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Originally Posted by Ellezard

The issue with Thievery is that it's too simple that you can't add anyway to deal with it.

Let's say that they become more aware and become harder to steal statwise (they need to have higher wits), that won't stop me from using my worst thief first (Low Finesse, thievery from gears only) before stealing again with a master thief (Very high Thievery and Finesse). Logic-wise, they're not going to suddenly become super aware that they can prevent an invisible master thief from pick pocketing them.


Here's a way to deal with repeated thieving. Let's just say add a cumulative penalty of -25% (or -33%) for weight and gold value for each theft after the first. So if you can steal 100 and 100 the first time, then 67/67 the second time, 33/33 the third time, and then add it would be 0/0 the fourth time, but let's boost it up to 10/10.

That would be a way to limit the amount of thieving you can do without nerfing it into the ground for one-thief-only parties. If you want to make 4-thief parties, then go ahead.


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Originally Posted by Stabbey

Here's a way to deal with repeated thieving. Let's just say add a cumulative penalty of -25% (or -33%) for weight and gold value for each theft after the first. So if you can steal 100 and 100 the first time, then 67/67 the second time, 33/33 the third time, and then add it would be 0/0 the fourth time, but let's boost it up to 10/10.

That would be a way to limit the amount of thieving you can do without nerfing it into the ground for one-thief-only parties. If you want to make 4-thief parties, then go ahead.



To reduce reward for tasks that require more investment is the definition of Anti-fun that has been the taboo of modern gaming design, this game is no exception. The principle of losses is that every deduction will have twice as much impact compared to what it is seen and this kind of change will hurt the game way more than it helps especially with the whole "You can be anything" approach of this game.

When a mechanic is as simple as this game thievery, you can't just nerf it directly. You have to adds complexity or depth to it instead in order to create more choices and way to adjust the mechanic.

Instead of trying to harm people for stealing multiple time, make it harder to steal multiple time with non-invested characters so that players have to explore different options if they still want to play multi-steal.

Zaleskar is an example of what it's like to be so hard to steal it's almost not worth the investment to hunt for the gears because of his 16 wits and level 2 base thievery, forcing most people to somehow find 3 gears before stealing from him, which is very difficult unless you're really lucky.

-When stealing is done, temporarily increase the wits of NPCs by 1 or 2 points with same amount of initiative reduction so nothing changes combat-wise. Call it something like "Awareness" and make it last like 99 turns so you have to go do something instead for the awareness to drop.

Something as simple as this will prevent people from being able to steal multiple time in one go as it's no longer possible to just use the bed roll to bump the finesse above the NPC's Wit for non-thief characters to bypass the extra thievery requirement.

- Increase the effect of having a massive gap in your Finesse and opponent Wit. Every 5 differences will add 1 to Thievery requirement. Zaleskar will end up requiring 4 thievery instead of 3 for people who invest absolutely nothing into Finesse and just 2 rings + 1 necklaces won't be enough. This will also forces people to explore more options if they still want to steal with mages/warrior and start using more buffs and even stat potions just to be able to bring down the thievery requirement level to the point it can still be reached.

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Ellezard,

Ive noticed the consumable stacking method has been removed, and they usually dont drop on NPC death.

Any thoughts?


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Originally Posted by Ellezard
Originally Posted by TraceChaos

I actually prefer the least murdery routes possible. For example, I collect flowers adn stuff to sell, which lead me to discovering that if you have yarrow you can talk to Migo and leave peacably, and then you can send Magister Yarrow to him, and the two talk. The downside of course is that I have to give the healing ring to Yarrow to get there.

Still, if I get yarrow flowers and stuff quick enough I can use that ring to heal sparkler card dude too, I suppose.


But murder = tons of exp.
Does he eat the Yarrow flower? Or does it remains in his inventory. Because if he eats it, rip recyclable Elixir for great gold.


Nope, you can finish Yarrow's quest then kill them both and get your flower back

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Haven't confirmed this, but if you talk to the Lizard merchant in the cave with a Lizard(Custom) he asks which House you belong to and if you say House of War he says he'll give you a discount.

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