Thief progression line....How will it work?

This has been something that I’ve been trying for a while to flesh out, so I thought I’d raise the question and put it out there for discussion. How do you guys envisage the thief / assassin style of play progressing (or even the bard for that matter)… allow me to elaborate a little;

Given what we know and what we’ve seen thus far, the story arc and main quest line appear (and I say this fairly loosely given the limited detail / information we’ve actually been provided) to be far more tailored to suit the warrior / knight play style. I wonder how WH will tackle these story and quest interactions in relation to the other specialization groups such as the thief and the bard.

I mean, will quest requirements dynamically change based on a particular players chosen specialization or skill set? Or more likely, will the quests simply be a general place-holder, with the player having full freedom of choice around how to approach and deliver on each one?

Ultimately I foresee there being instances where certain ‘specific’ actions are expected and required of you in order to fulfil the success criteria of a particular quest. For those of us wanting to complete the game and all it’s associated quests, I’m just intrigued on how you foresee this panning out and what other peoples thoughts are?!

I’d hate for quests to become unavailable or unachievable simply because of my chosen path of specialization or class.

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I think the thief style of play will be that you steal things.

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Really insightful… If that’s the best you’ve got, then it’s time to stop posting.

Assumptions on my part being that the thief would have the option to assassinate/frame targets, plant misleading information that affects confrontations, redirects equipment, etc where the sword-and-board type aggressor would be wading in fields of… daisies…

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Three words : Bows and Arrows :wink:

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there are no progression lines because there are no classes. when will people get this through their head?

you don’t have to be a thief to steal, you don’t have to be an assassin to assassinate people, you don’t have to be a knight to get involved in sword fights.

so clearly, skills will progress individually.

sorry, your response to chopstyx’s joke warranted the stern talking to. please check yourself.

I beg to differ. There are progression lines… it’s an rpg. So naturally your character is going to improve in the specific skills and areas that you want them to, based on your chosen play style. Even if it is classless, the reality is that people will be able to decide how they wish to play, and naturally some of those people are going to pigeon-hole themselves into a traditional class for the entirety of their playthrough.

You’re stating the obvious, and missing the point of the discussion. I understand that we will have freedom of choice, that’s not in question here; however the reason for the topic is focused more around whether or not those choices will be limited within-game to a persons particular skill set or focus. Mainly in relation to main story arc quests…

Many rpg’s expect something specific from a character, whilst not taking into account the strengths or attributes of the character themselves. And that’s always been something that I’d hoped could be done better. For something like KCD, I’d really like to see this game mechanic handled in a smarter way. Just not sure on how, or the implications of doing so.

Jokes don’t translate well in text format, especially with people you don’t know. So thanks for the ‘stern talking to’, but perhaps you and he both need to be mindful of that fact before turning your negativity on me.

I’m of same mind with @rustypup in that I think the thief skill line (or whatever you want to call it) will have some assassin-y parts to it. It might be more appropriate to call it a mix of the traditional assassin and thief roles, than just thief. I also like the idea of planting misinformation and false evidence.

And regarding some other gameplay elements, I think Victor or another Warhorse dude mentioned that in great castle sieges the ‘thief’ would be able to do things like poison the water, kill the gate guards and open the gate, find and open the secret entrance, etc.

I really like what @rustypup (and you too @Seviteal) have put forward. Having that capability for espionage type activities would be great for those wanting to pursue the path of shadows so to speak :smile:

And I hadn’t even considered the implications in regards to siege warfare, nice point :smirk: … I mean to have the ability to undermine or circumvent a castles defences, covertly would be great. If we could get some further commentary on that from the @warhorse guys to clarify that’d be awesome… But given the direction they’re going and the focus on realistic, period accurate, sand-box style game play, one would really hope that these mechanics are being implemented.

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Read every comment on here with good humour in mind. :smile:

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AFAIK it’s not that ‘cut-and-dry’ in terms of skills. You can work on strength and fighting, or you can work on theiving as well. Every mission will have a different way to complete it. For example: If you need to hunt someone down, than sure, you could strap on armor and take chase. You could also track him, wait till he falls asleep or thinks he’s safe, and get the jump on him. Or you could get ahead of him and set up a trap. OR, you could just bribe/convince a merc to do it for you.

I also don’t think here will be ‘story quests’ in the same way that AC works. Sure, there will be story events, but they said they wanted to create a living-breathing AI world. What’s stopping you from just, say, going hog and killing the entire fucking town. Doesn’t that change the story?