have in the first place and it isn't exactly obvious how any of this can logically tie into anything else.
This kind of mechanics is infectious too because if there is one thing that works like this there are at least two ways it can poison everything else:
  1. By not letting the player assume that anything else works in sensible manner, because clearly some things don't and the pattern, if it even exists, isn't obvious.
  2. By letting the side effects of illogical mechanics propagate into situations described by other systems.

Meanwhile in :obviously: simulationist land the fluff seeks to describe the crunch as well as possible. So it's not surprising to the player that things people have are the same things that can be stolen or looted from them and the same things that they can use themselves, so player can for example plan to sneak in before a fight and take bad guys' weapons so that they have nothing to fight with and they can reason that, for example, dropping something valuable in bandits' hideout may cause them to fight and kill each other over it (it's possible in Skyrim, BTW), and that if you want research notes A from NPC B who in turn wants you to escort him to the town C which is helluva long way from where you are before he gives them to you, you might as well just steal them or pretend to agree, walk him just outside of town and murder him to take the notes.

It's ironic when
:hearnoevil: and :gumpyhead:
seem to have so much more sense in them than your average Codexer.

Any pickpocketing mechanic that encourages savescumming is shit.
By that logic everything is shit, because everything short of super easy challenges encourage save scumming.

Savescumming is mostly up to the the player and does not have much to do with the game. Instead of being and idiot and trying to pickpocket with that 5% chance maybe build a character who can do it well enough.
Git gud bois.
And what if it's 50%? What if it's 95% and you roll badly?
How do you git gud at rolling virtual dice?

You seem to have this deep and worrying lack of understanding of what RPGs are really supposed to be about.
+M
What do you mean?
I mean that if you use the term "have to" you probably don't understand the point of RPGs.

I never said that stealing should be important in RPGs, I just said that it was never really necessary, even if you wanted to "role-play" a thief.
And how exactly do do you reoleplay a theif without stealing?
:M
Let me help you out:
https://en.wiktionary.org/wiki/thief
https://en.wiktionary.org/wiki/theft
No need to thank me.

A thief that is extremely rich won't bother stealing random crap from the pockets of npcs.
How about keys? Signets and other means of proving one's identity? Notes containing useful information (including passphrases)? Items carried by couriers?

Locking a significant victory behind a single roll isn't really better than a single roll forcing a game over.

Ressources must ALWAYS be scarce. What the fuck does a ressource matter if you have too much of it to worry about using it? Every game that showers you in gold has shit economics and i hate the fact that developers are being so fucking lazy about that stuff.
Scarcity is hard to do because it's not stable (It's not unlike RL economy, come to think of it).
If player is doing worse than you've expected, for example due to random factor, they lose.
If player is doing better than expected they gain more and more resources to burn to get even better off and then they drown in wealth.

That's one of the reasons inventory limitations are crucial - they impose a cap on how well off a player can be (and yes, for this very reason gold should have weight as well), so are all sort of constant resource sinks - supplies, repairs, etc. - some of which need to be correlated to how well off the player is (repairing a legendary artifact is going to be expensive, using it to stab rats is going to burn a lot more funds than it will earn), so that it's possible to descend back into recoverable murderhobo phase instead of crashing hard into rock-bottom if unlucky or not gud enuff.
 

laclongquan

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Searching for my kidnapped sister
If you want to nerf stealing:
- make that action applicable to money and very small sized item, like keys, cards, etc...
- roll of perception toward a next to suspect. If you want to steal, stand afar, save, then move in. If you reload standing near you will never beat the perception roll. (this will inconvenient the savescums).
- You probabbly can slip items into containers if you beat perception roll (as it represent a 3rd observer), and therefore can plant bomb to damage nearby targets. But you can never slip in item bigger than keys, cards... to a live target.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,028
That's great and all except the reasons people steal shit in the real world doesn't apply in video games. What reason is there to avoid killing someone and taking their shit? Do you have moral concerns about pretend people? No. Are you going to get caught by medieval CSI who figured out you killed a complete stranger to get his fancy hat? Not realistically.

Moreover, if you want realism, my character is going to be a baker or something instead. There's no incentive to wandering the world being heroic for no reward just so you can die from infection of a minor cut you got in a non-lethal scuffle with a drunk.

Your realism = intuitive argument is bullshit because the realism always has to end somewhere. If people react realistically to pickpocketing why can't I skip this sword bullshit and craft myself a gun? Why can't I wait for my enemies to be taking a shit before ambushing them? Why can't I kidnap their children and use them as hostages? Why didn't any wizards bother making a poisonous gas cloud that is invisible and scentless instead of bright green and foul? Why is anything valuable ever even remotely attainable by the PC?

If the realism has to stop somewhere anyways, it may as well stop wherever it needs to allow for interesting gameplay mechanics, instead of realistic taking a dump simulator 2019. You want realism? Go play UnReal World. You can just walk into a village, trade some poor retard some shit to get him to help you on your adventures, then brain him outside the village while his back is turned and take all his shit, including what you gave him, then do the same at every village you come across until you're insanely wealthy. Realistic, but boring as fuck.
 

adddeed

Arcane
Possibly Retarded
Joined
May 27, 2012
Messages
1,479
The game that did it best is Risen. You can only pickpocket a character once, and can only take one item from their inventory, if you have the required skill. Its simple and elegant and works very well.
 
Unwanted

Bésame Mucho

Unwanted
Joined
Sep 27, 2016
Messages
247
The only game I've ever played with fun "pickpocketing" was Fire Emblem
In which part of this weaboo shovelware collection?
W841ffS.png


Also, which part of them has the least moronic slanteye plot?

Dreed
Irenaeus
 

Jason Liang

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Oct 26, 2014
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Crait
I think some NWN modules do pickpocket well, where if you steal, you'll get an alignment shift penalty toward chaotic. Obviously pure thieves don't care, but it puts a hard limit on how much a Paladin, Monk or Druid can steal. You have to balance it so that it's only worth stealing really great items. Also these modules "mark" stolen goods so that you can only sell them at a black market.

Off the top of my head, Baldercan's modules and ADWR both use this system.
 

Sykar

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Dec 2, 2014
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Turn right after Alpha Centauri
Any pickpocketing mechanic that encourages savescumming is shit.
By that logic everything is shit, because everything short of super easy challenges encourage save scumming.

Savescumming is mostly up to the the player and does not have much to do with the game. Instead of being and idiot and trying to pickpocket with that 5% chance maybe build a character who can do it well enough.
Git gud bois.
And what if it's 50%? What if it's 95% and you roll badly?
How do you git gud at rolling virtual dice?

Shit happens, so what? Do you reload everytime something goes wrong in RPGs? Also maybe do not attempt to steal at only 50%? Make sure you are very competent and not just half assed comptentent? Must be too hard I guess. :roll:
 

Immortal

Arcane
In My Safe Space
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Safe Space - Don't Bulli
The main reason simulationism is superior isn't that the games must slavishly emulate reality. The main reason is that it allows games to directly benefit from a lot of internal logic that reality has and players understand. Players generally understand concepts like 'theft' and 'having something on your person'.

Years of lazy game design has re-defined how these concepts are perceived in video games.
You would need to reteach players that in your game they can try things off the beaten path for alternative outcomes.
 

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