changes to pickpocket
changes to pickpocket
1. Fixed bug where pick pocketing allowed you to steal items from someone's inventory if it was in a container... regardless of weight and with no custom checks. Note, there's a 1 lb. limit on items that can be stolen. Also important detail: if an item is stolen from a container (e.g. coffer, large box, etc.) in your inventory, but the thief fails the pick pocket check or the stolen item is too heavy, it will go back into your inventory, but not back into the container, so make sure you have enough extra room for it just in case.
Now this skill is one that is rarely taken and if someone makes a pure rogue for the purpose of using this skill i think they should have the ability.
This change virtualy renders pickpocket useless. you can disarm someone and take their weapon if you choose to take 1 feat or use a whip, but you cant pickpocket their weapon away if you have used 40 skill points to earn that right?
I understand not taking stuff while using a container ect. but i think that the 1 lbs limit should be removed. Its not a good change for the commitment it takes to be succesful at this skill. I dont see anywhere on the boards where a player has requested this change, so i am starting this thread to have this change removed.
It doesnt help the balance of the server it only harms rogues. For all those who think i have a dog in this fight i dont. I dont have a pure rogue and i dont use pickpocket.
Its plain to see this is a bad change and i think others will agree with me.
Now this skill is one that is rarely taken and if someone makes a pure rogue for the purpose of using this skill i think they should have the ability.
This change virtualy renders pickpocket useless. you can disarm someone and take their weapon if you choose to take 1 feat or use a whip, but you cant pickpocket their weapon away if you have used 40 skill points to earn that right?
I understand not taking stuff while using a container ect. but i think that the 1 lbs limit should be removed. Its not a good change for the commitment it takes to be succesful at this skill. I dont see anywhere on the boards where a player has requested this change, so i am starting this thread to have this change removed.
It doesnt help the balance of the server it only harms rogues. For all those who think i have a dog in this fight i dont. I dont have a pure rogue and i dont use pickpocket.
Its plain to see this is a bad change and i think others will agree with me.
Well as far as pure rogue bonuses are concerned, this has been discussed and we haven't yet made a decision on it...
As far as the 1 lb. limit, we can discuss this too... but don't consider this something new: if you don't like the 1 lb. limit, blame whoever put it effect years ago (Joran?). I think people are upset because what they thought was a legitimate use of pick pocket was actually a bug (stealing books for example).
Bad change? Because a sneaky little halfling rogue should be able to get away with 50lb. Death Mail and Guardian Greeves.
As far as the 1 lb. limit, we can discuss this too... but don't consider this something new: if you don't like the 1 lb. limit, blame whoever put it effect years ago (Joran?). I think people are upset because what they thought was a legitimate use of pick pocket was actually a bug (stealing books for example).
Bad change? Because a sneaky little halfling rogue should be able to get away with 50lb. Death Mail and Guardian Greeves.

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personally i'd just as well like to see pp disabled TOTALLY -- on a RP server it can be useful for charater development and RP storyline, but it can be just plain annoying on an action server. If it was open for all weights, then everyone concerned about it would have to include 43 levels of SEARCH into their build ;].
Also, how can it be policed anyhow? can you script to only allow a few attempts per 6 hour blocks? If someone is being PP'd by a SD and can't see them, how do they know the PPer attempted once, twice or 50 times? and even if they notice their 1 pound items vanishing, how would they know WHO was doing it?
Anyhow, any of my toons that carry anything 'important' that's PPable also stay a good distance away from SDs and have very high spot &/or listen to be sure of that. Otherwise I could care less if someone snags 23 gold or a few scrolls
Also, how can it be policed anyhow? can you script to only allow a few attempts per 6 hour blocks? If someone is being PP'd by a SD and can't see them, how do they know the PPer attempted once, twice or 50 times? and even if they notice their 1 pound items vanishing, how would they know WHO was doing it?
Anyhow, any of my toons that carry anything 'important' that's PPable also stay a good distance away from SDs and have very high spot &/or listen to be sure of that. Otherwise I could care less if someone snags 23 gold or a few scrolls


well when i made this post i was thinking about how realism relates to NS. I see Dragons getting KD'ed by elves who happen to be pure fighter among alot of other things that dont really seem right but for the sake of balance happen.
So along that line of thinking, who am i to say a sneaky halfling couldnt walk away with the sheild from my arm?
So along that line of thinking, who am i to say a sneaky halfling couldnt walk away with the sheild from my arm?
Don't forget that when you kill someone who has an item that was stolen from you (even if the person killed wasn't the thief), you get your item(s) back if you kill him with the same character that originally was stolen from... 
EDIT: There's a good explanation of pick pocket here:
http://www.nsrealm.com/ns4wiki/index.php/Pick_Pocket
I just updated the wiki too... it said there's a -5 penalty for closeness, but looking at the code its actually -10.

EDIT: There's a good explanation of pick pocket here:
http://www.nsrealm.com/ns4wiki/index.php/Pick_Pocket
I just updated the wiki too... it said there's a -5 penalty for closeness, but looking at the code its actually -10.
Last edited by LinuxPup on Tue Nov 06, 2007 6:53 pm, edited 1 time in total.
Lead NS4 developer
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that sounds like it applies to disarm, does it?LinuxPup wrote:Don't forget that when you kill someone who has an item that was stolen from you (even if the person killed wasn't the thief), you get your item(s) back if you kill him with the same character that originally was stolen from...
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Meh, if pp works the way the wiki says it does, then I think pp should be game on. The dex check alone makes it tough to get heavy items. Then the fact that items are persistently tagged makes it even more fair.
My only question would be does the persistence extend to if the pp-er trades the stolen item to another player? Will it still be returned or do you have to kill the pp-er before he can trade it away to another account?
"So this death rapier, is it hot? Or is it legit?" lol
My only question would be does the persistence extend to if the pp-er trades the stolen item to another player? Will it still be returned or do you have to kill the pp-er before he can trade it away to another account?
"So this death rapier, is it hot? Or is it legit?" lol
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