Speechcraft & Lockpicking

Post » Wed Mar 09, 2011 4:28 am

. :tes:
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Soraya Davy
 
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Post » Wed Mar 09, 2011 4:59 am

Oblivion style lockpicking would be good. This was one area it made a major improvement.
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luis dejesus
 
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Post » Wed Mar 09, 2011 1:32 am

Out of the choices, Oblivion styled lockpicking
And for Speechcraft I would like New Vegas' style where you needed to break a threshold for it to work (Fallout 3 was kind of annoying since even with high speech skill you still had a chance to fail at times... besides it also brings balance since those with really low speech could just keep reloading until they got it right)
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OJY
 
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Post » Wed Mar 09, 2011 6:09 am

Edit:Delete
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steve brewin
 
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Post » Wed Mar 09, 2011 5:46 am

Whatever happens with lockpicking, I think we all agree that time shouldn't freeze during a lockpick sesh to make it more... scary when picking locks.
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SamanthaLove
 
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Post » Wed Mar 09, 2011 12:23 pm

Morrowind's version of Lockpicking was perfect as your characters' skills and condition determined if you could open the lock. Which is the way it should be.

Don't even get me started on Oblivion's Speechcraft Minigame.

In fact, both Minigames we are talking about completely negated the need for Speechcraft or Lockpicking skills.
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Isaac Saetern
 
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Post » Wed Mar 09, 2011 1:00 pm

Speechcraft has already been confirmed By 'Todd' that it will happen in realtime and the world will go on around you, that to me means that there will be no skill to raise in general speachcraft, so there is no need for a mini game here anyway.

Lockpicking on the otherhand, needs to have an edge of reality. It should be a realtime mini game that has you spinning the Controller sticks and the controller vibration should give you feedback on how close you are. Not sure how this would be incorporated into the Mouse and Keyboard style controls though.

But I think key here is to have no visual feedback from the game just sound or feel as you cant see into a lock in real life.

But to have this and still make it possible for 1st time players to pick a easy lock is the real hard thing.
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Olga Xx
 
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Post » Wed Mar 09, 2011 2:53 am

People say how skills won't matter when you have minigames...

that's just not true. The higher your skill, the easier the minigame is going to be. Like in Fallout 3, if you have 100% science, the hacking minigame becomes incredibly easy, unless you hack a very hard computer.
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Cccurly
 
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Post » Wed Mar 09, 2011 2:23 am

Speechcraft has already been confirmed By 'Todd' (...)


Source?

If I understood correctly, Todd did state dialogue was now seamlessly integrated with the rest of the gameplay. No mention of speechcraft, specifcally that is.
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mimi_lys
 
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Post » Wed Mar 09, 2011 6:47 am

Source?

If I understood correctly, Todd did state dialogue was now seamlessly integrated with the rest of the gameplay. No mention of speechcraft, specifcally that is.


That should have just said Speech lol Sorry.
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Miss Hayley
 
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Post » Wed Mar 09, 2011 3:05 am

People say how skills won't matter when you have minigames...

that's just not true. The higher your skill, the easier the minigame is going to be. Like in Fallout 3, if you have 100% science, the hacking minigame becomes incredibly easy, unless you hack a very hard computer.

Same as in oblivion with lockpicking
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KiiSsez jdgaf Benzler
 
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Post » Wed Mar 09, 2011 3:16 am

I might be a freak, but skill level had no affect for me in the oblivion minigame...

If anything, I was better when I had a low skill. The minigame was about timing... I got very good at timing at the speed of the tumblers with a lockpick skill of say... 10-20. When my skill got too high, it threw off my timing... and I broke more picks.

Higher skill shouldn't change the speed of tumblers... it should just broaden the "window" of when you can successfully pick the tumbler IMHO
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Andrew Lang
 
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Post » Wed Mar 09, 2011 10:58 am

I might be a freak, but skill level had no affect for me in the oblivion minigame...

If anything, I was better when I had a low skill. The minigame was about timing... I got very good at timing at the speed of the tumblers with a lockpick skill of say... 10-20. When my skill got too high, it threw off my timing... and I broke more picks.

Higher skill shouldn't change the speed of tumblers... it should just broaden the "window" of when you can successfully pick the tumbler IMHO


I'm hoping there will be no vestige left of these two minigames in Skyrim.
Let them revamp the whole thing from scartch.
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Nick Pryce
 
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Post » Wed Mar 09, 2011 4:49 am

People say how skills won't matter when you have minigames...

that's just not true. The higher your skill, the easier the minigame is going to be. Like in Fallout 3, if you have 100% science, the hacking minigame becomes incredibly easy, unless you hack a very hard computer.


The player's skills have more to do with success than the character's skills. That is not roleplaying. A person with a 100 Lockpick skill can still fail at a lock in the minigame, but by all rights should be able to open the lock. That is not role playing. When you can get around skill requirements in the minigame, then the action is no longer part of your role.
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Robert Jackson
 
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Post » Wed Mar 09, 2011 5:10 am

Thief: Deadly Shadows for lock-picking. That was awesome and real-time.
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Everardo Montano
 
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Post » Wed Mar 09, 2011 7:18 am

I might be a freak, but skill level had no affect for me in the oblivion minigame...

If anything, I was better when I had a low skill. The minigame was about timing... I got very good at timing at the speed of the tumblers with a lockpick skill of say... 10-20. When my skill got too high, it threw off my timing... and I broke more picks.

Higher skill shouldn't change the speed of tumblers... it should just broaden the "window" of when you can successfully pick the tumbler IMHO


Yeah,Same here,for me it was about noticeing the speed with which the tumblers go up,they go a bit slower,and apper to catch for the smallest moment,that when I hit the button and secure it,regardless of skill level...
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Jason White
 
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Post » Tue Mar 08, 2011 10:12 pm

The player's skills have more to do with success than the character's skills. That is not roleplaying. A person with a 100 Lockpick skill can still fail at a lock in the minigame, but by all rights should be able to open the lock. That is not role playing. When you can get around skill requirements in the minigame, then the action is no longer part of your role.

Another misconception. Characters with 100 on skills should still have challenges before him/her. Somebody with 100 lockpick should still fail at opening an extremely complicated lock, at the first try anyway. (and it's quite funny because in Oblivion with 100 lockpick you can't fail the minigame either...). If the it 100 would be unfailing, then characters with 100 on weaponskills should win all battle.

But how is it not roleplaying? You just have a bit more control over your character, but their skills and attributes still matter.
If getting around skill requirements the problem, Fallout 3 fixed it again by adding minimum skill requirements for locks and computers.
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Austin England
 
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Post » Wed Mar 09, 2011 6:30 am

No minigames please, TES is supposed to be an RPG series, anything that replaces character skill with player skill should be strongly discouraged.
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:)Colleenn
 
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Post » Wed Mar 09, 2011 2:33 am

Something unique for sure, since these two skills are imo very important for any roleplay game (so unlike DA2 for example who simply cut the social skills).
Mini games aren′t what i really need, though.
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Kristina Campbell
 
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Post » Tue Mar 08, 2011 10:18 pm

Guess I went with the majority. I liked Oblivion's lockpicking system, though real-time might be better. :) I disliked both Morrowind and Oblivion's speechcraft system, though Oblivion's was more annoying (in my opinion). For speechcraft, we need something new. :)
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Stacy Hope
 
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