Feedback talk:User/Kormon Balser/Interactive Lockpicking

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I like the concept, but not the details. And I too enjoy Ratchet and Clank. I'd rather just have characters that smashed the chests open. Don't you always wonder why a tiny locked chest stands in your way, but a dragon falls at your feet? I sure do. And especially with magic, why wouldn't you just "magic" it open? Or blow it apart? Maybe, interactive chest murdering? I kinda like that idea... Wazwolf 13:45, 19 August 2011 (UTC)

Haha, well I was kinda expecting Arena Net to work out the details, I was just suggesting the concept. And if you want to kill chests, go play FATE. Maybe the chests are made of a metal that absorbs energy and dissipates it into the ground? It would be too easy if you could just smash them open to get loot. Maybe they could have like barrels lying around that you split open for loot like they do in every other RPG game? Kormon Balser 15:20, 19 August 2011 (UTC)
You wrote:
Lockpicks could also be more expensive, and have like an 80% chance to be retained.
But if we're going to have to solve a puzzle or thread through a maze or use a mini Golem to blast our way through the lock's defenses, I think the success or failure of that mechanic alone should determine whether or not you get to retain your lock pick rather than adding an additional 20% chance of breaking the pick (even if you were successful). If you succeed, you retain it. If you fail, it breaks. Otherwise, I like the suggestion. Guild Wars 3 perhaps 23:54, 19 August 2011 (UTC)
I rather like the idea but I see two huge problems. 1. That in a party stopping to pick a lock would bring the game to halt everytime you found a chest and would hurt team play. 2. That any mandatory mini-game is going to be tedious after a while.
Mass Effect, Fallout and even Bioshock have all had similar ideas but my each of them I was rather sick of it and GW is likely to be at least of equal length and probably longer so I see this as something of a problem.
I think a mini-game like that would work better for special item you can collect and then try and open back in town. That would be lower the frequency and the team impact. Mr. Frost 17:49, 24 August 2011 (UTC)

Actual lockpicking[edit]

Wizardry, some AD&D, and various other games have required that the player involve themselves in a mini-game to break open a chest. I always find this tedious. As soon as someone figures out how to game the system, folks use the gimmick and skip the original implementation.

I like the idea that opening a chest requires preparation (bring a key, bring LoD), but I don't want to be required to figure out how to open them. – Tennessee Ernie Ford (TEF) 23:43, 13 September 2011 (UTC)

Yeah, I'd be pounding my head on my keyboard in frustration. No thanks.--Will Greyhawk 18:53, 19 September 2011 (UTC)

Lockpicking in The Elder Scrolls 4: Oblivion FTL... - Ander01 21:51, 11 October 2011 (UTC)