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Realistic lockpicking in a game where you can be strong enough to wield a 20 lb battle axe with ease and has no notion of forensic science is kicking the door in. It's a lot easier and faster than most people think, even with Hollywood exaggeration. But then you're not allowed to do that for the same reason that bashing open a chest in NWN2 breaks the stuff inside - it makes the lockpicking skill the RP enthusiasts love completely useless. In truth, the only two penalties for breaking open a chest/door is that 1) It's loud, and 2) You can't easily lock it again. Neither of which are of much concern when your first reaction to seeing enemies run at you is "Oh good, more XP!"I'm pretty sure I've never played a game with realistic lockpicking, and I'm not really sure why that is. I guess they're afraid of teaching gamers somewhat of how it works?
All Shadow priest spells that deal Fire damage now appear green.
Big freaky cereal boxes of death.
letterX wrote:Oblivion I like less. Just seems too finicky, and you break too many lockpicks. Possibly I haven't gotten the trick down, but I'd kind of like to see a way to limit the number of tries at picking locks that isn't how many picks you have left to break.
Izawwlgood wrote:I haven't seen a single lockpicking minigame that even marginally approached reality. I think one of the Splinter Cells had something that involved aligning tumblers, but otherwise... Pfft.
TaintedDeity wrote:Yeah, but, to professionals doing the stuff they're professional at, things are usually pretty easy...
emceng wrote:I honestly can't remember any lockpicking in the Thief series. Maybe I need to go back and replay those.

GrawSith wrote:I've only played it consoles though, so I'm not sure how good it would be using a mouse to lock the pins.
psion wrote:I'm pretty sure I've never played a game with realistic lockpicking, and I'm not really sure why that is. I guess they're afraid of teaching gamers somewhat of how it works?
WarDaft wrote: Realistic lockpicking in a game where you can be strong enough to wield a 20 lb battle axe with ease and has no notion of forensic science is kicking the door in. It's a lot easier and faster than most people think, even with Hollywood exaggeration. But then you're not allowed to do that for the same reason that bashing open a chest in NWN2 breaks the stuff inside - it makes the lockpicking skill the RP enthusiasts love completely useless. In truth, the only two penalties for breaking open a chest/door is that 1) It's loud, and 2) You can't easily lock it again. Neither of which are of much concern when your first reaction to seeing enemies run at you is "Oh good, more XP!"
Roosevelt wrote:I wrote:Does Space Teddy Roosevelt wrestle Space Bears and fight the Space Spanish-American War with his band of Space-volunteers the Space Rough Riders?
Yes.
EdgarJPublius wrote:I'm not a fan of the FO3 lockpicking mechanic. Was there actually a way to tell if the pin was correctly positioned, all I remember is having to keep guessing and checking to figure out how the pin needed to be oriented without any sort of feedback other than applying torque to see if the pin looked like it would break or not.
It might have been aesthetically similar to real-life lock-picking, but game-play wise, the lack of feedback was a poor design decision.
letterX wrote:EdgarJPublius wrote:I'm not a fan of the FO3 lockpicking mechanic. Was there actually a way to tell if the pin was correctly positioned, all I remember is having to keep guessing and checking to figure out how the pin needed to be oriented without any sort of feedback other than applying torque to see if the pin looked like it would break or not.
It might have been aesthetically similar to real-life lock-picking, but game-play wise, the lack of feedback was a poor design decision.
In the PC version at least, the lock squeeks differently when you're in the right position. And as long as you're applying torque with a light touch (successive clicks of longer duration) it's easy to tell when the bobby-pin starts vibrating, telling you you've got it not quite right.

thecommabandit wrote:letterX wrote:EdgarJPublius wrote:I'm not a fan of the FO3 lockpicking mechanic. Was there actually a way to tell if the pin was correctly positioned, all I remember is having to keep guessing and checking to figure out how the pin needed to be oriented without any sort of feedback other than applying torque to see if the pin looked like it would break or not.
It might have been aesthetically similar to real-life lock-picking, but game-play wise, the lack of feedback was a poor design decision.
In the PC version at least, the lock squeeks differently when you're in the right position. And as long as you're applying torque with a light touch (successive clicks of longer duration) it's easy to tell when the bobby-pin starts vibrating, telling you you've got it not quite right.
I always picked the locks by applying torque and moving it into the right position. I rarely, if ever, broke picks. And then I remember people complaining about how hard it was. Oblivion lockpicking... now I found that hard.
GrawSith wrote:I'm really a fan of Alpha Protocol's lockpicking minigame
thecommabandit wrote:letterX wrote:EdgarJPublius wrote:I'm not a fan of the FO3 lockpicking mechanic. Was there actually a way to tell if the pin was correctly positioned, all I remember is having to keep guessing and checking to figure out how the pin needed to be oriented without any sort of feedback other than applying torque to see if the pin looked like it would break or not.
It might have been aesthetically similar to real-life lock-picking, but game-play wise, the lack of feedback was a poor design decision.
In the PC version at least, the lock squeeks differently when you're in the right position. And as long as you're applying torque with a light touch (successive clicks of longer duration) it's easy to tell when the bobby-pin starts vibrating, telling you you've got it not quite right.
I always picked the locks by applying torque and moving it into the right position. I rarely, if ever, broke picks. And then I remember people complaining about how hard it was. Oblivion lockpicking... now I found that hard.
Spambot5546 wrote:Well...who used it? I'd sleep next to Felicia Day's used bacon.
All Shadow priest spells that deal Fire damage now appear green.
Big freaky cereal boxes of death.
WarDaft wrote:The problem with ME's hacking system is that by that far in the future, hacking will be done totally with software. It'll be a simple matter of hooking the device up, hitting enter, and it will either work or it won't. Most likely likely won't. There will be absolutely nothing you as a mere human can do to improve its odds of success, unless you have spent your entire life studying the security and compromisation thereof in computer systems.
Spambot5546 wrote:Well...who used it? I'd sleep next to Felicia Day's used bacon.
SirBryghtside wrote:But it's fun.
Your statement is null and void
Nah, good point. If a CPU could ace that minigame now, then it'd be simple in the future... is there any way that futuristic hacking could be done well, and be based on player skill?
I guess real-life hacking just isn't all that interesting...
All Shadow priest spells that deal Fire damage now appear green.
Big freaky cereal boxes of death.
SirBryghtside wrote: is there any way that futuristic hacking could be done well, and be based on player skill?


dbsmith wrote:Fair enough. I didn't really consider that aspect. What would you propose then? Game is in python, it would require python and pygame...

thecommabandit wrote:You know guys, there's also such thing as a virus scanner. You can scan the file before running it.
I see what you mean, dance with the devil you know and all that. But if you seriously want to expand on this and prototype it it might not be a bad idea to switch over to a safe, web-deployable rapid prototyper, like flash or unity (or silverlight I guess, but I don't know anything about that). Of course, the only reason to do that would be more people would be willing to try it out and give you feedback if they could just go to a website and play with it, instead of having to download an executable and then possibly download other stuff to get it to work. Most people probably wouldn't be willing to go through the hassle. If you're just making it for yourself though, yea, adventure on with Python.dbsmith wrote:I could port to flash/web but I'd rather prototype in python. Can focus on quick iterations and improvements, rather than just porting code.
Code size is pretty damn small, its just a rough game mechanic prototype at this stage.
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