Myagi on 19/5/2009 at 01:38
Quote Posted by Rinscewind
no head movement to see just how far away the guard was, only the sound of footsteps.
you could move your head while in lockpick mode
gunsmoke on 19/5/2009 at 11:12
Amazingly inaccurate memories of TDS itt.
Koki on 19/5/2009 at 13:24
Quote Posted by Bakerman
It's true that DS only had a good idea - the execution was a little limp. The very cool mechanic boiled down to holding the pick at the right angle four times in a row, and when all those angles were too easily found, you just have a time-wasting mini-game.
I fail to see how time-wasting mini-game is bad in a game where timing is important. It's essentially identical situation to SS2's hacking - it could also be called "time-wasting mini-game", except it provided tension based on the fact you had limited time to act before security system turns on again and Bad Things potentially happening when you fail.
Similarly, if lockpicking in Thief takes precious time between enemy patrols(or whatever) it's good enough. Though Bad Things happening when you fail would still be nice(maybe advanced Hammerite locks with alarms in them or whatever).
Beleg Cúthalion on 19/5/2009 at 14:05
Plus, also in reality it could become a boring or annoying "mini game" to pick a lock. I admit I never used keys to open locks in TDS, so it was based on feeling and reacting for me from the beginning.
Bakerman on 19/5/2009 at 14:52
Koki - good point. But I meant to imply that the lockpicking should also be entetaining, not merely time-wasting. When you're completing the pick under pressure, it is exciting, but often you're not.
Brethren - that's a very cool system, and a shame it wasn't used in the game. I imagine it would be a devil to figure out without visual cues, though...?
I like the idea of being able to look around while picking. This supports the idea that you 'feel' or hear the pins, rather than having to watch the lock (you can't see the inside of the lock, anyway :P).
jay pettitt on 19/5/2009 at 15:34
Quote Posted by Bakerman
I like the idea of being able to look around while picking. This supports the idea that you 'feel' or hear the pins, rather than having to watch the lock (you can't see the inside of the lock, anyway :P).
You can however watch, and get clues from, your hands. I guess it boils down (on the PC at least - damn you xbox with your dual analogue controllers) as to whether you think that mouse picking is sufficiently desirable to justify temporarily disabling mouse look. I really enjoyed it in Deadly Shadows and have yet to find a keyboard system that doesn't suck. It has to be said that if you look around in T1 and T2 then you lose focus on the door and picking is aborted. Mouse look is restricted by the need to keep the door focussed.
Quote Posted by gunsmoke
Amazingly inaccurate memories of TDS itt.
not sure who you are replying too, but in Deadly Shadows holding down CTRL re-engaged mouse look while in pick mode.
jermi on 19/5/2009 at 18:28
Quote Posted by jay pettitt
It has to be said that if you look around in T1 and T2 then you lose focus on the door and picking is aborted.
You're doing it wrong.
jay pettitt on 19/5/2009 at 18:48
no u r :mad:
addone on 19/5/2009 at 21:16
One thing I liked in the first 2 is how you may be picking open a door, get really far, then a patrolling guard comes around, you have to hide before you can finish picking the door. And he goes up and locks it, again.
fraten on 26/5/2009 at 20:23
Quote Posted by Petike the Taffer
TDS lockpicking all the way. The TDP and TMA one was good for it's time, but it's now completely outdated, simplistic and very boring....
I agree to that.