willooi said:
Wasn't JE Sawyer saying in the lead-up in some interview that they'd figured out a way to prevent the player from doing this save-fail-reload-try again thing? Does anyone recall this?
I wish I could man up and accept the consequences of getting busted stealing, but man, when it turns an entire town hostile that's just nasty.
There are certainly some games that assign a win/loss determinant to stealing when you load a cell.
So, perhaps they could make it where when you enter town X, a roll is made based on your dexterity and steal skill and scores determined. The resulting values could then be matched to several classes of items: large, medium, small, weapon, rare. Then situational variations could add or subtract from your initally rolled value (are you sneaking, is it dark, are you behing the person, are you/they stationary, etc...) at the time of attempted theft and success/failure determined.
---- This would mean, if a steal fails, all repeated steals of that item will fail unless you leave the cell and return to get a new roll.
I agree though that if stealing results in a town going hostil...it's just pointless b/c people will just reload. Thus, it never happened, thus why program it to happen? A better way to script this would be using jails in larger towns (similar to Oblivion
![Shocked :shock: :shock:](/../../xencustomimages/smilies/icon_eek.gif)
) and perhaps exiling players from smaller towns for a duration of time or until they pay a fine, or complete a redemption quest. That way, when I role-play a theif, I'm not some miraculous theif that was never caught in my whole career, instead, I got exiled/jailed a couple times until I was at the top of my craft.