Lock Breaking

Out-of-character discussion forum for players of Cantr II to discuss new ideas for the development of the Cantr II game.

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El_Skwidd
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Lock Breaking

Postby El_Skwidd » Mon Nov 20, 2006 4:18 am

I hate to pop back into the forums just to complain... or to complain in general.

However, I can't get over the fact that I've spent what'll be six days before this project's over trying to break the same lock. I know it's based on chance and that I could just be an unlucky guy, but therein lies the problem. Should bashing a lock with a crowbar until it breaks really depend on chance? And if it does, should you only get one chance per day? Seems drastically unbalanced to me.

What I think is that a lock breaking project, if it has to depend on chance, should roll the chance every hour until the lock is broken. Or, if you still want a lock breaking project to take a day or two, just say that it's a guaranteed success after one or two days. Six days is a tad ridiculous, though.
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Black Canyon
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Postby Black Canyon » Mon Nov 20, 2006 4:38 am

Well.... if I happen to be the one inside fighting for my life.... I kinda like that it's taking you six days :)
km17
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Postby km17 » Mon Nov 20, 2006 6:46 am

i dont think you realy would, think of what you would be thinking during those six days. at first you would be laughing at the person, about halfway through the first day you would realize the person is not giving up, by the third day you would have given up a plan of attack, and by the fith day you would of probbly opened the door to allow yourself a quick death. and all that time you have to think about the large metal object or crossbow bolt, arrow, being beaten with a club of sorts ect. inevitably your mind would stray to those thoughts and eventually you might even try to kill yourself.
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Marian
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Postby Marian » Mon Nov 20, 2006 1:31 pm

km17 wrote:i dont think you realy would, think of what you would be thinking during those six days. at first you would be laughing at the person, about halfway through the first day you would realize the person is not giving up, by the third day you would have given up a plan of attack, and by the fith day you would of probbly opened the door to allow yourself a quick death. and all that time you have to think about the large metal object or crossbow bolt, arrow, being beaten with a club of sorts ect. inevitably your mind would stray to those thoughts and eventually you might even try to kill yourself.


Uh, no...more days is a good thing. Every day they can't get in at you is another day you have to attack them without them being able to retaliate. Why would you give up after three? Your char would have to have good skills and a good weapon and just generally be very lucky to expect to kill someone that fast.

But I agree there should be an upper limit on how many tries it can take, I've heard stories where people had to break a lock like 14 times.

They're supposed to be working on ideas to make locks easier to break though.
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deadboy
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Postby deadboy » Mon Nov 20, 2006 1:39 pm

Yeah, more tries is only good -if you are defending-. If you are attacking it is just irritating, I say the most tries it should ever take is six, and it should only take 1/2 a day per try
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Marian
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Postby Marian » Mon Nov 20, 2006 2:07 pm

I think six is a good number, but they shouldn't shorten the actual project. Half a day isn't enough time for someone to check their character, especially if their in a different time zone.
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Postby Sicofonte » Mon Nov 20, 2006 2:22 pm

Marian wrote:I think six is a good number, but they shouldn't shorten the actual project. Half a day isn't enough time for someone to check their character, especially if their in a different time zone.


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Postby Talapus » Mon Nov 20, 2006 2:54 pm

Especially if there are multiple people working on it. 1 day projects with 4+ people are really too short, and I wish it could be a continuing project. As a benchmark for your complaints, breaking an unlocked lock is a three day project, and therefore breaking a locked lock should be more time consuming then that.
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sanchez
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Postby sanchez » Mon Nov 20, 2006 5:17 pm

Having recently taken 15 days to pick a lock and also tried to kill someone who broke free on a first attempt, I still don't think it should be any easier, nor limited. The randomness makes the game exciting.
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Postby Sicofonte » Mon Nov 20, 2006 5:49 pm

sanchez wrote:Having recently taken 15 days to pick a lock and also tried to kill someone who broke free on a first attempt, I still don't think it should be any easier, nor limited. The randomness makes the game exciting.


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SekoETC
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Postby SekoETC » Mon Nov 20, 2006 6:49 pm

Talapus wrote:As a benchmark for your complaints, breaking an unlocked lock is a three day project, and therefore breaking a locked lock should be more time consuming then that.


And there's not much sense in that. Just set a limit of max workers: 1 in there. Several people fumbling on screws doesn't make it any faster, it just makes a mess. 3 days to remove a lock doesn't have any logic behind it, it's only an artificial limit to stop people from doing it when someone is sleeping.

Breaking a lock... if you can get 4 people you can trust with crowbars then thats pretty good. They ought to do it faster than just one person. I think the chance of lock breaking success should be counted hourly and it should grow based on how much time has been used.
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Postby N-Aldwitch » Mon Nov 20, 2006 10:50 pm

Talapus wrote:As a benchmark for your complaints, breaking an unlocked lock is a three day project, and therefore breaking a locked lock should be more time consuming then that.


No, because in one instance you're using a massive steel crowbar, in the other instance you're using a tiny iron screwdriver.
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Postby Schme » Mon Nov 20, 2006 11:27 pm

sanchez wrote:Having recently taken 15 days to pick a lock and also tried to kill someone who broke free on a first attempt, I still don't think it should be any easier, nor limited. The randomness makes the game exciting.


I agree. Leave it as it is.

Besides, if we change it, next thing we'll here is people saying "Hey, wouldn't it be cool to be able to do like, a mediaval siege?" and then all kinds of suggestions on some full complex system and the staff implementing it, to the unhappiness of all.

Please, leave it be. I understand you're frusteration, but all the same.
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Marian
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Postby Marian » Mon Nov 20, 2006 11:35 pm

Schme wrote:Besides, if we change it, next thing we'll here is people saying "Hey, wouldn't it be cool to be able to do like, a mediaval siege?" and then all kinds of suggestions on some full complex system and the staff implementing it, to the unhappiness of all.


Aren't medieval sieges one of the main things building destruction is being added for? :)
Schme
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Postby Schme » Wed Nov 22, 2006 11:47 pm

Building destruction sucks.
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