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LordBlade

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Everything posted by LordBlade

  1. Personally, I'm for stealing everything that's not nailed down. But maybe that's just cause I like to horde stuff. I think that we should be able to steal any item a character is carrying within reason. So stealing their money, a potion, or even their weapon out of its scabbard would be great (if hard to do). Stealing their armour while they're wearing it... eh, not so much. I also like being able to plant stuff on people as well. I think the best example of stealing would be Arcanum. You could take just about anything someone had that they weren't equipped with. And to get around that you could plant stuff in their inventory in the hopes of them switching their gear around. Put a set of armour on someone and watch them switch out their old gear, which you can now take. I definitely hope that PE has AT LEAST Arcanum's level of depth when it comes to stealing. As for being caught, I think that should come down to who you're stealing from and your skills and relations with them. A silver tongued character could fast talk their way out of too much trouble, though would still look a little bad. Someone without such a talent would simply be caught red handed and have to face the consequences. However a peasant catching you will most likely run away. It's not like Bob the Farmer is going to attack the heavily armoured adventurer. They'd most likely tell you off and lock the door on you. A shopkeeper would be calling for the guards, not attacking you themselves... though a blacksmith might. Guards would beat you senseless for it, however I don't think they'd fight you to the death, that would be stupidly extreme. If you get caught, you get beat up and possibly locked up for it. There should however be ways to rectifying the problem. Be it through "magical" fixing or doing something to make up for what you've done.
  2. First post on the forums is about something that I feel strongly about. I think that time limits in general are a bad thing for RPGs of this sort. Giving the player the opportunity to explore and enjoy the world then forcing them to do so quickly or they'll lose is honestly a stupid thing to do. It doesn't create a sense of urgency for the plot, it simply reminds the player that they're playing a game with arbitrary limits. Now I'm not saying time limits can't have their place. If it's a side quest, then I could see it applying. Especially if its something where the player has options. For example, a player may be given X amount of time to deliver a medicine somewhere. They will then have options such as taking the quick and dangerous route (full of monsters and such) or taking the safer path which might take them longer. The quick route will save time as long as the player can overcome the obstacles in their way quickly enough. Meanwhile the longer route would have less chance of interruption but any delays may push the player over the limit. If you give the player occasional time limits tied to specific quests, it's not too bad a problem, as long as its well implimented. However just putting arbitrary limits all over the place will seriously harm the flow of the game.
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