Rogue pickpocketing hoverhaul ideas
Posted: Thu Apr 13, 2017 7:18 pm
Jakkal and I had a random discussion on IRC about rogue pickpocketing, and some ideas to improve it over LiveVG. These are general ideas that we thought sounded good and were potentially doable in the Emu.
Pick Pocketing targets:
PP used to be usable on all mobs, but was changed to humanoids only. The problem with this is the fairly low number of humanoid mobs to use. 51+ has very few.
It'd be nice if friendly/neutral NPCs were also targets for pick pocketing, such as those in towns. Perhaps if you fail, you get a faction hit. Could also have the NPCs turn hostile for a while so the rogue has to leave town till they cool down.
+Pickpocket gear:
Rogue specific stealth gear could also have +pickpocket stat, which would help with the above target change, so less chance of faction hits from failing. Pickpocket gear was very rare in live.
Minigame?
It'd be interesting if we could get a minigame of some sort working to make PP more than 'click button, pray to RNG'. I don't know much of how the client/server communications work, or how much flexibility there is, but if we could use the fishing mechanics for PP, then it adds some player skill in.
Perhaps a progress bar starts at 50%, and slowly lowers over time. If it reaches 0% then the rogue is found out and NPC attacks. Rate could be determined by player/NPC level difference and stealth/pickpocket gear. To increase the bar, player would need to find which direction increases the bar, and mash that until it changes (or if we can think up someway to make the way fishing directions work in context). Getting 100% would be an instant success. Possibly a time aspect as well, and the higher % you ended up at would increase the value of the reward. Something like over 50% to get ok stuff, 75% for good, 90% for excellent.
If we were able to make the pickpocketing more of a player skill based, then the in combat finisher "Plunder" would just give trash/cash loot and poison components (and some damage would be nice), where the out of combat would give the better rewards.
Poison Recipes:
It used to be that poisons were crafted by the rogues. Recipes were bought and the components acquired through PP. Would be very nice to go back to that.
Another idea we had was to have the trainers only supply basic recipes, and gather the more advanced ones from around the world. The trainer could for example have a hint that a certain NPC is known to have advanced poisons, and the player could pick pocket the recipe from them. Another reason for +Pickpocket gear, since the best recipes would be from rogue masters or such.
Pick Pocketing targets:
PP used to be usable on all mobs, but was changed to humanoids only. The problem with this is the fairly low number of humanoid mobs to use. 51+ has very few.
It'd be nice if friendly/neutral NPCs were also targets for pick pocketing, such as those in towns. Perhaps if you fail, you get a faction hit. Could also have the NPCs turn hostile for a while so the rogue has to leave town till they cool down.
+Pickpocket gear:
Rogue specific stealth gear could also have +pickpocket stat, which would help with the above target change, so less chance of faction hits from failing. Pickpocket gear was very rare in live.
Minigame?
It'd be interesting if we could get a minigame of some sort working to make PP more than 'click button, pray to RNG'. I don't know much of how the client/server communications work, or how much flexibility there is, but if we could use the fishing mechanics for PP, then it adds some player skill in.
Perhaps a progress bar starts at 50%, and slowly lowers over time. If it reaches 0% then the rogue is found out and NPC attacks. Rate could be determined by player/NPC level difference and stealth/pickpocket gear. To increase the bar, player would need to find which direction increases the bar, and mash that until it changes (or if we can think up someway to make the way fishing directions work in context). Getting 100% would be an instant success. Possibly a time aspect as well, and the higher % you ended up at would increase the value of the reward. Something like over 50% to get ok stuff, 75% for good, 90% for excellent.
If we were able to make the pickpocketing more of a player skill based, then the in combat finisher "Plunder" would just give trash/cash loot and poison components (and some damage would be nice), where the out of combat would give the better rewards.
Poison Recipes:
It used to be that poisons were crafted by the rogues. Recipes were bought and the components acquired through PP. Would be very nice to go back to that.
Another idea we had was to have the trainers only supply basic recipes, and gather the more advanced ones from around the world. The trainer could for example have a hint that a certain NPC is known to have advanced poisons, and the player could pick pocket the recipe from them. Another reason for +Pickpocket gear, since the best recipes would be from rogue masters or such.