I've been using a different method to counter the stolen items dilemma that at least feels slightly more immersive (to me anyways). Instead of just transferring the item to a far off companion, I stash the item in a nearby, free-use storage object. Afterwards going through the dialog and showing my inventory to prove I have no stolen items. Then I walk away with free loot and no penalties. It makes a little more sense to me, as it feels like I'm actually tricking the npc, in my mind at least. I still find it absurd that if I steal unique gear from them and then talk to them later while wearing it that it doesn't phase them in the least.
It is a little disappointing that only hunstman can make use out of the combat bonuses for sneak imo. Even then it's only for starting a combat. Since melee rogues will just get detected trying to get close enough for that initial hit, even if it did work they'd be s/o stuck in the middle of all the enemies anyway (and wouldn't be that effective considering how armor works now). So far it feels like the only relevant uses for sneaking are stealing or light scouting. Even then, I haven't had to invest any points into sneak to successfully steal anything on my MC yet.
I don't really have anything to add to your gripes about picking pockets, you pretty much hit the nail on the head and I agree with you wholeheartedly.
I wish games would stop having psychic guards. I know it takes more effort/time/money to implement a more detailed crime system into games, but the former just feels busted. At very least I think a combination of your suggestion in having the ability to remove stolen flags and some kind of time frame before everyone is alerted to do so would be a simple solution to help *alleviate* the issue (something similar to murders would be cool to).
Last edited by Alverdine; 19/09/17 04:32 PM.