
Just having that will increase the number of “repeatable cases of unique items from enemies that can only be fought once.”
If the characters that can use the steal command are limited, then we have to allocate a party slot for those characters.
Luna HP 1 / 445 MP 21 Airi HP 1 / 293 MP 10 Obtained a mana crystal!! Target of attack >
I understand.
I don’t use it much, but I feel like there’s an opportunity loss with every battle, and it makes me uneasy.
To be honest, is there a game where it’s fun to steal from enemies?
I only know tedious and boring ones.
>>2
It was fun to progress mainly by becoming a Moogle and stealing in the bonus content of Chocobo’s Mysterious Dungeon 2.
>>8
It was so much fun to be able to steal infinitely from the same enemy; it felt so lawless…
It’s nice to be able to steal recovery and level-up items and disrupt the balance.
>>2
Using Moguri in the post-clear dungeon of Chocobo’s Mystery Dungeon 2 was incredibly fun.
>>2
Elminage Series
Even if the item isn’t needed for my own party composition, skipping a specific enemy that drops it makes me feel like I’ve really missed out.
There are works where the protagonist can use stealing, fight all kinds of enemies, and have post-clear rematches or other forms of assistance.
That’s why I make the protagonist a thief.
Those who can only fight once are fine with guaranteed drops!
Images needed for full collection in the encyclopedia.
First of all, I don’t understand why you can steal during combat but not from corpses.
That’s true, but…
>>9
When things are money, it tends to end up like this…
It should be partially fun, but when there are limitations like only stealing, it becomes a chore, and since it varies from game to game, thinking about that makes me feel like there’s no need for a stealing system at all.
I don’t mind stealing, but I hate games where you can’t get anything without stealing.
The stealing in Elminage 2 was crazy.
>>14
Steal the magical lute from the courtesan and fill your pockets; it’s gonna be crazy!
Why is it that something you can obtain by stealing doesn’t come out even when you’re scavenging through corpses?
>>17
It probably broke when I killed it.
>>58
I’ve seen items designed to be really fragile, meaning you have to steal them during battle.
I’ll set it as a rare drop.
>>18
I hope there aren’t about four theft slots and one of them is set as a rare item.
It would be nice if stealing equipment made the enemies weaker.
>>19
It’s FFT.
I want to be a Ziko who can successfully steal and strip the opponent’s clothes.
I love stealing stories.
There is a specific reason to use it aside from collecting items.
Is it better suited for roguelikes than RPGs?
>>15
How about that?
Before I learned about the information, I didn’t use the “steal” ability in FF5 at that time, and after I found out, it was too much trouble to replay, so I ended up not using it anyway.
Not just one action to steal, but also to steal with a chance while attacking, or to trigger a steal check after defeating the enemy.
I will create opportunities to fight bosses and limited ones again later.
Why do I have to choose to steal when there are drops available, and fail or end up with nothing or have to search around for multiple options?
When I think of stealing in a roguelike, I remember stealing from shops…
I really liked gathering materials in FF8 to create magic and modify weapons.
Pickpocketing is fun.
What even is stealing during a battle? Just taking weapons would be fine, it weakens their combat ability anyway.
In FF9, you can identify the items a boss steals with “Analyze.”
The probability of stealing is low, and there are many rare items, so the boss battle was extremely painful.
It was fun back in the day.
I like how stealing in FF12 is done automatically; it would be great if there were Gambits for stealing from enemies that I haven’t targeted.
It’s fine if it’s just a track record, but I don’t like extremely useful and unique things that occasionally come up.
FFT knows exactly what can be stolen, and that’s great because it leads to weakening the enemy!
I really don’t have any memories of enjoying stealing from long ago.
Also collecting low probability drops.
It’s fun to simultaneously weaken the opponent and get rare items while also removing their equipment.
>>38
That’s what Disgaea and Phantom Brave are, right?
Whoa, I have R38 class equipment! I can’t wait to use it!
Therefore, you should always raise a general-purpose character from either a thief or a bottle mail…
It was too difficult that Zidane couldn’t attack until the stealing was finished because he was in charge of stealing.
If I can steal everything, that’s fine.
Stop being so inconsistent; you put useful items in the rare slots, but once I steal from the normal slots, I can’t steal again.
I seriously hope that setting rare slots and only being able to steal either a normal or rare one just once goes extinct.
It was great that Octra didn’t need to steal at all.
It’s not something that can be used as a system in a usual sense, but stealing in mystery dungeon games is quite enjoyable.
It’s super fun to keep resetting until I can steal the rare equipment from a one-time-only enemy! The best!
Do you think that’s how it’s going to be?
>>44
If it’s not required, I think I want only the players who find it enjoyable to participate.
There are players who enjoy diving deep into the game.
Even if it’s low, I’d like a probability of around 20-30%.
The Genji Gloves
I want the thieves to steal in dark jobs based on their formation.
The feeling of a little bonus like a swordless technique is nice.
In UnExist, there are items that can only be obtained through stealing from specific bosses, and on top of that, it features dash maneuvering and lockpicking skills. Because it’s weak and you don’t want to include it, there’s a character called Hiten that you almost never can leave out in both regular and boss battles. Due to its overwhelmingly negative impact, among some fans of free games, there’s a trend to refer to such characters as “Hiten slots.”
Was the elf from that thread game also out…? It’s been quite a while.
It’s incredibly frustrating when the items that can be stolen and the drop items are not the same.
Normal drop
Rare drop
Theft Drop
Stealing rare drops
😊 You can steal a strong weapon a little ahead.
😭 A weapon that can only be obtained by stealing it from that enemy.
Stealing is not an obligation, you know.
I like the stealing system from enemies in Fallout and TES.
If it’s a hassle, it’s the same to just kill and take it.
>>57
(Items that disappear from the inventory upon death)
In most cases, it’s designed not as a “system that provides benefits,” but as a “system that makes you lose out if you don’t participate.”
>>59
I’ve never seen a game where not stealing is a loss…
>>61
Getting it quickly is a benefit, but it also means “if you don’t take it, you’re being made to lose.”
The feeling of “I don’t like it” mentioned in the thread is exactly that.
>>61
Those with a picture book or something like that are probably not a loss.
Not just stealing, but also the rare drops from the boss and those worthless items that only have a single chance to obtain.
>>59
Aren’t you feeling bored because you’re playing from this perspective?
We should play more casually and enjoyably.
>>68
I’m the one who replied, but I’m fine.
I want you to tell them because the anonymous poster is bothered by it.
😭 Item Encyclopedia
😭 It is a material for higher-tier weapons.
😭 Normally extremely strong.
I like systems like SO2 or Octopath that can be stolen from ordinary people.
Do not steal during combat.
>>62
Isn’t Octopath Traveler’s stealing just a re-rolling grind game after all?
From the perspective of the creators, since they went through the effort of implementing it, they’re going to make it so that you can steal overpowered items.
I wish I could at least know what they have, the probability of stealing, and if it’s a unique item.
It’s so frustrating to endlessly try if I don’t have anything or if it’s a failed judgment.
You can only get an additional ordinary mud item, but you can’t steal unique equipment.
That’s enough!
It’s refreshing to steal as smoothly as in FF6.
Even if it’s just a bonus element.
If you can only steal things that are unnecessary, then there’s no point in adding it in the first place, so it seems like the simple idea is to just go ahead and include rare drops.
If you play without knowing anything, you don’t get stressed because you don’t know that you can steal strong weapons, but playing with the assumption of looking up strategies just adds unnecessary pressure.
I like the type of game where you can sneak and steal equipment before a battle and then beat up the defenseless enemy.
Stealing in Elona is nice, isn’t it?
>>72
It’s like they’re pulling out streetlights…
It’s a bit different, but I ended up getting caught up in drawing in FF8, and it became a hassle.
It might be an extreme analogy, but it feels similar to the sensation of having treasure chests placed along a completely straight path in a certain crappy game.
Stealing from enemies is a hassle, but it’s fun to steal from the NPCs in the city.
>>77
“And that’s when the trust from your companions decreases…”
Elona has gotten boring because it started stripping adventurers of their clothes as soon as they come home.
FFT might be a game that is quite fun to steal.
It’s mostly store-bought, but it makes things easier in various ways.
Well, if collecting and various anxieties are at a level that I could clear them by giving it my all on the weekend like in old games, then I’ll go for a second playthrough!
In modern times, it’s just harassment.
It can sometimes be visualized with things like trophies.
>>80
The drop section of the monster encyclopedia that will not be registered unless obtained.
I don’t like it when it becomes irretrievable with a single item.
There are other ways to obtain it, but you can get it in advance.
I would like it if I could fight again later and steal.
It’s great that in Elona, you can steal even the weapons that enemies have if you work hard.
I like that the protagonist can steal.
I hate that only my friends can steal.
I want you to display a command like “steal” when I’m talking to someone.
It’s fine to have completion elements, but are you really considering the time it takes to do all of them?
Xenosaga
How is it possible to steal weapons stronger than legendary ones infinitely from low-level enemies? FF5
>>91
Even after the legendary weapon was sealed, technological advancement continued.
It may just be that the wielder of the legendary weapon did not come across.
I don’t think it’s anything strange.
>>91
If it’s a monster in the gap between dimensions, then it’s fine to be a legendary weakling.
I don’t dislike the sense of stealing the heart of a thief in Disgaea or sneaking a glance to inflict status ailments.
>>92
I remembered there was an ability to steal hearts in FFT.
If we’re talking about stealing in a Zico-like way, it would be pants, right?
>>93
If you can steal your opponent’s pants in the middle of a fight, then you’ve already won.
>>108
If you steal pants and leave someone naked, it can turn into a murderous instrument, and there are times when you can be made to come.
I quite like stealing systems, but FF9 was the only one that was painful.
If stealing doesn’t get you anything worthwhile, then there’s no need for a stealing system.
If you can get good items by stealing, then it becomes essential to have someone with stealing skills.
It’s difficult, isn’t it?
>>95
The basic thief class seems to have slightly lower combat strength, which gives the impression of a trade-off.
In a game where a thief character joins the party, if you don’t give value to stealing, then their existence becomes meaningless…
I can understand if you’re saying it’s essential for a normal clear, but complaining that it takes time for gameplay completion is a bit…
FF9 has a thief protagonist that stirs up the desire to collect items through stealing, while also having things like Excalibur II.
I have the impression that people who can’t tolerate that were quite angry.
The automatic stealing in Dragon Quest is the best.
I have a memory of not being able to steal from bosses in FF9 at all.
>>103
Instead, FF9 doesn’t have any equipment that can only be obtained by stealing.
It’s a gacha action to test one’s luck, so whether one can find meaning in it or not.
ZakuZaku Actors eliminates items that cannot be obtained if missed.
If you try hard enough, you can complete it!
Putting off winning somehow feels discouraging, doesn’t it?
FF9 has a fundamentally terrible tempo and balance, especially with the addition of equipment-dependent ability acquisition.
FF9 often does not require stealing.
The fairy Fife, famous for being unstealable.
What should I steal from Zico?
Stealing clothes to leave the opponent’s character naked, huh?
>>111
That’s about the gist of it.
>>111
Stealing the chastity concept of a serious girl.
Switching it with a perverted girl’s thing, huh?
The pickpockets of SO2 had a strong sense of doing something crazy.
There was something where if you used familiar items from the Etrian Odyssey series to defeat a boss, you could definitely obtain special condition drops.
I honestly think it’s a hundred times better system than placing treasure chests at dead ends.
I think the direction of interest is similar to a system where you can recruit enemies as allies, but when considering completion, it can be troublesome.
It’s fine to let thieves in because it increases the drops since it’s a hassle.
There was a system where you could do something like pickpocketing on passersby, even though it wasn’t during combat.
I think it was Star Ocean, but that was quite interesting.
>>119
This reminds me that Divinity: Original Sin was a very thieving game.
It was a thief-focused game about how to steal from enemies, villagers, and shops.
That was fun…
In FF9, it’s clear that the balance is well thought out when you challenge yourself with time attacks or low-level playthroughs.
In earnings play, it’s a hassle that weak weapons don’t deal damage, roughly calculated as weapon power × effect value.
Rather, it would be better if stealing from unique enemies or bosses couldn’t be done in a gray area… But the gameplay feels extremely shallow, just stealing generic items from weak enemies.
It’s okay to buy it later, but I guess it’s a bit better to steal it now while I can.
This is partly because there are always characters that can be stolen.
In Thraikia 776, stealing was fun because I could do whatever I wanted.
>>125
I was able to do whatever I wanted, like disarming the final boss and capturing him as a prisoner.
It wasn’t really utilized in the later series, but it can’t be helped.
At the time of play, I don’t know if there will be any opportunities to obtain it later.
For now, if I can steal it, I’ll just steal it.
I like enemies in Fallout that steal bullets and force you to fight with a knife.
When I hear someone say they can steal clothes, the first thing that comes to mind is the naked Imperial soldiers…
It’s great that they can steal from us while we can’t steal from them… Just kidding, give back the potion, you damn cat.
I really hate the probability-based stealing system.
This alone unnecessarily increases the load.
It would be nice if you could tell me that unique items don’t come out from the beginning♥.
>>131
The only difference is the name, the quality and performance are the same ❤
There seems to be a division of opinion between those who view all options in ADV and those who do not.
If only the consumables can be stolen, then the plan for managing them will change…
>>133
In an RPG where the value of consumables is high, I’ll try to minimize unnecessary damage as much as possible by using high firepower to quickly overpower enemies, while conserving consumables…
The boss is thorough about not having anything to steal.
It’s definitely a system that might be quite difficult to balance, or rather to make it an enjoyable element, like “stealing.”
There are often systems that exist for no particular reason.
I quite like the DS version of FF3 where you can only steal items.
If there are no jobs that enhance item effects, stealing doesn’t really have much meaning.
I didn’t know that Eila’s color stealing was a stealing effect, so I hadn’t used it at all and missed out on various things during my first playthrough of Chrono Trigger.
It’s tough to waste turns, so having a move that deals damage and steals with about a 100% success rate is just right.
>>140
It’s a balance that really requires a character that can steal, but is that really okay?
Zico often engages in stealing, but the purpose is really to manipulate status or to gather events after getting caught, right?
There are items that can be stolen from monsters that appear at places where it is not necessary to progress, but after a certain period, it will no longer be possible!
It’s not exactly theft, but how about the part in FF8 where you draw GF from bosses?
It’s an irretrievable factor, but personally, I think it’s fine since it doesn’t involve probabilities.
Don’t expect a fool to have a sense of balance.
Zico-style stealing is the theft of clothing during combat.
During non-combat time, obtaining items increases bad child points.
>>149
I’ve never seen Zico do this, so please tell me.
>>159
I can vaguely remember something, but didn’t you play something like Lolicue 2?
Should we also make it possible to steal things like skills, money, and experience points, in addition to items… like in Reload Saga…
The draw felt more like going to a new town and searching for new weapons rather than just stealing.
I like it when I can steal something and later buy vendor-sold equipment for a little bit.
If you can steal it, it feels like a good deal, and even if you don’t steal it, well, that’s fine too.
If a move that deals damage like a “bundo” is incredibly strong, it seems like balance can be achieved.
If you don’t do draws regularly, you might miss out on summoning beasts…
The player who steals clothes and incapacitates the opponent with shame, Zico, is useful.
The theory of taking from those you have killed is a bit questionable, but in Monster Hunter, I sometimes think, “You have the whole corpse, so you should be able to gather more materials!”
>>157
The number of harvesting attempts is monitored by the guild…
>>157
Since the guild is probably collecting most of the corpses in Monster Hunter.
I guess a lot of the rewards are being cut out as well…
>>157
If hunters are satisfied with a single hunt, they won’t reduce the number of monsters…
>>157
Look… it seems like a part that could be used as material…
Since they are going at it fiercely, it’s no surprise that they are in tatters.
I like it when stealing the enemy’s weapons decreases their attack power.
>>158
There aren’t many things like this, surprisingly… it’s probably because it gets complicated internally.
>>167
It’s because it will become mandatory.
There are normally skills that are just turn limit debuffs, but they are permanent.
>>174
Weapons have been reclaimed! (Debuff cleared)
If you extend the thief class a bit, you’ll learn the stealing skill.
It would be nice if you could attach a stealing effect to other skills and magic.
At this stage, I can only steal equipment from an unbeatable enemy and escape.
It might be possible if we could do something like that, but such things are almost nonexistent.
>>161
What I’m doing right now is this.
When stolen from, they become an “enemy with money,” but once defeated, they turn into an “enemy without money.” Unless you search their pockets, the situation remains uncertain—a Schrödinger’s bandit.
It’s great that stealing is one of the various special skills of the thief.
A thief who can only steal is worthless.
It’s just the side that feels like they’ve lost out that is at fault for turning a function that allows getting extra items through the effort of stealing into a hassle.
Most people just clear a game once and that’s it.
Monster Hunter is also tested on its ability to carve.
In that case, something more generic, like being able to steal money instead of just drop items, would be less troublesome, right?
It’s not like that item is essential, so it’s not like we’re being forced to use a thief, right?
Elminage feels like the range of play narrows significantly without stealing.
If I can definitely acquire it, I like it.
Obtaining rare items through probability makes me want to die!!
On the contrary, I feel like there’s also a possibility of being told to go steal event items, but I can’t remember.
Modern games have long playtimes, yet still include things like a Pokédex and trophies…
I always think that the Monster Hunter guild, while rambling about harmony with nature, is actually filled with requests that are quite human-centered and is a piss-poor organization.
You can never steal from the boss.
I can tell what a weakling can steal from the encyclopedia.
This much is totally fine.
It’s different from stealing, but personally, I didn’t like the rare drops and stars for useful equipment in Metal Max either…
I like things that are like souvenirs.
I think it’s insane to have a setting where you can steal with a probability below a decimal point.
In Monster Hunter, even when capturing a monster, you beat it up until it’s barely alive; from a gaming perspective, it can’t be expressed, but the monster’s whole body is probably in tatters, and it would be full of parts that couldn’t be used for materials like armor…
>>184
This is definitely something you can steal from a corpse after a battle.
There is a possibility that it has become unusable as a result of the battle.
>>184
In terms of gameplay, if you capture someone asleep with a single anesthetic shot in an OP reproduction, it would be over, so it’s inevitable to beat them up.
I quite like the system where stealing lowers your stats based on the equipment you have.
Stealing a metaphor is just stealing right after the battle → If it doesn’t work, there’s simply an additional task of resetting the battle. Do we really need this…?
>>186
Well, in the highest difficulty, the battle reset disappears…
There are normal and rare items that can be stolen, and it’s the worst when you can steal a super valuable rare item from an enemy you can only fight once.
The difficulty of defeating the hidden boss varies greatly depending on whether you steal the opponent’s equipment or not.
I also dislike rare drops for equipment.
Before you disappear after defeating them, leave behind the weapon you have in your hand.
Because I have a frugal nature, I definitely include thieves in the party who have a chance to get items after battle.
The equipment that slightly decreases status but increases experience points multiplier is something I keep on until I clear the game.
The thread image looks good for a naughty game, right?
That being said, the steal command can certainly be a hassle…
>>194
Was there no command input for player Airi?
To be honest, endlessly rerolling for rare drops falls into the realm of hardcore play, so from the perspective of the developers, it seems like they don’t really need to take that into consideration.
If you can let go of your desire to collect, you can enjoy it normally, but it’s difficult to expect kids who are playing the game to do that.
It’s really troublesome when I can’t tell whether it’s a mistake because I failed to steal or because there are no items to steal.