Speaking of which, that reminds me of something else.
I think lockpicking as a skill should not be consistent with other skills; you shouldn't be able to pick it up just by trying to pick any lock without having the skill in advance. From a realistic point of view, you could only pick a very simple lock without knowledge paired with the skill - a locksmith or experienced lockpicker would have to give some pointers for someone else to pick a complicated lock. Considering this, it might be worth a thought of differentiating between "simple locks" and "complex locks". Simple locks don't require skill, complex do; furthermore, you couldn't acquire the skill by just attempting to pick a lock. Perhaps exclusively by being taught, or by reading a book...?
Moirear Sian wrote:Nothing wrong with inexperience.
Speaking of which, that reminds me of something else.
I think lockpicking as a skill should not be consistent with other skills; you shouldn't be able to pick it up just by trying to pick any lock without having the skill in advance. From a realistic point of view, you could only pick a very simple lock without knowledge paired with the skill - a locksmith or experienced lockpicker would have to give some pointers for someone else to pick a complicated lock. Considering this, it might be worth a thought of differentiating between "simple locks" and "complex locks". Simple locks don't require skill, complex do; furthermore, you couldn't acquire the skill by just attempting to pick a lock. Perhaps exclusively by being taught, or by reading a book...?
First of all, until someone decides to make doors have stronger or weaker locks (which would only be done cus lockpicking's done, oh the irony) that isnt going to work. And think about it, you can pick up a lockpick and if youve even heard what they are before and have decent attributes, you'd figure it out, albeit wouldnt be very good. if you can get the lockpick, one would assume you knew what it was you were getting and have an idea how it works.
Also, a simple lock is truly so simple you could probably pick it with, say, a dagger; while a complex lock can't be mastered without the proper tools.
Sure, but Illarion is not a simulation for Medieval real world; and you may want to consider thinking this through a bit more before anybody and their brother becomes a lockpicker.
There shouldn't be a problem to give the door the flag "unpickable".
Such doors will never be able to be opened without the right key, and trying to pick them will not yield any skill gain.
Also before trying to "simulate" real lockpicking from medival times, never forget that there may be some "magical enhanced" locks.
I aswell heard, that dwarven are incredibly creative when it comes to finding way to store thier "shinies" safely.
So don't fall to belive that all looks are of simple structure.
Whatever, no one's contacted nitram and asked him to give me the key script anyway, ive been asking him if i should redo my static quest to use the new functions but he said that for soem reason i cant while he's fixing bugs (wtf?). Again, i dont care much about this anymore. Not to mention the fact that my self esteem was severely crushed when nitram bitched to me about my lockpicking script and its inefficiency, so im probably only going to do small things until I get better, like static quests and the like.
The problem is that you cant really do something if you lockpick a door yet. There is nothing to steal ingame etc. The only thing is you could write something on the RPG forum, but that's not too great.
Maybe if rotting could be disabled in player owned houses so rich characters can display their uber-wealth by stuffing their house with luxury items, which then can be stolen if they were too stingy to invest into an appropiate lock.
Adano Eles wrote:Maybe if rotting could be disabled in player owned houses so rich characters can display their uber-wealth by stuffing their house with luxury items, which then can be stolen if they were too stingy to invest into an appropiate lock.
Oh please no !
Tibia does exactly this and have you ever looked what a dump the player made of thier owned houses?
Adano Eles wrote:Maybe if rotting could be disabled in player owned houses so rich characters can display their uber-wealth by stuffing their house with luxury items, which then can be stolen if they were too stingy to invest into an appropiate lock.
Why should I store my things then in a location where it could be robbed and I only have access at location (in contrary to the normal depots)?
But there's no real need for a lockpicking system if all it allows you is to walk in and out of other peoples houses. It won't help thieves as items are stored safe in the depots anyway. It might help assassins to reach their targets but that's more the exception to the rule.
Miklorius wrote:Why should I store my things then in a location where it could be robbed and I only have access at location (in contrary to the normal depots)?
Because sooner or later these Depots will lose thier magical link, I've seen experiments about this.
And because I belive that sooner or later there will be shared-depots, placed inside a house, where everyone has access to, with the right key of course.
(Now look what a valueable target this is for a thief! Oh, I'm so clever )
Mmhhh... the removal of linked "Resident Evil"-style depots has to be balanced very, very well!
It woul be totally massive crap if all my great things are only accessible from one single depot in e.g. Troll's Bane. I don't want to store the same things all over the world!
How could this be "balanced" ? Using this word made me laugh.
As if I could put my lunchbox for work in my refrigerator at home and just be able to open the refrigerator at work only to find the very same lunchbox, I left home, safely stored here.
Otherwise, I just wanted to give an example how and when a lockpicking system can come in handy, nothing else.
There is nothing decided about depots and such, at least I am not aware of anything.
yeah, but it's like the houses: everyone wants one, we get a million depots that arn't used because the person quit, and it would be hard to tell them apart yada yada.