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Originally Posted by Gyson

However, the fact of the matter is that the concept of "risk versus reward" needs to be observed, and the truth is stealing offers far too much reward for almost no risk.

The game warns you if you're caught, at which point you may simply reload and try again. You can rob a town blind and never suffer a dent to your reputation or tarnish the attitude of the townfolk towards you. And that is a simple task to accomplish when it comes down to it.

I would argue that choice doesn't really exist currently, as your current options (particularly with the first few levels) is to either steal to earn money or to do neither. What kind of choice is that really, particularly when the first few levels are surprisingly short on combat opportunities (especially for someone trying to take a more lawful/good path)? Quests offer no gold as rewards, and there are only a few non-theft containers in the town which may or may not offer anything useful due to the random nature of loot.


Well then, should it be easy to be good? The path of the Righteous man is beset on all sides by the inequities of the selfish and the tyranny of evil men. Blessed is he, blablabla.

Seriously guys, it was just for the sake of the argument, as stated. I do agree that stealing is a bit too much low risk/high reward in its current state. Arguably, let's face it, that is the case almost every time a RPG gives players the opportunity to steal to a significant degree. Stealing in a Bethesda RPG is a joke. Stealing in the original Fallout game can litterally break the game, and it is as easy as spending a few ability points on a character sheet.

Now, I'm not advocating for theft (nor the removal of the feature, in fact). That being said, we have to bear in mind that PC theft opens up its own Pandora's box at some point or another if the developpers wish to make it a significant feature and not some fluff mechanic to rob a coin or two from the local townfolks.

And I stand by my previous suggestion to have quest rewards be more substantial, and perhaps have monsters drop a bit of coin here and there on a more regular basis.

[Edited for quote.]

Last edited by Maali; 27/01/14 11:50 PM.
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Stabbey Offline OP
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Maybe there could be some kind of "Shoplifter" trait you get for stealing 50 items, than another "upgraded version" of the trait at 100 Items ("Thief"), and another upgraded version at 250/500 stolen items ("Kleptomaniac"). These traits would have a negative side-effect for your reputation ( and/or initial disposition), although I'm not sure what the positive sides would be. It should make sense, because if you do it enough, even if no one sees you, there are bound to be a lot of times you steal before or after an NPC sees you and suspicious would rise.

Would that be a satisfactory downside to stealing everything?


Originally Posted by "lar"
The loot certainly needs more tweaking, but don't expect there to ever be a waterfall of loot - it's not that type of game and well-balanced (which is not right now) scarcity creates gameplay . That said, I agree that it's a bit too stingy for the moment, but I have the impression that there's something bugged in the loot system itself. We'll look into it.

And starting gold is something that got lost somewhere in the flux - we'll fix that too. At least 50 gold , otherwise we won't be able to sell gold via in-game micro transactions.

I probably should add that the latter was a joke wink


The loot system probably doesn't need a huge amount of fixing, just some tweaking.
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Last edited by Stabbey; 28/01/14 02:08 AM. Reason: names for traits
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I think it makes a lot of sense that when a lot of things go missing when you're around would translate to distrust in the PCs.

Honestly, I think it should just have a negative effect, since the positive effect is the wealth increase.

Another way of doing it is also, like I suggested earlier, making it harder to do (say if you are caught sneaking around by an NPC they check your inventory for non-gold stuff you might've stolen, and take it back with a reputation hit on said NPC, etc.). This encourages spending ability/skill points on stealth abilities and lockpicking etc. in order to find ways around the NPCs and get in and out without bringing attention to oneself.

In general, either a more difficult system for thieving successfully, or an accruing reputation penalty (kind of like in Bethesda Fallout, negative karma per theft) for heavy theft.

What my entire goal is about, as many have probably seen elsewhere, is making choices appear to be choices of enjoyment or reward, not choices of practical superiority or gimping oneself. I think the increase in penalties/difficulty for thievery makes it an OPTION rather than a COMPULSION, which the extra wealth for time investment is simply tremendous at this point, and thus feels compulsory to do it.

Nothing should end up just being notably superior at completing and enjoying the game; every choice should be a choice of "I want to" rather than "I should (lest I suffer)" in the ideal enjoyable game experience though, I believe.

So here it would be preferable to have "I want to invest in thievery over combat skills so I can use the wealth for gear and extra skills etc (and because it is fun)" instead of "I should steal since it takes no real investment and significantly improves my combat odds, whereas not thieving does nothing for me practically (lest I suffer for being poorer than most characters and have more trouble needlessly)".

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