fluffydino2000
Insider
Yeah I'm with Komuflage on this. I think the best way to do it would be a lack of any actual artificial mechanics and have everything completely natural.
So if you find a guy sat at a bar and there's nobody around. He's drunk and tired. You could (with enough skill) search him without alerting him. This in the game would translate to looking at his inventory for a long time.
If you bump into someone, you couldn't realistically do this.
Actually, I just had a kind of big idea that would change the inventory slightly.
I don't like the idea of only being able to do it once. If it was much more difficult to do it twice because an NPC would be more suspicious of someone bumping into to them twice. Fair enough. But an artificial restriction like that doesn't sound like a good idea to me.
Also... SUB SKILLS!
Who.. What...Where? You know what, I don't even care. This sounds awesome. Is this mainly to affect the dynamic AI, like a dynamic traits system for NPCs? Or has it always been planned to help with role playing and character progression. Also, can I just make a simple request that at some point you do an update about these (in the insider forum maybe)? I know your time is valuable, and I'm not really expecting a "yes" in response to this, but I do love to find out about the mechanics behind this game (arguably more so than see gameplay of stuff we've seen before (not that that's ever happened, I mean I'd prefer it over a weekly combat video or something like that)).
So if you find a guy sat at a bar and there's nobody around. He's drunk and tired. You could (with enough skill) search him without alerting him. This in the game would translate to looking at his inventory for a long time.
If you bump into someone, you couldn't realistically do this.
Actually, I just had a kind of big idea that would change the inventory slightly.
What if pockets acted as containers like any other bag in your inventory. That way you could see what's in there main bag (on a civilian it wouldn't be much) and that would be where your loot is shown. Then you can click on different parts of the character model within the inventory to bring up other windows as pockets. Other things could act like pockets too, like shoes, if you're really protective of money.
Only things that are realistically accessible to someone stealing would be accessible when "looting" or pickpocketing someone. This would probably be pockets and their main inventory.
When stealing, if you want to search them, you'd bring up there pockets and take the stuff you want. Or, if you want to "bump and steal" you'd click and drag a sub-container (pocket) and it would act like any other item in the inventory except it would be the entire contents of that container. Obviously, this would be much more noticeable.
There are a few problems that I can see with this.
Only things that are realistically accessible to someone stealing would be accessible when "looting" or pickpocketing someone. This would probably be pockets and their main inventory.
When stealing, if you want to search them, you'd bring up there pockets and take the stuff you want. Or, if you want to "bump and steal" you'd click and drag a sub-container (pocket) and it would act like any other item in the inventory except it would be the entire contents of that container. Obviously, this would be much more noticeable.
There are a few problems that I can see with this.
- The main section of the inventory appears unrealistic if pockets are there.
- The contents of a sub-container acting as one item is generally problematic (with world interaction).
I don't like the idea of only being able to do it once. If it was much more difficult to do it twice because an NPC would be more suspicious of someone bumping into to them twice. Fair enough. But an artificial restriction like that doesn't sound like a good idea to me.
Also... SUB SKILLS!
Who.. What...Where? You know what, I don't even care. This sounds awesome. Is this mainly to affect the dynamic AI, like a dynamic traits system for NPCs? Or has it always been planned to help with role playing and character progression. Also, can I just make a simple request that at some point you do an update about these (in the insider forum maybe)? I know your time is valuable, and I'm not really expecting a "yes" in response to this, but I do love to find out about the mechanics behind this game (arguably more so than see gameplay of stuff we've seen before (not that that's ever happened, I mean I'd prefer it over a weekly combat video or something like that)).
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