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3079 is a futuristic, open-world action first-person role playing game. You arrive on a planet experiencing constant war. It is your duty to find out why the warring factions cannot find peace on their own & hopefully restore it yourself. All areas, buildings, items, quests and characters are randomly generated. You will find unique lands & challenges. I hope you enjoy it! "Just want to say again that this is a great game! For those of you who feel like its a minecraft copy just beacuse of the cube textures used you really need to rethink what a game is about! The game play of 3079 is nothing like minecraft it is pretty unique as well as how the weapons all have diffrent stats and colors kind of reminds me of Borderlands. However it is still an original idea for a game and i still play it from time to time. You should at least try the demo and if you like it please buy it and support fruit! :D Still give it a 9/10 ! Best Regards, Adam" -- SeaNanners Sequel @ 3089game.wordpress.com

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NPCs Turn Faster After Pickpocket (Games : 3079 : Forum : Suggestions : NPCs Turn Faster After Pickpocket) Locked
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May 15 2012 Anchor

As it is, if you fail when trying to pickpocket an NPC, they will slowly turn to face you, still unaware of your presence unless you happen to be there when they turn. With that in mind, if you just circle an NPC after failing, they won't see you, and you can try an unlimited number of times. I think to balance this out and make failing at pickpocketing really feel like a penalty, one of these could be implemented:

The NPC will turn quicker to face you so you can't circle around them.

(If this one is possible) alter the NPCs vision cone to allow him to see what is behind him for 10 seconds, that way no turn speeds change, and if the player runs and hides he still may be able to avoid battle. (Player could still circle around him, but it would take longer and be more dangerous.)

Here's an interesting idea, I really like this one, if you fail to pickpocket someone, you can't try again. If I had something stolen from my backpack, I would be watchful of it to a degree that it wouldn't be possible to steal from it again.

Pickpocketing seems like a way to get easy money with zero risk, I feel like it needs to be balanced a bit. These suggestions were just quick little ideas, I'm sure others will have ideas too (I liked the 3rd one). :D (Pickpocketing is my favorite skill, I use it a lot, and it seems like I never have to buy anything, as I can get up to 5, high leveled, items off of just one enemy. I'd like to be forced to buy some things from time to time.)

Edited by: Craigape

May 15 2012 Anchor

This is a great, easy implementable idea. Once you are seen by an enemy, it sets a timer that will prevent you stealing from them for a bit already. However, if you stay behind them and don't get seen, this timer doesn't really get set. I can change it so the enemy sees you for a moment after a failed attempt & the timer gets set to prevent another steal for a decent amount of time.

May 15 2012 Anchor

That sounds perfect! Keep up the good work Phr00t! (I didn't notice that there was already that timer, I see it now though, it just goes by pretty fast)

Edited by: Craigape

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