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>> No.5307251 [View]
File: 1.63 MB, 1200x1076, df manual savescumming.png [View same] [iqdb] [saucenao] [google]
5307251

>>5307185
Yeah I'm with you there. My personal pet peeve is when people talk about pickpocket being broken. This was perpetuated because the author of Morrowind Code Patch described it as 'broken' when he meant 'designed in a way I disagree with' and people thought that since he's this guy fixing all these Morrowind bugs, his use of 'broken' must have actually meant that it somehow doesn't work. The truth is that, despite what the wiki states, Morrowind's pickpocketing mechanics work exactly as designed and properly account for both your character's and your victim's stats (sneak skill - agility - luck - fatigue) in every calculation. It's just very very difficult to steal more valuable items from people, and there's always a substantial chance of getting caught even if you do successfully steal an item.

More generally, people seem to treat "getting caught" as a game-over state in TES games which is mind boggling to me. Everything is so much more interesting when you live with the consequences of your actions. There's nothing wrong with going to jail once in a while if you're playing a criminal, letting a quest or two fail (there's always hundreds more out there), or having some NPC stay dead. Roleplaying games are all about playing out your own story, and I have no fun with a story where everything goes perfectly right 100% of the time. The Daggerfall manual said it best (pic related).

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