
Thieving
Moderators: adeyke, VampD3, eriqchang, Angelus3K
Thieving
I always wanted to steal mosre stuff mainly because in qg series what little thiving opportunities you had were so damn fun. Although I remember geting caught a few times in weapon shop as I refused to accept you just can not steal that armor and kept trying to type difrent things to get hiom to grab it. Anyway was wondering if you will be adding any thiving experiences to the game 

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Um?
And I thought Sierra games didn't have a big influence on people! 

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Just because it may not give you points, it would still be nice if thieves had the option to break into various houses within the city. Perhaps have one or two generic house room screens, with a couple of common places to get money from, which the thief can randomly enter if he tries house doorways.
That way, the one scripted house breakin for the thief wouldn't stand out like a sore thumb so much.
That way, the one scripted house breakin for the thief wouldn't stand out like a sore thumb so much.
Well, actually, what I didn't like that mcuh in all QfG Series is that... Thiev does not breaks in many houses.. I mean, usualle there is only one, two.. or maybe three places to steal something. You could actually do some mor thieving. Even if it would not give any points, it would be nice to have more house breakings...
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QFG2 was sort of the most frustrating when it came to thieving *because* they'd implemented such a big city... Obviously it would have been a nightmare for game balance if the thief could rob all those houses (I'm rich! RICH!) and would have required a bit more programming (Not too much - you could make three or so random house layouts and a bit of palette code to make them look different) but it was ANNOYING to have so many doors and be completely unable to get into them.
With 1 and 4 it was more obvious that there were only a few places you could get to. (5 and 3 I only played through once each and don't remember too clearly so can't comment at the moment.)
With 1 and 4 it was more obvious that there were only a few places you could get to. (5 and 3 I only played through once each and don't remember too clearly so can't comment at the moment.)
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You know, it wouldn't necessary be too unbalancing to allow the thief to break into many houses. All you need to do is vary the amount the thief can find on a particular breakdown. If all he got from a breakdown was a few coins, it'd give thieves the chance to improve their skills without quickly making them millionaires and unbalancing the game. It would also be realistic as you wouldn't expect everybody in a city to have lots of money.
What you could also do is have a percentage chance whether a generic door will, when the thief picks it, be bolted or merely locked. And as the thief burgles more houses, gradually decrease the likelyhood of a door not being bolted. That way, you can get a balance between allowing the thief to burgle extra houses, and preventing him from indefinitely burgling them.
What you could also do is have a percentage chance whether a generic door will, when the thief picks it, be bolted or merely locked. And as the thief burgles more houses, gradually decrease the likelyhood of a door not being bolted. That way, you can get a balance between allowing the thief to burgle extra houses, and preventing him from indefinitely burgling them.
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ARE YOU SERIOUS.Rincewood wrote:There is another place in QFG2 you can rob. It's an old mans house. (It's been a while since I've played it so best to check somewhere like gamefaqs.com)
That's right. Make the thieves sign to the money changer. She's also the local fence ^__^
Fifteen damn years, I've been playing the game all wrong.
......mumble.....mumble....groan.....groan......
Bt