Then youd be wrong, if its anything resembling failure and the answer is reloading, then people will reload. Who cares, it doesnt ruin games anyway.I think we savescum because most games suck at having a spectrum of NPC aggression.
Planting items in Fallout was great part of pickpocketing mechanics, too bad that it's main application (taking items *out* of people's pockets) wasn't so stellar.Fallouts were rewarding pickpocketing very nice since you could even kill enemies by planting bombs in their pockets. Fallout 3 did it even funnier; you could drop grenades or mines in NPC's pockets then watch them going BOOM!
Just like every other - by not letting single failed non-interactive random roll lead to irrecoverable results.How would you improve pickpocketing so that we wouldn't need to reload after failure?
Pickpocketing in RPGs is just a diceroll.
Then youd be wrong, if its anything resembling failure and the answer is reloading, then people will reload. Who cares, it doesnt ruin games anyway.
No, fuck you. What are you going to ask for next? achievements?Then youd be wrong, if its anything resembling failure and the answer is reloading, then people will reload. Who cares, it doesnt ruin games anyway.
Games should go to their roots and start counting points (and have online ladders). E.g. the more you reload a save game, the less points you'll have upon completion.
No, fuck you. What are you going to ask for next? achievements?
I fucking hate systems that artifically force you to play a game a certain way. Especially if it is because "the dev thinks this practice is not healthy". Design your game better and stop using clutches you fucking assholes.No, fuck you. What are you going to ask for next? achievements?
I don't mind achievements if they also tell you the percentage of how many people who purchased the game have acquired the same achievement. You have to admit it's at least educational to take a look at how many people got past a certain boss fight in Bloodborne, etc. etc. I mean, yes, I get it, achievements sound like some newfangled shit to you that distract from gameplay, but you can't say the same about points, because the whole idea of getting a score upon completion is to show you HOW WELL YOU PLAYED and to ENCOURAGE YOU TO AVOID BULLSHIT LIKE SAVE SCUMMING AND RESTING ALL THE TIME TO REPLENISH HEALTH. If it's tied to gameplay, it can't be pointless the same way that achievements kind of are.
I fucking hate systems that artifically force you to play a game a certain way. Especially if it is because "the dev thinks this practice is not healthy". Design your game better and stop using clutches you fucking assholes.
A bitYou're just trolling at this point, aren't you?
Its just another system. One makes the player avoid redoing a lot of content, but has the drawback of allowing the player to get every piece of it perfectly.Meta-gaming (e.g. save scumming) isn't gaming.
Any decent game should be fun, that is all it should be.They aren't forcing you to do anything, they are punishing meta-gaming, as every decent game should.
You must have really enjoyed Arcanum then, using fate points to grant automatic success with zero skill was cool but completely casual.Any pickpocketing mechanic that encourages savescumming is shit.
Other games that did it (at least partly) right:
BG 1 & BG 2
Underrail
Morrowind
Chrono Trigger
Final Fantasy games
Does "did it right" mean that you could just reload after failing? Not sure how Final Fantasy handles this, but I don't think Pickpocket is a good mechanic anymore, unless you are playing a Thief game where pocket picking is required to proceed. Stealing in games (I guess) is an part of the RPG experience, but the whole reload until you succeed part just irks me. I rarely take "stealing" type skills, as I know where it will take me: oh, I failed, the guards are mad. Reload.
Also, it's the same as the NPC that cannot be killed. The games invariably have a person that cannot be pickpocketed because they are a special NPC - and their pockets are special as well.
Risen.
Talk nonsense with people and steal their stuff while doing so. Always loved that system.
And for some absurdity. Max your thieving skill to max in Skyrim and you can steal someones armor, while he is wearing it. Feels so damn cartoony
Yup, the pickpocket dialogues with the hookers were great, don't know why so many people say that Risen has bad writing.Risen.
Talk nonsense with people and steal their stuff while doing so. Always loved that system.
Everything _is_ shit. Incidentally, Incursion did pickpocketing pretty well, you got xp for it, letting you actually play as a stealthy thief. Roguelikes win again.By that logic everything is shit, because everything short of super easy challenges encourage save scumming.Any pickpocketing mechanic that encourages savescumming is shit.