Fixing security

Post » Fri Apr 23, 2010 8:29 pm

I'm really against the whole "it's too hard so you can't even try" thing, so no I'm not in favor of that. however I do see an issue with someone simply saving and reloading till they get it right. So maybe make the lockpick minigame so that you can make it pretty much impossible with too low a skilllevel

They always put a non-minigame-route for their lock-picking action, so if you chose that way, you are not blocked by the impossible-to-win minigame.

Thus with save and reload, you can do the job.

So, the too-hard-to-pick seems mandatory.
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Jamie Lee
 
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Post » Fri Apr 23, 2010 4:21 pm

I'd also like to see a strength-based alternative to locks. Both Mages and Theives can unlock doors, but the Warrior has no built in ability to open a door or lock, meaning a pure-warrior build (that ignores Alteration or Security) isn't going to be able to get into anything. Personally I'd like the option to smash a door off it's hinges and break in. Sturdier doors would of course be harder to bash open and the strength requirements should be rather high to begin with.
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JAY
 
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Post » Fri Apr 23, 2010 8:31 pm

"Prevent low leveled players" I have a feeling you meant lower skilled players not level, so I voted yes anyways to both.
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Marine Arrègle
 
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Post » Sat Apr 24, 2010 12:08 am

The problem with the minigame is it relied more on player skill than character skill. I think it should be more like a memory game. For example, each tumbler could have 2 to 8 positions(based on lock difficulty), only one of which is correct. Every time you try to lock a tumbler into place in the wrong position there would be a chance the pick would break based on your security skill. Eventually you would lock the tumbler into place through process of elimination. But if your skill is low you may end up breaking several picks before you manage to get the lock open. If you're very lucky you can get each tumbler right on the first try and not break any.
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Glu Glu
 
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Post » Fri Apr 23, 2010 10:00 am

I'd also like to see a strength-based alternative to locks. Both Mages and Theives can unlock doors, but the Warrior has no built in ability to open a door or lock, meaning a pure-warrior build (that ignores Alteration or Security) isn't going to be able to get into anything. Personally I'd like the option to smash a door off it's hinges and break in. Sturdier doors would of course be harder to bash open and the strength requirements should be rather high to begin with.

You can not unlock and open the back door to enter, so you kill the front door guards and enter that way.

Strength based approach.
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Ashley Hill
 
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Post » Fri Apr 23, 2010 7:16 pm

I'd like it if the time it took to open a lock depended on your skill. But if its too high a level lock then it just says "Lock too complex".
Ive tried my hand at a bit of lock picking in the past and I've never had a lock pick break on me, its just aways taken a long time and some locks are just dam impossible.
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JR Cash
 
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Post » Fri Apr 23, 2010 6:07 pm

They always put a non-minigame-route for their lock-picking action, so if you chose that way, you are not blocked by the impossible-to-win minigame.

Thus with save and reload, you can do the job.

So, the too-hard-to-pick seems mandatory.


Or simply remove the non-minigame... honestly picking alock should be something you do and not just a roll. As much as I love morrowind, pure rolling for anything is no fun (I realize they had "too complex messages in Morrowind aswell"
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Tinkerbells
 
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Post » Fri Apr 23, 2010 2:18 pm

I'm in favor of any system where a character's security skill actually has a major impact on the player's ability to pick the lock. Security in Oblivion was a joke.
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Miss K
 
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Post » Sat Apr 24, 2010 12:00 am

I prefer the oblivion minigame myself. The "you aren't skilled enough to even try" is a bit sad. Especially if you just spent an hour getting to the bottom of a massive caving system. Then being told to go away and level before you can try again, by the time you are high enough you have long forgotten the chest and the cave will be full of enemies again.
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Alexis Estrada
 
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Post » Fri Apr 23, 2010 9:42 pm

I liked how Morrowind did it.
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sarah
 
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Post » Fri Apr 23, 2010 11:33 pm

I'm very happy with the system Oblivion had. I don't think it should really change all that much.
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Emzy Baby!
 
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Post » Fri Apr 23, 2010 8:43 pm

I dont think there was anything wrong with it. Oblivion's was much more realistic than Morrowind's system. The only part of of the Morrowind system I like was the different quality picks.
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koumba
 
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Post » Fri Apr 23, 2010 12:37 pm

I hope its like Fallout 3's version of Lockpicking
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Juliet
 
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Post » Fri Apr 23, 2010 11:45 pm

I didn't like Oblivion's mini game at first mostly because I wasn't automatically good at it like some people are. In general, I'm not fond of game features which rely on player skill as opposed to the character's skill. I got good enough for it not to be annoying, but it took months of playing the game for me.

That having been said, Morrowind's was boring and frustrating as well.

I'd like to have bashing things open an option, and the need to disable traps, if present, before picking a lock.

We don't need as many different levels of lock pick quality as in Morrowind, but 2-3 would make sense.

+Petrose
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Ludivine Dupuy
 
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Post » Fri Apr 23, 2010 8:17 pm

I prefer the oblivion minigame myself. The "you aren't skilled enough to even try" is a bit sad. Especially if you just spent an hour getting to the bottom of a massive caving system. Then being told to go away and level before you can try again, by the time you are high enough you have long forgotten the chest and the cave will be full of enemies again.

There is still the option of using a spell, forcing the lock, and possibly the return of scrolls that allow you to open locks.
Ondusi's Unhinging and Ekash's Lock Splitter opened 40-60 and 100 respectively. I wouldn't mind these scrolls being added back into the game. High price and low availability make it still worthwhile to use picks and spells where you can.

Also, I forgot to mention bringing traps back. I will edit first post.
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Nymph
 
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