How do you envision the in-game lockpicking skill to change these minigames?
It really should, shouldn't it?
Also, even now, for higher-level characters it is still quite often easier to
bash in a door than to stop to pick them (as you gain lockpicking skill levels
really slowly). Adding fairly
It's difficult to tell where each section ends; in the final version
it might be useful to highlight the current segment.
Yes, or make the connecting part a different color ;)
How would breaking a pick be represented in the game? Will there be a
separate item for each pick depicted, or will
I also found it a bit hard to identify where each section ended, which
made the minigame a little confusing in the beginning.
It's a proof of concept, not a final product :)
I'm also worried about the frequency of this and other minigames that
might arise from these changes, while they can
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,
How do you envision the in-game lockpicking skill to change these
minigames? It really should, shouldn't it?
More time to pick the lock, less chance to break a pick when mistaking,
probably?
Also, even now, for higher-level characters it is still quite often easier
to bash in a door than
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