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Update 6 - Pickpocket Enemies.

SG_Celerrimus
SG_Celerrimus
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So, I have no idea if you can do this or not, I know you can't on daedra in Coldharbour, but I think we should be able to pickpocket enemies as well as neutral NPCs. This, perhaps, could be done so that what we pickpocket is actually their loot table that we would access after they die.
  • SG_Celerrimus
    SG_Celerrimus
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    Obviously, it would need to be just for standard NPCs and not bosses or elite mobs.
  • Natjur
    Natjur
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    How many enemies (non neutral NPC's, as in RED not yellow bars) can you get up to pickpocket range without them seeing through your sneak\invis?
    Edited by Natjur on February 5, 2015 12:57AM
  • SG_Celerrimus
    SG_Celerrimus
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    Natjur wrote: »
    How many enemies (non neutral NPC's, as in RED not yellow bars) can you get up to pickpocket range without them seeing through your sneak\invis?

    Quite a few.

    I sneak attack enemies with daggers all the time.
    Edited by SG_Celerrimus on February 5, 2015 1:04AM
  • Gidorick
    Gidorick
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    So, would they have less after you kill them or would this be for a non-lethal play through of dungeons.
    What ESO really needs is an Auction Horse.
    That's right... Horse.
    Click HERE to discuss.

    Want more crazy ideas? Check out my Concept Repository!
  • SG_Celerrimus
    SG_Celerrimus
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    Gidorick wrote: »
    So, would they have less after you kill them or would this be for a non-lethal play through of dungeons.

    I would say have less after you kill them.

    For instance: A bandit could have a dagger, 20 gold, and two lockpicks in its backpack (to name a few items offhand). If a player goes up to it and pickpockets it, the player steals the 20 gold and the 2 lockpicks, but the dagger remains in the bandit's inventory. When the player kills said bandit, all that will be in its loot table would be the dagger.

    This system would obviously need to follow the rules of individualized loot, as to prevent people from just stealing all the gold from all the mobs in an area.
  • Knootewoot
    Knootewoot
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    How about placing objects in the enemy loot table. You make poison and place it in their loottable. they drink it and die.

    Or you make a poison you can name yourself (like morrowind could). You make damage health and name it superduper healing potion. You place it in enemy loottable. Another player comes along and kills mob. He loots the potion, drinks it and has his health drained bwahaha.
    ٩(͡๏̯͡๏)۶
    "I am a nightblade. Blending the disciplines of the stealthy agent and subtle wizard, I move unseen and undetected, foil locks and traps, and teleport to safety when threatened, or strike like a viper from ambush. The College of Illusion hides me and fuddles or pacifies my opponents. The College of Mysticism detects my object, reflects and dispels enemy spells, and makes good my escape. The key to a nightblade's success is avoidance, by spell or by stealth; with these skills, all things are possible."
  • Gidorick
    Gidorick
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    Gidorick wrote: »
    So, would they have less after you kill them or would this be for a non-lethal play through of dungeons.

    I would say have less after you kill them.

    For instance: A bandit could have a dagger, 20 gold, and two lockpicks in its backpack (to name a few items offhand). If a player goes up to it and pickpockets it, the player steals the 20 gold and the 2 lockpicks, but the dagger remains in the bandit's inventory. When the player kills said bandit, all that will be in its loot table would be the dagger.

    This system would obviously need to follow the rules of individualized loot, as to prevent people from just stealing all the gold from all the mobs in an area.

    What's the benefit of pickpocketing first? I would like it if there was a "pickpocket" loot cache and a "kill" loot cache. Pickpocket + kill yields more than one or the other.
    What ESO really needs is an Auction Horse.
    That's right... Horse.
    Click HERE to discuss.

    Want more crazy ideas? Check out my Concept Repository!
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