On 07/ 6/14 11:57 AM, Bloody Shade wrote:
I also found it a bit hard to identify where each section ended, which made the
minigame a little confusing in the beginning.

I'm also worried about the frequency of this and other minigames that might
arise from these changes, while they can be fun when used in very specific
situations, otherwise they just compromise immersion by "forcing you out" of the
main game focus.
Much like how modern games are plagued by quick time events, which are anything
but a good thing, and I'd hate to see crossfire fall to the same trap.

I know some other games have an idea of you can either play the minigame (at which point it is largely player skill and the character skill makes it easier), or a quick 'use character' skill type thing which is probably less prone to work, but also very fast (and in the case of failures, lockpicks break)

From the initial description, it sounds like each pick has 2 ends, and the player also has to choose which end to use. I also wonder if that complication is worth it - each pick having a single end so no rotation is necessary would seem to keep the game the same, but make the interface/play simpler (an as an aside, it would seem like this type of thing would need some client support, and I could certainly see a client basically breaking apart the lockpick into its two halves, rotating one of them, and when the player clicks on one, determines which pick that is and if an orientation change is needed)

Of course, with all that talk, I then wonder how long until someone makes a 'lockpicking plugin' for the client which just figures out everything on its own. Though that becomes more a player choice thing, as with enough plugins, the game can play itself.

One other question - in the example you give, there are 5 components that need to be picked. Presuming lockpicks need to be found/bought, if the character is lacking one of the picks, are they just out of luck?



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