Pickpocket Overhaul

Talk about the mods you'd like to see in Daggerfall Unity. Give mod creators some ideas!
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Jay_H
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Pickpocket Overhaul

Post by Jay_H »

Some good ideas from a user on Discord:
It'd also be nice to overhaul Pickpocketing overall. Ideally it'd be cool to add a small chance (increases with Luck, maybe) that you pickpocket a random magic item (torc, mark, etc) from them. It works lorewise just because Tamriel is such a high-magic setting that it would make sense for magic items to be relatively widespread. Mechanically it provides a reward that IMHO is commensurate to the risk. It's also got that fun gambling factor due to the way a magic item could be just vendor trash, but it could also be exactly what you need to deal with that lich you ran away from.
Surely the average peasant is carrying something more valuable than a ball of lint, right? As skill nears 100, more valuable items could be stolen from commoners (jade, diamond, soul gem) and from enemies in dungeons.

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pango
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Re: Pickpocket Overhaul

Post by pango »

Too bad you can't pickpocket flat NPCs, that could make more sense for nobles... with associated risk of reputation loss
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Firebrand
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Re: Pickpocket Overhaul

Post by Firebrand »

pango wrote: Wed Nov 20, 2019 7:47 pm Too bad you can't pickpocket flat NPCs, that could make more sense for nobles... with associated risk of reputation loss
Maybe a MOD could make it possible? :?:

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Ralzar
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Re: Pickpocket Overhaul

Post by Ralzar »

For pickpocketing commoners: it would be nice if it at least sometimes produced larger amounts of coin, or maybe a jewel or jewelry piece? Maybe a potion? If you had a loot table you moved up based on skill that could be nice.
Also, does the thievesguild give you any pickpocket quests? If not, this is part of why the skill is so useless. Starter thieves should get quests to just pickpocket a certain amount.

Using pickpocket on merchant and noble npcs is also something that’s missing. Is it possible to change what clicking on npc’s do in Steal Mode? So instead of getting the merchant window or talking to the noble, you tried to pickpocket? With a higher chance of failure obviously.

BansheeXYZ
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Re: Pickpocket Overhaul

Post by BansheeXYZ »

Thievery's problem is that it's a dice roll. If you know you're about to get some random result, you just... save and load until you succeed. Lame.

Give doors and drawers 10 lock strengths, and higher lock strengths yield better loot. You either have the ability to get the loot or you don't. Whether you're arrested or not doesn't come down to a roll, but whether you did it in vicinity of someone. Give people a reason to cast invisible on themselves when an NPC is near the container you want. Can't randomly send guards because people are just going to savescum. Can't make all drawer loot trash because then people are just going to not thief/explore cities at all.

Give pickpocketing the same treatment. Keep the reward mild, send guards only if a different NPC is too close to the one you are pickpocketing. Stop the randomness, let patient isolation and invisibility spells be the trick, not savescumming.

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