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You could see in gamestar video that now you have graphic indicator on your moves. What about adding timer to make opening chest harder? The longer the combination the longer the timer will be.
Also will the combination change when you load up the game to remove the abuse?
PB_Harry
24.06.2009, 12:24
You could see in gamestar video that now you have graphic indicator on your moves. What about adding timer to make opening chest harder? The longer the combination the longer the timer will be.
Also will the combination change when you load up the game to remove the abuse?
I hope the combination will not change, otherwise it could be really annoying if I have to deal with a large number of locks *g*
I hope the combination will not change, otherwise it could be really annoying if I have to deal with a large number of locks *g*
What I am proposing is for combination to change when you are loading a save game, that way you could not just find a combination, and then load to open the chest without loosing anything. it would also make sense to use xp points on getting better at lockpicking then.
What I am proposing is for combination to change when you are loading a save game, that way you could not just find a combination, and then load to open the chest without loosing anything.
And why would you need to prevent such "savegame lockpicking"? If you think it's bad, don't do it. If others think different, let them have fun the way they want.
catalinux
24.06.2009, 13:26
What about the possibility to break a chest lock with a heavy hammer? :p
And why would you need to prevent such "savegame lockpicking"? If you think it's bad, don't do it. If others think different, let them have fun the way they want.
There is a difference between pretending that there is no abuse, and not having it in game. I don't like to self impose restrictions on myself, the game should do it, and I should try to overcome it, rather then pretending that there is one.
That means that never ever use any savegames, right? Otherwise, you'd just be cheating death.
That means that never ever use any savegames, right? Otherwise, you'd just be cheating death.
Saving is not cheating, the game is supposed to be designed with it in mind, when you die, and you fight for the second time you may have some helpful information, but still you must win this fight/avoid the place for now/[...] you don't cancel the need to fight by using load. With lockpicking the situation is diferent you load, and based on information that you have the chest could as well be open now, becouse you will open it without any effort, and without loosing anything.
When you reload, you know how dialogues turn out and thus, how to avoid troublesome situations. You know what awaits you behind the next corner and where the traps are, and so on. Also knowing the right combination for a lock is such a minor, unimportant thing compared to that...
You're entitled to your opinion but frankly, I can't follow you. There are many people out there who do not feel thrived by the thought of manually picking a lock, again and again. They just want the lock open to progress further in the story. If they want to use the savegame to get the lock open without loosing a lockpick, they should be able to do it. And it also allows forums and walkthroughs to give hints for the right combination if someone has trouble. Finally, even if the locks were scrambled every time you load, you still would be able to cheat by reloading. It would just take longer to get an easy combination. Or they could instead use cheats.
On the other hand, we have those who do not want to "cheat" this way. Then they should not misuse the savegames for this. If they think it's fun to try and try and try again until the lock is finally open, why would the misuse the savegames to deprive themselves of this fun? This has nothing to do with the game not placing restrictions around you because savegames are no ingame elements. They're not part of the world itself. Using them is like using cheat codes or cheat engines which also should be allowed by singleplayer games.
What remains are the people who don't want to "misuse" (in their opinion) the savegames for easy lockpicking and at the same time lack the self discipline to refrain from doing so. And personally, well, I don't think their problem is the game...
In G2, we had the option to enable lock scrambling via an INI tweak. I think that's a good solution if someone really want that.
RobinHood 13.
24.06.2009, 16:25
The ability to just reload and try again knowing the code can ruin part of the experience even though you won't reload. The game is designed so that you can load and save whenever you want, and should therefore take any exploits that comes with it into account.
I'd like to see it as an already implented optional function, so you can choose yourself, although I'd rather see it as a forced lockpicking system (random after each load). It's not the meaning that you should load after finding the right chest combination either, so why should the game reward it?
When you reload, you know how dialogues turn out and thus, how to avoid troublesome situations.
Not alweys sometimes the effects are later, in TheWitcher they removed that abuse by making all consequences happen later.
You know what awaits you behind the next corner and where the traps are, and so on.
As I had said while saving method is not perfect still even what you know what is behind the corner that information itself is not enough to solve the problem that is there.
Also knowing the right combination for a lock is such a minor, unimportant thing compared to that...
Why should it compared it is only about lockminigame, and that change would not require much time to implement. All of nothing attitude, aye?
You're entitled to your opinion but frankly, I can't follow you. There are many people out there who do not feel thrived by the thought of manually picking a lock, again and again.
what are you talking about removing loading abuse of lock system would make you open the chest one less time. how is x-1>x ??
They just want the lock open to progress further in the story.
Not true becouse treasure from chest is extra it is not required for the story, wrong assumption>no reason to analyze it.
If they want to use the savegame to get the lock open without loosing a lockpick, they should be able to do it. And it also allows forums and walkthroughs to give hints for the right combination if someone has trouble. Finally, even if the locks were scrambled every time you load, you still would be able to cheat by reloading. It would just take longer to get an easy combination. Or they could instead use cheats.
Reloading for easier combination is easier first of all it is competently unrealistic to open long chest with small skill. Secondly loading a game is not a cheat.
On the other hand, we have those who do not want to "cheat" this way. Then they should not misuse the savegames for this. If they think it's fun to try and try and try again until the lock is finally open, why would the misuse the savegames to deprive themselves of this fun?
You are missing the point, the game should provide challenge and meaningful choices. I should not be forced to made up challenge, and choices if i would do that then I would no longer be playing the game but I would just LARP in the game world completely diferent thing. Your reasoning can be used to support plenty of bad designed futures:
-there is most powerful weapon in your inventory at the start of the game
Your reasoning: What is the problem just don;t use if you don't like it.
-you can join every guild.
Your reasoning: No problem just pretend that you can't. etc.
This has nothing to do with the game not placing restrictions around you because savegames are no ingame elements. They're not part of the world itself. Using them is like using cheat codes or cheat engines which also should be allowed by singleplayer games.
No savegame option is part of predicted function for normal playing of the game so it is not a cheat. Every self limitation by player on it is arbitrary, and not supported by the game. Cheats are clearly not part of normal playing, even the name itself imply it.
What remains are the people who don't want to "misuse" (in their opinion) the savegames for easy lockpicking and at the same time lack the self discipline to refrain from doing so. And personally, well, I don't think their problem is the game...
-there is most powerful weapon in your inventory at the start of the game
Your reasoning: What is the problem just don;t use if you don't like it. If you you don;t like it, then it is the problem with your self discipline not the game.
In G2, we had the option to enable lock scrambling via an INI tweak. I think that's a good solution if someone really want that.
What it does? If it changes the combination every time you try to open the chest then it is obviously diferent then changing combination when you load.
As for the option it could be optional, but it should be chosen at the start of the game.
The difference between reloading after a bad dialog or constantly reloading just to get the right code without losing any lockpicks is huge.
The lockpick system is sort of a minigame and is repetitive. While each dialog is unique.
It's sometimes fun to say the "wrong thing" just to see what heppns. While it's not so fun to put the wrong code to see what happens (because you already know what will happen).
Also dialogs make sense, which means that you can understand from the words that you read what is the "right move".
While codes for chests are random and you can't tell what is the next "right move".
Thats why after you load you should have the same dialog, but having the same lockpick-code destroyed the purpose of the minigame. You could just make the chests open as soon as you have 1 lockpick if you keep it like that.
It's not fun to reload and try to crack the lock again, you just do it to not lose lockpicks.
But making it random creates another problem, a player could try to crack the lock and reload untill he succed to do it with the least number of lockpicks (that number being 1 lockpick, but you'll have to be really bored).
in TheWitcher they removed that abuse by making all consequences happen later.
Which was annoying to many people because they had to replay hours of the game if the felt that they could not live with these consequences.
what are you talking about removing loading abuse of lock system would make you open the chest one less time. how is x-1>x ??
Because if the combinations are fix, lockpicking can be done in 1 if they so desire.
Not true becouse treasure from chest is extra it is not required for the story, wrong assumption>no reason to analyze it.
Equipment and money are required to progress in the story (or at least they should be because otherwise there'd be no reason to collect them). Chests contain that.
Reloading for easier combination is easier first of all it is competently unrealistic to open long chest with small skill.
Fun beats balance beats realism. First of all, the game is supposed to be fun to those who play it. I have a problem when some people try to tell others how they're supposed to have fun. Lockpicking is a monotone, repetetive task. It may be fun at first but it wears out fast. And I really do not want to walk all the way into town and back to that lonely chest on the montain just because my last few lockpicks broke. That's not fun.
Secondly loading a game is not a cheat.
In this case, it there is no difference. I can easily open the lock with save/load or with cheats.
You are missing the point, the game should provide challenge and meaningful choices.
Correction: You want the game to give you such things and you think that lockpicking provides that. That may be true for you but why do you insist on enforcing your personal preferences upon all other players as well?
I should not be forced to made up challenge
If you feel "forced to make something up" because you can reload and try again with what you've learned so far... well, I'm sorry for you. But I think you're within a minority there.
Your reasoning can be used to support plenty of bad designed futures:
-there is most powerful weapon in your inventory at the start of the game
Your reasoning: What is the problem just don;t use if you don't like it.
[...]
Sigh. I can also claim that you want to remove the load and save options and the game must be deleted from the players harddrive once the character dies. Because that would be a challenge and give you "choices with consequences".
Let's stay on the floor for this one. It's just lockpicking. A little minigame in a large RPG that focussed on story and characters. Some people like that specific little minigame and others do not. They should not be forced to play it if they don't want to. Won't break the entire game design in any event.
What does it?
pickLockScramble=n in the gothic.ini determined up to what length the combinations of chests were to be rescrambled (permutated) upon loading a game. Hence, pickLockScramble=1 (or 0) would do nothing. pickLockScramble=10 would rescramble every lock which has a combination of ten or less steps.
As for the option it could be optional, but it should be chosen at the start of the game.
Probably not. We had the discussion in the german forum a while ago. A majority agreed that it's better to leave the combination fixed. Hence, that should be the default.
I don't want the lockpick minigame to become a safe cracking full game.
No randomness when loading a savegame.
I don't want the lockpick minigame to become a safe cracking full game.
No randomness when loading a savegame.
§dito
vivaxardas
24.06.2009, 18:31
I would prefer to have it like in G2, without showing on a screen what R-L moves you made. Really good for memory. Really hard to pick locks with long combinations. Now it is more "user-freindly".
Maybe one can turn it off. ;)
Which was annoying to many people because they had to replay hours of the game if the felt that they could not live with these consequences.
Are you serious? Those are the things that make game more interesting having to deal with what you had done. That is why it was implemented by the developers.
Because if the combinations are fix, lockpicking can be done in 1 if they so desire.
They could use cheat as well, that is not playing with options that game gives you.
Equipment and money are required to progress in the story (or at least they should be because otherwise there'd be no reason to collect them). Chests contain that.
Not true, it is not you can progress in the game without extra money from chest. It would be more interesting if it were a real decision either you progress in lockpicking skills or you can't open every chest in the game/or for a significant cost. Maybe the problem is that players get used to games where they can do anything without any problem. Gamespot had given Gothic 2 2/5 becouse you can easily die at the beginning of the game, no seriously that was the main reason that they had given in the review.
Fun beats balance beats realism. First of all, the game is supposed to be fun to those who play it. I have a problem when some people try to tell others how they're supposed to have fun. Lockpicking is a monotone, repetetive task. It may be fun at first but it wears out fast. And I really do not want to walk all the way into town and back to that lonely chest on the montain just because my last few lockpicks broke. That's not fun.
What? You are telling people on how they are supposed to have to fun now.
Having a game with no planning or challenge that is not fun, lockpicking did not require planing just few lockpicks and you could open anything without worrying of loosing any. Also there was no progression you had lowest skills in opening locks=few lockpicks, and that was enough for anything.
In this case, it there is no difference. I can easily open the lock with save/load or with cheats.
That is the point you should not have build in abuses into the game. Abuses should be in the realm of cheats.
Correction: You want the game to give you such things and you think that lockpicking provides that. That may be true for you but why do you insist on enforcing your personal preferences upon all other players as well?
If you feel "forced to make something up" because you can reload and try again with what you've learned so far... well, I'm sorry for you. But I think you're within a minority there.
You seriously don't see how you are a hypocrite in what you say there?
Gothic games don't give any challenge, no real choices in the game? But anyway it was a proposition that could even be an optional option.
Sigh. I can also claim that you want to remove the load and save options and the game must be deleted from the players harddrive once the character dies. Because that would be a challenge and give you "choices with consequences".
You are missing the point I was only explaining why your argument that you can as well just make up challenge is wrong.
Pointless. Ok, you're right. Lock scrambling is cool and all the people who don't like it are just too stupid to realise what they really want.
Well, well someone just gave up :)
Let's just take Gothic as a study case:
In Gothic 2, Lockpicking costs 10 Lp and has only one lvl.The skill just give you access to locked chest and nothing more.The chance to open a 20 combinations lock did not depend on your lockpick skill but on your dexterity.
On Gothic 1 on the other hand, Lockpick has 2 lvl and it does affect the chance of breaking a lockpick while opening a chest.
The point of my ramblings above is that in Gothic 1 i would make combinations change after each load and in Gothic 2 i wouldn't.Why?
Because in G1 you have an alternative to save/load open a chest and the Lp spent for the lvl 2 Lockpicking would be worth it while on G2 those Lp already payed up when you can try to open the locked chest.To open it with fewer lockpicks, the game forces me to take on a path (Dex build) wich i might not like.
My ideal lockpicking minigame would be something like this.
Depending on the player's lockpicking skill and the chest's difficulty, a time is calculated. The more skill you have and the higher the difficulty, the more time you get. Until the time reaches zero, you can safely try the combinations. Failing a step will roll you back to the start (just like in the old Gothics). If you run out of time or reload the game, the combination is recalculated. Your lockpick would never break, though, so you need just one (e.g. you could buy it for a nice sum from any thief once in a game). Oh, and no visual display (yuck!), or only at easy level. With this...
- no need to worry about running out of lockpicks -> no need to reload (I did always that in G1/G2)
- you never find a chest at the world's end realizing you just don't have a single lockpick (happened to me in G3 quite a few times, phew)
- putting points to the lockpicking skill will give you plenty of time, resulting in spectacular development
- on different game difficulty levels its difficulty can be easily adjusted, like giving visual display or nearly unlimited time to the player at easy level, so he/she should never put a single point to the lockpicking skill, thus being able to train strength to 500 or something :D
- on higher difficulty it is really skill based: fast hand and good memory required
Sorry for being long, but I just love skill based minigames. :)
My ideal lockpicking minigame would be something like this.
Depending on the player's lockpicking skill and the chest's difficulty, a time is calculated. The more skill you have and the higher the difficulty, the more time you get. Until the time reaches zero, you can safely try the combinations. Failing a step will roll you back to the start (just like in the old Gothics). If you run out of time or reload the game, the combination is recalculated. Your lockpick would never break, though, so you need just one (e.g. you could buy it for a nice sum from any thief once in a game). Oh, and no visual display (yuck!), or only at easy level. With this...
- no need to worry about running out of lockpicks -> no need to reload (I did always that in G1/G2)
- you never find a chest at the world's end realizing you just don't have a single lockpick (happened to me in G3 quite a few times, phew)
- putting points to the lockpicking skill will give you plenty of time, resulting in spectacular development
- on different game difficulty levels its difficulty can be easily adjusted, like giving visual display or nearly unlimited time to the player at easy level, so he/she should never put a single point to the lockpicking skill, thus being able to train strength to 500 or something :D
- on higher difficulty it is really skill based: fast hand and good memory required
Sorry for being long, but I just love skill based minigames. :)
I like it!
I am alyn26 and approve this statement.
Thank you!
That is the point you should not have build in abuses into the game. Abuses should be in the realm of cheats.
Hear he, hear he. Sorry man, but if you are saying that people who honestly play around to find an easier OR more rewarding way to progress with the game without using a code/script or a program, I must disagree. I, for one, would "abuse" many features in G2 which I found while playing it all over again, such as percentage training from *9 to (*+1)4 of stats, jumping instead of sneaking, etc. These things werent meant to be in the game, but they did not harm the game's cause in any way, did they? Instead, I saved a few learning points along the way which I could spend on whatever I wanted later on. As far as these glitches go, as long as the quests could not be completed easier or enemies killed faster (wallclimb, G3) or there were limits on items one could obtain from battling a guard over and over again (ranger bows, G3), they cant possibly be considered cheating. Of course, it is the player's conscience that decides the fate of one's decisions, but in my case I did not feel guilty in any way using these options. Besides, I had already completed the game several times before finding them out & it only helped me progress faster later on. But I do not want to be regarded in league with cheaters and the like - a human naturally searches for an easier way to overcome a challenge.
As for lockpicking, just two months ago I completed G3 & G2 (twice) and compared this part in both games. While the G3 lockpicking was a waste of time (I always liked the mini-game part, especially in Oblivion), I couldnt help but consider the inclusion of skill-level related limits on chests. Say, you retained 3 level systems - easy, normal, hard. Each level would have a certain amount of moves to be made to open the chest: easy - 2-6, normal - 7-12, hard - 12+. This would force the player to spend some skill points to be able to open hard chests. BUT at the same time, the game should be altered so that NO main-quest-related items are placed in difficult chests as one could choose to get the skill or not.
At the same time, if we wanted a more generic G2 feel to it, I would imply on the difficulty settings. Without randomizing the ENTIRE lock collection, each difficulty could have its own set of lock sequences. Players choosing Normal would not have to spend as much time picklocking like those who choose Hard & Easy would make it even easier.
Nevertheless, these are improvements that can be user-made if enough freedom for modding is allowed in Risen.
Hear he, hear he. Sorry man, but if you are saying that people who honestly play around to find an easier OR more rewarding way to progress with the game without using a code/script or a program, I must disagree. I, for one, would "abuse" many features in G2 which I found while playing it all over again, such as percentage training from *9 to (*+1)4 of stats, jumping instead of sneaking, etc. These things werent meant to be in the game, but they did not harm the game's cause in any way, did they? Instead, I saved a few learning points along the way which I could spend on whatever I wanted later on. As far as these glitches go, as long as the quests could not be completed easier or enemies killed faster (wallclimb, G3) or there were limits on items one could obtain from battling a guard over and over again (ranger bows, G3), they cant possibly be considered cheating. Of course, it is the player's conscience that decides the fate of one's decisions, but in my case I did not feel guilty in any way using these options. Besides, I had already completed the game several times before finding them out & it only helped me progress faster later on. But I do not want to be regarded in league with cheaters and the like - a human naturally searches for an easier way to overcome a challenge.
I agree did you read my posts at all? Abuses should not be build in into the game for that reason. Abuses are fault of developers not players.
Read my conversation with foobar he say that abuses are fine part of the game becouse you can pretend that they don't exist, and he say that they are like cheats. I disagree with that.
Read my conversation with foobar he say that abuses are fine part of the game becouse you can pretend that they don't exist
Perhaps you should read them (again), too.
@Kraszu
Lets say that the combinations change everytime you load a game.
You just tried to open a chest and lost all your lockpicks (you had 19 lockpicks and the chest is a combination of 20, it could happen).
In this situation i wouldn't like to continue with this and i will load the game and try again. I will probably reload untill i manage to open it with 10 lockpicks or less.
So as you can see the problem with save/load is still there, you just made the process of "cheating" more boring (which is bad for the game). I agreed with you at start but after thinking about it, i don't think the challenge should be in the lockpicking minigame, it should be somewhere else where the challenge will also produce fun.
@Kraszu
Lets say that the combinations change everytime you load a game.
You just tried to open a chest and lost all your lockpicks (you had 19 lockpicks and the chest is a combination of 20, it could happen).
In this situation i wouldn't like to continue with this and i will load the game and try again. I will probably reload untill i manage to open it with 10 lockpicks or less.
So as you can see the problem with save/load is still there, you just made the process of "cheating" more boring (which is bad for the game).
That is not true becouse you no longer can just open any chest without loosing any lockpicks, sure maybe if you spend a day on it then it could work but who would feel like bothering. Now it just require one load so it feel stupid not to do it. the problem with save/load is significantly lowered.
I agreed with you at start but after thinking about it, i don't think the challenge should be in the lockpicking minigame, it should be somewhere else where the challenge will also produce fun.
Loosing lockpics maybe not the best system, but that change would be very easy to add as an option. Having unlimited number of lockpics to buy could be a solution not investing in lock picking skills would practically result in having less money that way. You could be able to exchange lockpics without loosing money (you buy for 10, and it is worth 10, second currency in a way).
In more general term lockpicking minigame should offer some gameplay, and give reason to invest in better lock picking skill that now is rather pointless in g1.
rotator proposition sounds fine, it would harder to add trough but not very hard.
The EvilAlex
25.06.2009, 15:16
The combination's should NOT change!!
The developers said that everything is hand placed and there is nothing random in the game.
And besides, it wouldn't be realistic.
The developers said that everything is hand placed and there is nothing random in the game.
This principle applies only to things that affect the overall game-balance, not for some combination of a particular chest, I think.
lock combinations should be static there is no sense in scrambling because chests are meant to be opened anyway and not to piss you off at least an hour when the combo is long. If loading was abuse in this case then devs should also scramble every animal pos in the game after you load so that there would be no use of saving before attacking a powerful ashbeast for example...
If loading was abuse in this case then devs should also scramble every animal pos in the game after you load so that there would be no use of saving before attacking a powerful ashbeast for example...
There's a HUGE difference. You save before the ashbeast, because you're not sure if you will survive the battle or not. As for the lockpicking, you will always open the chest, you just don't want to run out of lockpicks later in the game. Or you happen to have just one lockpick and the closest thief is miles away.
Yes, you can buy all the lockpicks everytime you meet a seller and end up having a huge mountain of lockpicks. Well, probably that's the intended way (I just don't like it). :)
i'm trying not to argue but if you aren't sure you'll survive buy potions :D
Kirov Class
26.06.2009, 19:50
Kraszu, are you really that weak minded? Saying that reloading save games to get your assignment done easier is stupid, and a game abuse? If you think it's an abuse, then DON'T use it. It's really that simple.
This isn't world of warcraft or something! Let people play like they want. Thank god though that no one sees that as an abuse, and no one will make that feature in-game. :D
Rotator, your approach is unrealistic. What, are locks in Risen magic, that constantly change the way they are locked? Keys would be useless and unrealistic in that scenario.
Kraszu, are you really that weak minded?
While I agree with you about the issue itself, I must ask you to refrain from insulting others. Please respect the opinions of others in this forum.
The EvilAlex
26.06.2009, 21:05
I'm sorry guys but I don't see any difference between saving before a battle to survive and saving before a chest to open it, the point is that you are abusing the game either to get stuff or to survive or to explore.
And I think everyone can agree that developers need to fix these things, so that we could overcome these challenges if we try(Maybe a spell that can examine the monster, or see what kind of lock it is), without abusing the game.
Off Topic.
Michael Jackson is dead§cry
He was an awesome dancer and a singer.
http://www.youtube.com/watch?v=ex30DYwQlHU
While I agree with you about the issue itself, I must ask you to refrain from insulting others. Please respect the opinions of others in this forum.
I think it was a matter of word chosing and he meant "are you really having such a shallow perspective over things?"
Off Topic.
Michael Jackson is dead§cry
He was an awesome dancer and a singer.
http://www.youtube.com/watch?v=ex30DYwQlHU
We have an OT thread here (http://forum.worldofplayers.de/forum/showthread.php?t=449163), but it wasn;t very succesful, people seem to discuss OT in the Peanuts threads (http://forum.worldofplayers.de/forum/showthread.php?t=614526).
I think it was a matter of word chosing and he meant "are you really having such a shallow perspective over things?"
Then he should have written that. Several dictionaries told me that "weak-minded" can (also) be understood as "mentally retarded" and this is an insult. BTW: I did not give him an infraction or something. I just informally reminded him to take greater care when phrasing his replies. We don't want to ignite a flame war over a simple misunderstanding or carelessly written insult, do we?
Then he should have written that. Several dictionaries told me that "weak-minded" can (also) be understood as "mentally retarded" and this is an insult. BTW: I did not give him an infraction or something. I just informally reminded him to take greater care when phrasing his replies. We don't want to ignite a flame war over a simple misunderstanding or carelessly written insult, do we?
That what me did, gave him an example of better phrasing:p
TheDoctor
27.06.2009, 12:03
My ideal lockpicking minigame would be something like this.
Depending on the player's lockpicking skill and the chest's difficulty, a time is calculated. The more skill you have and the higher the difficulty, the more time you get. Until the time reaches zero, you can safely try the combinations. Failing a step will roll you back to the start (just like in the old Gothics). If you run out of time or reload the game, the combination is recalculated. Your lockpick would never break, though, so you need just one (e.g. you could buy it for a nice sum from any thief once in a game). Oh, and no visual display (yuck!), or only at easy level. With this...
- no need to worry about running out of lockpicks -> no need to reload (I did always that in G1/G2)
- you never find a chest at the world's end realizing you just don't have a single lockpick (happened to me in G3 quite a few times, phew)
- putting points to the lockpicking skill will give you plenty of time, resulting in spectacular development
- on different game difficulty levels its difficulty can be easily adjusted, like giving visual display or nearly unlimited time to the player at easy level, so he/she should never put a single point to the lockpicking skill, thus being able to train strength to 500 or something :D
- on higher difficulty it is really skill based: fast hand and good memory required
Sorry for being long, but I just love skill based minigames. :)
Worst idea I ever heard. Seriously - a timer? Resetable locks? Unbreakable picks? Yeah, I can really feel the immersiveness.
Gothic 1 hade the best LP system imo.
In the part of Australia i live in weak-minded is a blunt term but not an offensive one. Phrasing something can be difficult when the audience is multicultural/lingual, don't you just love and hate the internets sometimes? ;)
I beleive the loot is not being generated randomly this time around, for that reason i will be "cheating" to open every chest i find. I want to relive the excitement of opening mysterious hidden chests, something i really could not do with G3... i probably shouldnt mention that "game" around here though :dnuhr:
lol great now i have to figure out to "antworten" or "vorschau"... why-you-no-speaka-the-engrish?
lol great now i have to figure out to "antworten" or "vorschau"... why-you-no-speaka-the-engrish?
Vorschau = Preview. Antworten = Reply.
You can set the entire forum to english via your User-CP settings (http://forum.worldofplayers.de/forum/profile.php?do=editoptions). Some textgraphics might still be in german but the rest will be in english. I'd advise that. Unless you want to learn german, of course (always recommended ;)).
Unless you want to learn german, of course
I don't think i have the tongue for it, i generally laugh when i hear a german and get laughed at when i try ;) no offense intended of course, i just can't see myself blurting out German that easily.
Nope, untill chips allow for instant learning this lazy guy will go for your first option thanks :)
Kirov Class
03.07.2009, 20:15
Then he should have written that. Several dictionaries told me that "weak-minded" can (also) be understood as "mentally retarded" and this is an insult. BTW: I did not give him an infraction or something. I just informally reminded him to take greater care when phrasing his replies. We don't want to ignite a flame war over a simple misunderstanding or carelessly written insult, do we?
I did not say he was mentally retarded! But next time I will use better phrasing.
What I meant was: If he thought that reloading the game after failing = exploiting it, and that should be made impossible by developers, then I think he is weak minded because he needs some barrier not to "exploit" the game.
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