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Posted

IMO the lockpicking system should be improved. As it is now, i find it a bit boring. But that's not just limited to TDM, actually in most games the lockpicking is boring. Best implementation i've seen so far was in Fallout 3, but i'm not sure if something like that is even possible with the TDM engine. A video example of it:

 

http://www.youtube.com/watch?v=WXGErjv2E_I

 

What do you think of that?

 

That is nothing special, Skyrim streamlined that a little bit but after playing both games, I much prefer TDMs implementation.

I always assumed I'd taste like boot leather.

 

Posted

I like lock picking in TDM but I agree it gets boring after a while. Making a lock picking system that doesn't get boring after a while sounds pretty difficult though. It will always be a mini game that you have to play over and over again.

Posted

Picking a lock in an exciting environment is not boring. Pick the lock before the guard comes. Pick the lock underwater before you drown...

It is the mappers job to make environments exciting. To minimize boredom, one should avoid putting locks in trivial areas.

  • Like 3

Clipper

-The mapper's best friend.

Posted

Picking a lock in an exciting environment is not boring. Pick the lock before the guard comes. Pick the lock underwater before you drown...

It is the mappers job to make environments exciting. To minimize boredom, one should avoid putting locks in trivial areas.

 

+1

 

I was about to say the same thing. TDM lockpicking has it better than other games IMO. It would be boring if a minigame stopped you listening out for guards (or froze time so guards couldn't approach). Pickable locks are a gameplay device, not an entertainment in their own right, and it's up to mappers to choose good spots for them rather than scatter them everywhere.

  • Like 1

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