ArenaNet talk:Guild Wars 2 suggestions/Active lockpicking

Pause the game when a lock is half way up, hit A twice = unlocked door every time with no mistakes =D--The Gates Assassin 14:00, 3 August 2008 (UTC)

First, that scrennie is from "TES IV: Oblivion", not "Thief". Of course you could have meant a mod, ignore then ^^ Active lockpicking is a nice feature to implement if all other stuff is finished. But really needs bot protection, something that can be understood and solved only by human being :P Maybe not an active minigame, but a puzzle? Ratys 11:13, 8 August 2008 (UTC)

If the combat-style of GW1 carries over into GW2, then this could really screw up the flow of the game. "Fight, Fight, Fight, one sec, give me a minute to try and pick this. *five minutes later* raggin-froog! Can't unlock this! *rage quits*" -- Ezekial Riddle 19:49, 14 August 2008 (UTC)

I honestly like this idea, and have some suggestions: If the prices on keys and lockpicks where flipped, you could stop players having to work too hard to get good loot (which is what should happen) but only if they could afford it. If there was a mechanic that if any enemy mobs where in the area (On the little corner map) then you won't be able to use the lockpick, something like you can concentrate. Finally, standard lockpicking is awesome, but there was also an (unrealistic) thing in the game The Hobbit where, to lockpick, you had a variety of puzzles, whether it was a needle going back and forth and you had to stop it on a green area or things like that. It could be that way here, with the puzzles getting harder as chests get higher levels. Also, there was usually more than one puzzle, and if you failed to pick the lock (Either a timer went up or you missed) it would either damage you, knock you out, or if it was the highest level chest in GW, could nearly kill you or cause large HP degen. My 2 cents. CamDemon 21:17, 29 September 2008 (UTC) CamDemon
 * Ezekial pretty much said it. The lockpicking idea is a good one if you're player a single player RPG, but when you get multiple players trying to pick a lock and everyone else is wanting to continue the mission or quest, it would be too frustrating.  Now if you had this feature within a solo quest, for possibly a high end chest where at the end of the difficult quest, you had to pick the lock on the chest in this challenging manner, then it would work.  In those cases, a successfully picked lock would guarantee a perfect or awesome weapon, but if broken you get nothing, and the quest ends. It would definitely be better than getting to the end, opening a chest, and 9 times out of 10 getting a crap drop.--209.194.208.116 22:24, 31 December 2008 (UTC)

Maybe a small % chance that failing to open a lock would trigger a trap (bed of coals etc). I wish I had 1.5k back for every time I've broken a lock outside sunspear hall when I should have had a 66% chance of keeping it. I swear those lockpicks break more than one third of the time.