Re: The New Pick-pocket Script
Posted: Wed Feb 11, 2015 2:40 am
Two coppers from my side as well
Nice to see SoH is being worked on instead of going the way of crafting skills (though I'm sure they will be worked on eventually when important enough).
1) Perhaps going into stealth could reduce your SoH skill somewhat, or SoH might temporarily reduce your stealth skills to make it more "realistic", IF such is warranted; stealth in NWN2 has always (afaik) ignored many environmental factors like nearby dynamic shadows, weather or vegetation, so perhaps SoH affecting stealth is not necessary if there are already so many other factors that also do not affect stealth.
2) The main problem like Steve mentioned probably is the possibility of high-level SoH players griefing low-level players that have no chance at all to spot the attempt. Much like a max-level fighter decapitating a min-level newbie character in one PvP attack; another example of a big level spread between players being a hindrance to otherwise interesting and unpredictable PvP roleplaying. But that is a player problem, not a mechanical one.
3) Automatic hostile toggle of victim/spotters toward thief and thief toward victim/spotters when SoH is detected, as Nihm mentions, is probably a good idea (perhaps until thief leaves the area?). Makes it easier at a glance to react properly as a player when your character or bystanders have spotted the attempt (I wonder how NPC guards react when you attack said thief).
Much of this has been mentioned already, I'm just giving my +1 endorsements on those suggestions above. In general I am all for leaving SoH un-nerfed, as long as it is not used to grief lower-level players.
1) Perhaps going into stealth could reduce your SoH skill somewhat, or SoH might temporarily reduce your stealth skills to make it more "realistic", IF such is warranted; stealth in NWN2 has always (afaik) ignored many environmental factors like nearby dynamic shadows, weather or vegetation, so perhaps SoH affecting stealth is not necessary if there are already so many other factors that also do not affect stealth.
2) The main problem like Steve mentioned probably is the possibility of high-level SoH players griefing low-level players that have no chance at all to spot the attempt. Much like a max-level fighter decapitating a min-level newbie character in one PvP attack; another example of a big level spread between players being a hindrance to otherwise interesting and unpredictable PvP roleplaying. But that is a player problem, not a mechanical one.
3) Automatic hostile toggle of victim/spotters toward thief and thief toward victim/spotters when SoH is detected, as Nihm mentions, is probably a good idea (perhaps until thief leaves the area?). Makes it easier at a glance to react properly as a player when your character or bystanders have spotted the attempt (I wonder how NPC guards react when you attack said thief).
Much of this has been mentioned already, I'm just giving my +1 endorsements on those suggestions above. In general I am all for leaving SoH un-nerfed, as long as it is not used to grief lower-level players.
