Lockpicking, Stealth, and Thieves Guild

Post » Thu Dec 05, 2013 6:43 am

So, as it stands there will be no Thieves Guild at launch.

What I want to know is what impact picking locks and using sneak abilities will have on skill progression. Will they have an impact? Will we have to wait for a Thieves Guild to be introduced before there are skill bonuses or accomplishments for picking various locks in the world?

How would a Thieves Guild skill line work? My obvious thought is that it would give you some advantages in lockpicking, treasure finding, pickpocketing, and stealth skills (but not an overwhelming advantage like in Skyrim where picking locks becomes a joke, or how you can pepper a target with arrows while remaining stealthed).

Just curious as to what other people want to see as a Thieves Guild skill line.

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Andrew Perry
 
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Post » Thu Dec 05, 2013 7:13 am

Speech craft..if we somehow need that
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Sammykins
 
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Post » Thu Dec 05, 2013 3:22 am

I'm stil secretly hoping this will make launch ;-)

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Fam Mughal
 
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Post » Thu Dec 05, 2013 2:47 pm

What I hope for is steah skills for everyone and non-combat skills.

Maybe skills for addational loot, for aggro-reduce/reset, speachcraft (if usefull), and a passive skill for better vendor prices.

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JeSsy ArEllano
 
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Post » Thu Dec 05, 2013 3:47 pm

Climb walls. Coolest thief ability, hardly ever implimented in crpgs.

While they are at it, then bring back levitate & fly for mages.

If a warrior wants to fight or follow you, he needs to get a ring or something ;-)

Aww. Too unbalanced for PvP you say? Whatnow?
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Ann Church
 
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Post » Thu Dec 05, 2013 9:45 am

Really hope that u really can go stealth and get extra dmg if u can hit them from the back :P

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Richard Dixon
 
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Post » Thu Dec 05, 2013 6:14 pm

Climb walls was actually implemented in DAoC... stealth classes were able to infiltrate keeps by climbing up the walls at dedicated points. Of course it was always a bit of a risk for the stealther as well to take out targets inside an enemy keep.

Levitate/fly for mages would be way overpowered in PvP (and probably also PvE)

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Adriana Lenzo
 
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Post » Thu Dec 05, 2013 6:29 am

yea would be cool, like the wall climb in the cine trailer

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dean Cutler
 
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Post » Thu Dec 05, 2013 2:44 pm

I just wanna know how stealth will work in PVP, will we be harder to see? (slightly invisible) or will people just be able to see us slowly crouch-walking our way through the battlefield

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Kortknee Bell
 
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Post » Thu Dec 05, 2013 3:42 pm

If stealth in PvP is anything like I've seen in other games, when you're far enough away you simply won't see the stealthing player... but if they get close enough you'll see their translucent outline/image. I ~seem~ to remember something about how in PvP you can see a stealthed player's shadow on the ground? So to be really efficient a stealthed player would need to stay in shadows / darkness to hide her shadow? Maybe that was just something someone ~wanted~ to have, I don't remember.

RE: the OP, though, one thing that frustrated me --- but that I also loved --- about Thief style missions is when I was under orders NOT to kill anyone. I think Oblivion did this (although it MAY have been a thieving mod I added later)... and other sneaky type games basically forbid you to kill anyone, either because that will alert them that someone was there and you are not supposed to be detected AT ALL or because "we're thieves, not murderers"...

Of course, in an MMO where you can pick up a mission and then go off and do something ELSE, you would have to adjust this restriction. It would work best in an instance, of course --- once you enter the "grounds" of your target's mansion, for example, you cannot kill anyone or you fail the mission (or get a lesser reward or something).

Perhaps it could even be an "undocumented" type thing --- if you HAPPEN to sneak through a steal-this-for-me mission without fighting anyone, using pure stealth, you may unlock some kind of Ghost achievement or perhaps unique dialog from the mission-giver: "They didn't even know you were there! You're quite the thief!"

It probably goes without saying, but on the UI front, I hope they make it clear when taking an object would be considered stealing --- in the TES games, the interaction icon would be a red hand, for example, to let you know you were about to be stealing something. Likewise, I hope stolen goods are flagged as such in inventory, so people don't wonder why they cannot sell their stolen goods to Honest Joe's Supply Shack and instead have to find a Fence to sell those stolen goods....

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Samantha Jane Adams
 
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Post » Thu Dec 05, 2013 1:30 pm

Climb walls would be so epic.
Fly /Levitate would have to be for short periods, and would leave you without cover to ranged attack.
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Kahli St Dennis
 
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