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File: 12313.jpg (98 KB, 640x561)
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What is the most satisfying lockpicking mechanic you ever encountered?
Are mini games a good idea or just key jangling for retards?
Are simple skill checks better or are they too simple?
Should lockpicks be an expandable item?
>>
>>4016162
Gothic Remake unironically
>>
>>4016162
I don't like lockpicking minigames because it takes away from the gameplay. RNG is even worse because it means there is a random chance your game is ruined until you reload. Best way to solve the lock problem is to hide the key. You could even get creative and make the key an elaborate puzzle. Not everything has to be a minigame or dice roll. If you insist on lockpicking, then make it time based. The better your tools or skill, the faster it gets picked (like Payday).
>>
>falling tumbler shit
hate it
>skyrim/fallout style sweet spot
should be the norm
>Starfield shape seeking
you get used to it, but not great
>Gothic 1-2 Simon says LEFT, RIGHT, RIGHT...
it's alright, might need pen and paper if said chest has like 20 steps
>tap continuously to win shit
why even bother
>rotating locks puzzle
usually overdone and not fun
>lay a pipe for water to pass (Bioshock)
cool, but not really fitting
>>
>>4016162
>Are mini games a good idea
Yes, genuinely.
>>
>>4016162
>What is the most satisfying lockpicking mechanic you ever encountered?
Morrowind, obviously.
>>
Anyone got a lock mini game they always wanted to expand on? I think bioshock could be epic, if done right.
>>
>>4016162
i think the latter TES games do it fine enough desu. being able to git gud at the minigame and break into any lock you want, even at low skill lvl, feels the most rewarding.

the only major problem imo is that it pauses in-game time. you shouldnt be able to pick a lock while a zombie or whatever is midway through a swing at you. its just retarded. it also kinda ruins half the tension for stealth-based characters. you can just wait until the moment a guard looks away, go into the minigame, unlock it, and even if he looks back and notices you immediately, it no longer matters
>>
>>4016211
that one at least has the advantage of not pausing in-game time. you actually have to have higher skills/LCK otherwise youre gonna have to be there for a bit, defenseless, hoping no one sees you
>>
>>4016162
Core or secondary mechanics in RPGs should not have any sort of mini-game or QTE aspects. They should be pure in-game skill checks. save the action shit of optional and miscellanous stuff.
>>
>>4016235
>pauses in-game time
A good idea for a mod or setting (also for inventory use) but I can see why pause is the default.
>>
>>4016304
yea i get it, esp with oblivion, as many ppl just couldnt into that minigame, at all. nvm under pressure

but i also think that, having lockpicking be a skill you can choose, kinda means you should be thinking about how itll work in-game for those characters whod take it as a major skill. that added tension, trying to lockpick quickly before a guard comes back, is absolutely crucial for making a stealth character fun to play imo
as it is now, its basically just free, so long as you can press F on the door quick enough
>>
>>4016310
I'd be willing to try a mod, but it could turn out to not be fun in practice. I don't think "lockpick before a guard notices" situations were that common either.



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