Pickpocketing pecentages are so stupid...

Post » Tue Jun 12, 2012 5:43 am

I don't know about that. About the only time I ever reload is if I run into a glitch that I can't work around but I wouldn't want the game preventing me from fixing a bug. None of the consequences in this game are terrible anyway, so what's the point? (Other than dying, but you sort of have to reload after that kind of failure, unless you're playing DID.)

For some reason people seem to think that everybody is just reloading every time they break a lockpick or get caught pickpocketing. The first time I got caught pickpocketing I went to prison. I escaped and tried to get my stuff back but broke my lockpick. I snuck out of the prison and got myself caught again for picking someone else's pocket. Went back to prison with a new lockpick and got my stuff out of the chest. Net result of not reloading: a ton of xp in sneak, lockpicking, and picking pockets (I literally stole the guards blind while they were sleeping). That's not consequences, that's gameplay. If I'd reloaded, I would have got the stuff I wanted but missed out on a couple hours of solid thieving. I pay my bounties or bribe the guards. Gold is easy to come by if you're a thief, so what's the big deal? It's not like you can't make it back.

Same goes for picking locks. Unlike a lot of boasters, I can't pick Master locks on the first try. It's not unusual for it to take 15 or 20 lockpicks. I easily broke 30+ on one of them. (Though I have done it on the first try once. That's called luck.) I'll keep trying until I'm down to about 10 picks then I'll stop, in case I need them for other locks. I'll take my loot back to town and sell it and then go back with more lockpicks. It's really not that big a deal. Who's reloading for this kind of 'consequence'? Sometimes I think the only people who complain about reloading are the people who can't stop themselves. It seems pretty silly, since a lot of the interest in the game comes from the failures.

Yeah. Then when you break 30 picks on the expert lock and get it open on the 31st, the chest has a minor healing potion and 10 gold in it.
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Annick Charron
 
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Post » Tue Jun 12, 2012 5:30 am

Yes, but if the chance of something is 1 in 10,000 and millions of people do it, then you'll have hundreds or thousands of people for whom that low probability comes up. A few of them might complain on internet forums that the probabilities that get displayed to them are messed up.

If the odds are 1 in 10,000 and 1,000,000 people try, 100 of them will experience it. Last I saw Skyrim sold 3.4M copies, so that means 340 people should experience such luck. /shrug

Possible, still rather unlikely. Given the sample size, if we assume no one is lying about it, it would be more probable statistically that something is wrong with the calculation engine. Given that people have experienced displayed percentages decreasing with more +pickpocket gear, this conclusion is better supported.
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Marlo Stanfield
 
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Post » Tue Jun 12, 2012 9:39 am

90% chance to steal. Ooh, i'll just take that then..
*gets caught, then loads save*
I get caught 3 more times until i finally am able to steal it.
Then, just for testing, i try to steal this amulet he has which had a 26% chance to steal. Did it....
What the [censored]? Makes no sense at all.
Pickpocketing %s are just completely [censored] up.

Notcturnal doesn't like you.

I don't like you either.

You better watch it. We're wanted in 12 holds!
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patricia kris
 
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Post » Tue Jun 12, 2012 7:51 pm

What pickpocketing and lockpicking lacks is a soft failure.

Soft failure:
50% chance of success --> 50% chance of success, 25% chance of failing, 25% chance of getting caught.

There could even be perks to increase the rate of soft failures, and a perk to get a chance for forgiveness, so that the master pickpocket may FAIL and not get caught.
Reduce chance of successful pickpocket on that person for one day.


Have a 90% chance to soft failure a master level lock when you have a lockpicking skill of 20.

The problem is that there are percentages to begin with. I could have a .01% chance to steal an item, that still means I have a chance. With Quick Save and Quick Load, that .01% chance means I have 100% chance. Eventually, I will pickpocket the item I need. The same can be said about lockpicking as well. I can pick a Master lock at skill level 1. It doesn't matter if I break picks, I just Quick Save and Quick Load until I get it open. The best system you can possibly implement is a Skill Check system for stuff like this.

X Tier of Lock or Item requires greather than or equal to Y skill level to open/take it.
Your skill level is below it - you cannot open/take it.
Your skill level matches it or exceeds it - you can open/take it.

There is no % chance after you meet the requirement. Black and White. You can take/open it, or you can't simple and effective. Once you have THAT mechanic in place, look to see what you can do mini-game wise to make it fun and more "immersive" feeling.
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Maya Maya
 
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Post » Tue Jun 12, 2012 12:04 pm

This just in, people don't understand math or statistics!! Seriously even a 99% could fail 10 times in a row, random numbers are uh, random.
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Sophie Miller
 
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Post » Tue Jun 12, 2012 9:32 am

it definitely does. on pc at least.

xbox has a pickpocket % chance I don't like it though but that is another issue.
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Motionsharp
 
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Post » Tue Jun 12, 2012 12:00 pm

Each roll of the dice is a seperate action. If you have a 90% chance to succeed then that means you have a 10% chance to fail. If you save before an attempt to steal, there is no seeding or anything of that sort. I've saved before attempting a steal with 56% chance to succeed. I failed, loaded, then succeeded on the second attempt. Another time I had to load 3 times. Each time you load and attempt you are faced with that same % chance each time.

Take a coin flip. Each chance of getting heads is 50%. Now if you wanted to do 2 flips and get heads both times, your odds are 25%. Now even though the odds of doing twice in a row out of 2 attempts is 25%, each attempt is 50%. So after you succeed with the first attempt, you no longer have a 25%, you now have a 50% and even though you had a 25% of doing 2 out of 2 times, you had a 50% chance that the first attempt would succeed.

So if you take a 6 sided dice and want to get a 1 twice in a row...

1/6^2 = 1/36 = .02777 = 2.777%

So for the example in the game. They had a 1/10 chance to fail. To fail 4 times out of 4 tries is...

1/10^4 = 1/10000 = .01%

But just because your odds of failing 4 times out of 4 attempts was .01% before you started, each attempt is 10% and once you fail once, the odds improve to fail 3 more times in a row.

1/10^4 then becomes 1/10^3 = 1/1000 = .1%

It's just best to see each attempt as an independant action because it is.
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Javaun Thompson
 
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Post » Tue Jun 12, 2012 12:17 pm

When it comes to anything to do with luck and chance. Ra'vhash just hopes Nocturnal is smiling down upon him. Luck of the draw! (Even if that does land us both in prison.)
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Jamie Lee
 
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Post » Tue Jun 12, 2012 9:19 am

I'm not so sure of this for Skyrim, indeed the luck involved seems rather fitting.

Especially considering pickpocket is a thief skill, and the narrative of the Thieve's Guild in Skyrim almost exclusively revolves around how luck is related to the profession.

I'd like real-time lockpicking, but in truth... pickpocketing happens in an instant. I think pausing sort of mimics that, and scrolling through thier inventory is anolgous to casing out a target. So in that sense, a mini-game doesn't add or take away really anything.

In truth, I think luck should probably be the deciding factor for a succesful attempt... and that skill should come secondary as a multiplier.

And once you complete the quests for them, you have an immortal who gives you perfect luck. Ergo if you have completed the quest chain every lock should open on the first pick and every theft should go unnoticed.
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Michael Russ
 
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Post » Tue Jun 12, 2012 7:57 am

Notcturnal doesn't like you.

I don't like you either.

You better watch it. We're wanted in 12 holds!

Muraaaaaaaaagggggghhhhh

(Chewie noise)
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Ice Fire
 
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Post » Tue Jun 12, 2012 3:00 pm

This just in, people don't understand math or statistics!! Seriously even a 99% could fail 10 times in a row, random numbers are uh, random.

Could, but is as likely as winning the lottery.
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Esther Fernandez
 
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Post » Tue Jun 12, 2012 8:54 am

Let's visit my system where there is 100% chance. It is above somewhere.

For the player, it reads as 100% chance but the player will back off most of the time because the fear of getting caught. For the statistics professors around here, they will see it as %20 chance. :)

I think we deserve to hold our destiny in our hands even if it is about probability from outside.
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W E I R D
 
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Post » Tue Jun 12, 2012 5:09 pm

2.) Every battle is a 100%/0% chance. You either win or lose. Running away is losing, just like dying is. If you are good at the game, you have a 100% chance of victory. If you are bad at the game you have a 0% chance.
That's a rubbish perspective. Running away isn't losing, it's simply a delaying tactic in order to reposition yourself. And being good at the game doesn't give you a 100% chance of victory nor does being bad at the game give you a 0% chance of victory. I don't know how you'd even come up with such ideas.


The problem generally is people like you who took one probability class and think they are an expert in it though.

For most people, the experience should be 1 fail in 10 tries. That is what the theory of large numbers and a normal distribution curve state.
Horsecrap. Either learn what "random" means or kindly don't suggest that other people don't know what they're talking about.

Random means you can't predict what happens next based on what happened before. It means that the result of the next roll is not affected by the previous roll. What this means is that during a low number of rolls, you might not see something that actually looks random. Just like if you used a regular six-sided die, you might roll a 6 five times in a row. Which is no more or less improbable than rolling 1-4-2-5-3 or indeed any other specific sequence if values.

Given that I have hit strings of 0.001% chance many times means that in all likelihood there is some error in the "roll" engine. Or I am the least lucky person in the world.
1) You seemingly haven't taken a statistics class in your life. As long as the next roll is independent from the previous then any sequence would have that probability. What you seem to be suggesting is that because you rolled a 1 last time, your next roll should be biased against another 1. And if you get three in a row then the roll engine should be weighed heavily against yet another 1. Please look very carefully on your average die and tell me if you see that mechanic incorporated anywhere. No? That's because it's not necessary for random results and in fact such interference directly prevents random results.
2) You have a sample size of what, 5 rolls? How the heck can you base any conclusions on that sort of sample size?
4) http://dictionary.reference.com/browse/random
2.
Statistics . of or characterizing a process of selection in which each item of a set has an equal probability of being chosen.

In other words, if the next roll is not completely independant of the former then the roll is not actually random. So no, there can't be any bias preventing you from rolling 1 four times in a row. It also means that any given result on any given roll has an equal probability equal to the number of sides on the die. Which means that rolling 1-1-1-1 is no more improbable than rolling 2-3-5-6 or 5-4-1-6 or any other combination. That's what random means. Now, if you were to roll a lot more than four times then you'd expect the sample to look like a random distribution between the sides and if not you'd be able to speculate that your die isn't actually random, but that does require a lot of rolls.

What the game probably does is pick a pseudo-random number between 1 and 100 and if that number is higher than your probability then you fail. So with 90% chance of success, the game probably picked 91-95-98-92, which might look a bit odd but is in fact no more or less unlikely than 50-32-87-69 or any other combination.
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D IV
 
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Post » Tue Jun 12, 2012 6:51 pm


It is supposed to be a role playing game in which your actions have an impact. As in when you get to 100 skill in pickpocketing, you should be unable to be caught as you are the best thief to ever exist in the entire world.
I don't know if you've noticed, but there's no hard ceiling on skills. In other words, you can boost your skills above 100, which means 100 skill doesn't mean "best ever to exist in the entire world". Not even by a long shot. How do you come up with stuff like this? 100 means "as good as you can naturally train yourself to be". It doesn't mean "best ever in the history of humanity", because then gear with fortify pickpocket wouldn't make any sense whatsoever.

And yes, it is supposed to be a role playing game, so why shouldn't you be able to fail at some action? Even the best pickpockets occasionally fail. Just like Lance Armstrong didn't win every race he was in or how Tiger Woods didn't win every tournament he competed in or how the Patriots converted their 16-0 super-season into a 18-1 epic failure against what should've been a badly outmatched Giants team in the 2007 SB.
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Elina
 
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Post » Tue Jun 12, 2012 7:19 pm

If the odds are 1 in 10,000 and 1,000,000 people try, 100 of them will experience it. Last I saw Skyrim sold 3.4M copies, so that means 340 people should experience such luck. /shrug

Possible, still rather unlikely. Given the sample size, if we assume no one is lying about it, it would be more probable statistically that something is wrong with the calculation engine. Given that people have experienced displayed percentages decreasing with more +pickpocket gear, this conclusion is better supported.

It's quite possible. This thread isn't a random sample at all. It will attract people who feel strongly about pick-pocketing percentages, which will strongly favor people who have a problem with it. Even so, there's hardly anyone complaining about having failed 90% chances 4 times in a row. You and perhaps one other.

And note, it is more than 1 in 10,000 people, because lots of people will pickpocket many times during their play.
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Vickytoria Vasquez
 
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Post » Tue Jun 12, 2012 5:29 am

Anyone know if there is a cap on pickpocketing like there is with smithing and sneak?

You can exceed the cap in smithing and sneak, causing your effectiveness to rollback to zero.

Maybe the OP, and others, simply put on too much pickpocketing equipment and stacked perks?
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Louise Lowe
 
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Post » Tue Jun 12, 2012 7:33 pm

Anyone know if there is a cap on pickpocketing like there is with smithing and sneak?

You can exceed the cap in smithing and sneak, causing your effectiveness to rollback to zero.

Maybe the OP, and others, simply put on too much pickpocketing equipment and stacked perks?

Cap on pickpocket is 90% Steal on any particular item...and it doesn't "roll back" - Higher skill levels are required for particularly expensive/large items.
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Gwen
 
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Post » Tue Jun 12, 2012 2:25 pm

reloaded a save after you fail a pick pocket is an OPTION!

If you think its unfair, cheap, cheating, etc etc THEN DON'T DO IT. when u get caught, don't reload, take the fail and move on... simple.
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Micah Judaeah
 
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