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Yeah, that would be another very sensible "negative" consequence of a high combat reputation, and would be a nice perverse reward for dedicated murderhobos.
As suggested previously, i think that every relevant npc should have 2 - 3 tags, which are related to the different reputation types and should be displayed during the conversation. If you pass a certain positive reputation treshold you get a disposition bonus (or reduced price if it is a merchant) and if you pass a certain negative reputation treshold you get a disposition malus (or increased price if it is a merchant).
Your described negative effects of the combat reputation should also apply to the stealth reputation (items disappear always after the character has visited a merchant), because it would be otherwise still a no-brainer to steal everything you can, which is sad in a rpg in my opinion.
i dunno for sure, but negative effect MIGHT already be there
the quest regarding delta tower when Faythe is present is an example
[i've never accumulated enough combat reputation to check the threshold value]
https://steamcommunity.com/sharedfiles/filedetails/?id=2809249240
https://steamcommunity.com/sharedfiles/filedetails/?id=2809249262
Yeah, unique quests with the corresponding rewards would be great, but there have to be either many of them to train the skill or there should be another use for steal: during stealth sequences you could steal keys to open doors (steal replaces critical strike). Another option, which Ergil suggested a few weeks ago, would be to simply remove steal, because tagging the skill is currently a trap for new players.
Just make it so that the only way to get the eye to access the lower levels of Mission Control is by beating a tough Steal check at the end of a difficult stealth section that can only be accessed by beating a tough Sneak check.
Pickpocketing keycards, unique loot, tying the skill with some impersonate checks are all easy to implement.
Hell, the Longslide EX you can steal from the Factory is actually an amazing pistol for when you get it. I'm pretty sure the next Habitat update will give us some cool opportunities, much like they did with Impersonate.
Adding interesting new content is much easier than deleting a few checks and slightly reworking one quest? Really?
Maybe high lvl steal could be used to, uh, steal someones implants while they are still alive, unlike Bio
:)
Yes really. While only Vince and Oscar can say for sure, here are some of my reasons why:
Steal is comparatively very easy to script. It has no inherent dependencies like some speech checks. It doesn't require the complicated setting of a sneak encounter. There are literally hundreds of similar skill checks already in-game, for exploration purposes. There is no fundamental difference between a standalone [Persuasion 4] check in a conversation, a terminal with [Computers 4] or a keycard on a visible belt, nickable via [Steal 4]. (for instance, during the Spy quest, an alternative to the speech options could simply be to steal the workers' keycards)
In addition, there's already been a lot of work done on existing, as well as unimplemented steal content. Interactions in the Habitat, as well as Jia's future quests almost certainly have Steal worked into them. It really isn't as easy as saying "well just remove them".
* Steal currently doesn't provide access to any really great loot. Lockpick, Computers, and Electronics get you all sorts of rare things like components for Romeo, the energy rifle, the energy pistol in Mentzer's apartment, disruptor grenades, a subdermal armor implant, and so on. Steal only gets you some minor consumables plus one OK pistol (which is outclassed by the Hauser that you get one fight later).
* Steal can only be used in areas where it makes sense to have lots of NPCs with things worth stealing, which means it will really only be useful in the Pit, the Habitat, and Mutant Town (you're not exactly going to be pickpocketing the giant serpent in Mission Control or swiping loot from the creepers and frogs in Hydroponics...). That means that to compete with other skills that can be used in every area of the game, Steal would need to be working overtime in the populated areas.
* At present, Steal isn't really integrated with other elements of gameplay in any meaningful way. For example, in Mission Control, you stumble across high difficulty locks and computers in the course of exploring, after getting past hostile scavs and mindworms; the use of the skills feels like a natural and rewarding part of the gameplay loop. Likewise, during stealth sections you get to use lockpick and computers as an integral part of the experience, which also feels quite rewarding. In contrast, with Steal, you're mostly just running up to merchants in a safe area and pressing the 'get loot' button. The only case where it's integrated into a bigger part of the game is in Jia's quest.