Huh? Now where'd that go? (Picking pockets)
Posted 09 April 2014 - 07:08 PM
Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps
Posted 09 April 2014 - 07:49 PM
Also if AI is searching I would imagine they'd be much more prone to catching the player attempt and raise them to full alert. Would add more tension + make pickpocket only an option for a guards at alert levels 1-3. Just two ideas, what's everyone else think?
Nah, vice-versa, often people focused on a task are less generally observant, particularly men. This happens in car accidents, the driver will be so focused on the car waiting while backing out of a driveway they miss that the car was waiting for a kid running into the street.
The more stress, the more adrenalin, the more tunnel vision.
There are videos on youtube that demonstrate this effect fabulously. You'll miss the totally preposterous thing while watching due to focus being elsewhere.
It's also never a good idea to limit the player's options. For example, taking away the technique of shooting an arrow specifically to get them to stop and look, so you may pick pocket despite the higher risk.
It would also break maps that require pick pocketing an item, if guards were alerted before the item was nicked. Just as reward should be commensurate with effort, similarly penalties should not be excessive, if high alert meant having to fail/restart a map, that would not be fun game-play.
Since grayman has already proposed, discussed, adjusted and implemented the present pickpocketing system, it's a little late to come up with new ideas now.
And I must say, he rocks, and is due significant appreciation.
- Baron Thomas Babington Macauley
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users