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Thieves quality of life improvements

TrisTris Member Posts: 8
edited August 2012 in Archive (Feature Requests)
Before I start this I'll just state that my goal of this thread isn't to change the game core or the rules, just dust off the old code to make it feel more responsive. Please keep this in mind if you intend to comment or add your own suggestion.

First things first : why the thieves ? Because of all the classes it is the only one that requires constant micro management, plus the use of some of the ingame scripts to get something out of it, that is if you use the class for something more than detecting traps (and even then I tend to activate a script for that).

I'll just go by skill :



Hide in the shadows :

- first and foremost, please, make it so that you leave the shadows only when you actually try to do something. Just checking how many traps you have left, or your remaining spells for dual/multiclasses shouldn't force you out of stealth.

- Second, but it might be harder to implement : the hide in shadows switch should work on an on/off mode, rather than a single activation button (your character constantly tries to hide in the shadows without the need to manually reactivate it every single time you get revealed). This reduces the need to rely on of the thieves scripts, that are not that easy to find and can be tricky to use.




Detect traps :
I have two alternatives here

1) Have a passive trap detection, that notifies of a nearby trap (dice roll here) without revealing them. The switch would then be used to reveal nearby traps (dice roll here as well)

2) Make the switch work on an on/off mode too, so you don't have to re-activate it every single time you do something, or rely once again on scripts.




Detect illusions :
Same mechanics as the trap detection, relying on the adequate skill for the dice rolls.




Set traps :

- First : add to the thief description ingame the actual damage and effects of traps depending on the level (same as the bounty hunter special traps or the monk skills)

- as I stated on another thread : remove all the traps you have set on the map when you rest to prevent the trap abuse.

- Add a 1 to 3 seconds delay between the trap activation and its actual damage output, or make the traps activation range smaller than their area of effect : this will make traps more responsive when used in a normal fashion (namely setup the ambush, then lure the oponents in, as opposed to the cheesy tactics implying neutral dragons, traps and resting...)




Lockpicking, disarm traps and pickpocket are fine as they are, no modification is needed.

Comments

  • FrozenDervishFrozenDervish Member Posts: 295
    Agreed on all counts would love these changes.
  • ShinShin Member Posts: 2,344
    Wholeheartedly agree, the current stealth/find traps mechanics are extremely clunky.
  • IchigoRXCIchigoRXC Member Posts: 1,001
    My name is IchigoRXC and I approve this post.
  • ajwzajwz Member Posts: 4,122
    Agree with all of these
  • Space_hamsterSpace_hamster Member Posts: 950
    edited August 2012
    Well I disagree with most of it ;)
    IMO
    As BG a virtual representation of D&D 2nd edition, every action in the game has a corresponding dice roll behind the scenes. The developers made design decisions based on how much control to give the player over these virtual dice rolls. Actions like detecting traps is controlled by the player, so if one isn't paying attention, or performing another action, one may step on a trap. It makes things unpredictible...in other words, fun. If all actions were scripted, all micromanagement taken out of the game, what would be left? Not much. Thieves in particular have several distinct functions, such as set trap, shadows, detect illusions, detect traps, open lock, pickpocket, and backstab- none of which is related to another. BG is after all, at the core, a turn by turn game, simulating real-time - and this is an important distinction. This delicate balance is the formula for success of the infinity engine games and their implementation of 2nd edition D&D rule set. Tweaking thieves, so that they may Have a 'switch' so that they constantly hide in shadows, or constantly detect traps, would not o ly remove a core component of playability, but also imbalance the game, as trap infested areas would present little challenge, nor surprises.

    Of course, it is still possible to design character scripts, turn the ai on, and the game almost plays itself, the player need only point the way. However, I doubt most people want to play BG this way.

    I'll agree about the trap cheese tactics, that could use some tweaking.
  • ShinShin Member Posts: 2,344
    @Space_hamster I would think it boils down to ease of use for most people, just like some prefer higher stacks or arrows, scrolls etc so they don't have to micromanage the inventory all the time.
    In this case an overhaul like this might like Tris wrote specifically serve those who like playing thieves and not just have them as trap-disarming bots.
    And having to push F4 every time you select the thief isn't exactly a core component of playability in my opinion; it gets about as tedious as constantly have to rearrange stuff in the inventory. This can as stated be done by scripts as it is now, but it's not working optimally as you have to swap script functions as soon as you want the thief to do something else.

  • TrisTris Member Posts: 8
    It is quite a good point you are making but as you stated, this is a real time game, so when playing it would you rather concentrate on tactical choices (with the thief being placement or the choices between detection and stealth, melee or range ?) or on constantly checking wether the game is actually rolling the dices that you want it to roll.

    As it is just right clicking on something will stop your skills, which makes me feel as if the game interface is a hindrance rather than a help. Of course with experience you can work around this quite fine, but many just get discouraged and just end up using their thieves as mere detectors, with the ocasional trap exploit.
  • KukarachaKukaracha Member Posts: 256
    I agree, simply because you only activate trap detection when you know there's a trap - and you know it because you've played the game before. So having to micromanage this makes little to no sense.
  • CorvinoCorvino Member Posts: 2,269
    I think better written Thief AI scripts or the option to come up with your own AI priorities might get around this nicely.
  • BCFornarolliBCFornarolli Member Posts: 30
    I've never understood why thieves don't have the detect noise skill in BG. I think it's very useful, especially when we're talking about ambushes and tactics.

    I guess it is not that hard to implement - it could simply work as Neverwinter Night's druid/ranger tracking skill (in a smaller scale, of course: scoping only adjacent rooms, not the whole map at once). You click, and if you get a successful check, your map is pinpointed (showing just what you could detect: like some colored dots in the dark - you have an idea of your enemy’s whereabouts, not exactly how the room is set).

    I'm saying this because I've always played the traditional D&D game - and its PC versions - as thief (or rogue) characters, and I can't count how many times my party would have me checking if I could hear something coming out from the next room - so that we could plan something.

    Anyways, I can get why climb walls skill is hard to develop - even though, it would be something amazing; especially in an isometric game -, but detect noise doesn't seem to be an Everest and it could be used in a similar and powerful manner as a tracking skill for druids/rangers (while they are at wild areas).

    Thieves are all about skills: the more, the better. =P
  • Syntia13Syntia13 Member Posts: 514
    edited August 2012
    @Tris
    Tris said:



    - as I stated on another thread : remove all the traps you have set on the map when you rest to prevent the trap abuse.

    I emphatically disagree with that one. My party oftentimes needs to sleep in hostile locations, where everything tries to eat them. Setting traps around my 'camp' is a part of the evening routine, and it is a logical, reasonable things to do - something I'd do if I were camping in gibberling/wolf/werewolf infested area.
    So some people abuse the rest to set more traps than the games expects them to. How is this your problem? If you think it's wrong, don't do it. Don't try to take away a possibility to use a mechanic to role-play an intelligent/experienced adventurer just because you don't approve of how this mechanic is used by some players.
  • CambionDaystarCambionDaystar Member Posts: 7
    edited August 2012
    More like removing the traps when you wake up after a succesfull night of sleep?
  • trinittrinit Member Posts: 705
    edited August 2012
    i agree with all of the suggestions. i would also love to see cleric turn undead ability revised in the same fashion as the hide in shadows here. it is extremely annoying when they turn undead, get attacked, and counterattack, thus exiting the turn undead mode.

    the same goes for bard song.

    edit- created a new discussion considering bards and clerics here- http://forum.baldursgate.com/discussion/2582/priests-and-bard-quality-of-life-improvement#latest
  • TrisTris Member Posts: 8

    More like removing the traps when you wake up after a succesfull night of sleep?

    It is more in that way that I meant it, traping the surroundings of your camp to protect yourself during your sleep is actually a legit use of traps.
  • O_BruceO_Bruce Member Posts: 2,790
    I would like to suggest one thing about setting traps - neutral creatures which you intend to fight (notably dragons) should be aware that you are setting traps just beneath their feet. So not only setting trap in such situations should always end up failure, but it should make dragons go hostile and attack you right away.

    As little wisdom as Frirkraag has, he wouldn't be so stupid to not notice that you're up to something ;p.
  • Jaxx86Jaxx86 Member Posts: 26
    I have a multiclassed Warrior/Mage/Thief and I managed to put 90 into hide in shadows and my character does just fine. Plenty of backstabs... plus I can cast Invis. There are plenty of ways to make your character so you don't have these issues. I like the system how it is. I do agree with the remove traps on rest idea.
  • TrisTris Member Posts: 8
    Jaxx86 said:

    I have a multiclassed Warrior/Mage/Thief and I managed to put 90 into hide in shadows and my character does just fine. Plenty of backstabs... plus I can cast Invis. There are plenty of ways to make your character so you don't have these issues. I like the system how it is. I do agree with the remove traps on rest idea.

    Sure you can make your character a multi mage/thief for the invis, but it is a workaround not a solution to the thieves gameplay clunkyness. It is just like setting up a script.
  • ShapiroKeatsDarkMageShapiroKeatsDarkMage Member Posts: 2,428
    My name is Shapiro, god of the universe, and i approve.
  • bill_zagoudisbill_zagoudis Member Posts: 207
    whatever of the above is implemented would be good for playing thieves +1.
  • GrammarsaladGrammarsalad Member Posts: 2,582

    More like removing the traps when you wake up after a succesfull night of sleep?

    I agree with everything with this little modification
  • DeltaslayerDeltaslayer Member Posts: 49
    This would improve the game a lot in my opinion, I hope they see this thread.
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