Canceling lock picking
Moderators: Public Relations Department, Players Department, Programming Department, Game Mechanics (RD)
- Nakranoth
- Posts: 1054
- Joined: Sun Jul 16, 2006 4:49 am
- Location: What if I were in a hypothetical situation?
Canceling lock picking
At the moment a lock picking project with any progress on it can't be canceled by characters. It's honestly quite silly. Could we get it so it's cancelable as long as there's nobody working on it?
Scratch and sniff text
- Chris Johnson
- Posts: 2903
- Joined: Wed Dec 01, 2004 3:26 pm
- Location: East Sussex, United Kingdom
- Contact:
- Nakranoth
- Posts: 1054
- Joined: Sun Jul 16, 2006 4:49 am
- Location: What if I were in a hypothetical situation?
- SekoETC
- Posts: 15526
- Joined: Wed May 05, 2004 11:07 am
- Location: Finland
- Contact:
Yeah, new projects are already protected for a few days, even if there weren't any work done on them. So if we make it so that they will expire on their own. Lockpicking only takes a day (though I don't know how much it affects if the person is wounded) so if the project is several days old then it's reasonable to assume it has been abbandoned.
Not-so-sad panda
- T-shirt
- Posts: 493
- Joined: Wed Mar 30, 2005 6:25 pm
- Location: NL
- SekoETC
- Posts: 15526
- Joined: Wed May 05, 2004 11:07 am
- Location: Finland
- Contact:
- MakeBeliever
- Posts: 284
- Joined: Wed Apr 06, 2005 5:11 pm
- Location: ENGLAND
I think if they cancel themselves after an amount of time will be a good addition here
It's and odd one, I always wondered how do you clear up old lock boat picking projects that have been worked on. Some of my characters live with some that have been there years for boat ones. You can't cancel, You can work on them, but you get an error if the boat is no longer there to work on so they can't be finished just to clear them away. They are a kind of project stuck in limbo really that you can't clear from the work screen. Nothing major really to the game but just stuck there really on the project list like a little bit of history. Unlike building ones that you can just work on to finish and clear away
It's and odd one, I always wondered how do you clear up old lock boat picking projects that have been worked on. Some of my characters live with some that have been there years for boat ones. You can't cancel, You can work on them, but you get an error if the boat is no longer there to work on so they can't be finished just to clear them away. They are a kind of project stuck in limbo really that you can't clear from the work screen. Nothing major really to the game but just stuck there really on the project list like a little bit of history. Unlike building ones that you can just work on to finish and clear away
No one can make you feel inferior without your consent and Being happy doesn't mean everything is perfect. It means you have decided to look beyond the imperfections.
- wichita
- Administrator Emeritus
- Posts: 4427
- Joined: Mon Jan 17, 2005 6:46 pm
- Location: Suomessa!
I think I would rather work to "repair" the lock to undo the project. That would be the best way to keep it fair for all parties involved.
It would be nice to cancel the project for the lockpicking project against a bike that isn't present at the location anymore. Something tells me it isn't coming back, anyway.
It would be nice to cancel the project for the lockpicking project against a bike that isn't present at the location anymore. Something tells me it isn't coming back, anyway.
"Y-O-U! It's just two extra letters! Come on, people! This is the internet, not a barn!" --Kid President
- Black Canyon
- Posts: 1378
- Joined: Tue Jun 22, 2004 1:25 am
- Location: the desert
- Sicofonte
- Posts: 1781
- Joined: Fri Feb 17, 2006 5:01 pm
- Location: Into your Wardrobe
I like the repair idea too, but it is inconsistent with the lockpicking system:
When you try to pick a lock, you are not harming it, you are just "waiting to have luck".
I'd suggest to transform the lockpicking projects into some kind of "dammaging the lock", so in each attempt the lock can receive some damage, until it gets broke.
Anyways, a lockpicking project should be attached to the lock itself, and not to the place. One of my ships is scared of docking in some specific harbour because its lock is 87% picked up, but no problem in other harbours... no sense.
When you try to pick a lock, you are not harming it, you are just "waiting to have luck".
I'd suggest to transform the lockpicking projects into some kind of "dammaging the lock", so in each attempt the lock can receive some damage, until it gets broke.
Anyways, a lockpicking project should be attached to the lock itself, and not to the place. One of my ships is scared of docking in some specific harbour because its lock is 87% picked up, but no problem in other harbours... no sense.
Tyche es una malparida. Espero que Ramnus y Pluto intervengan... o no 
- UloDeTero
- Posts: 344
- Joined: Thu Dec 01, 2005 3:03 pm
- Location: Cheshire, England
Ok, as far as I'm aware, only lockbreaking is possible. With a crowbar. Therefore, when a lockbreaking project is left unmanned, what should happen, in my opinion, is this:
1 - The project automatically disappears
2 - The lock receives an adequate amount of damage
However, perhaps if lockpicks are introduced, there could be a 'random success' type project. This should also dissappear when unmanned.
This makes the most sense to me.
Also, since almost everything can be repaired, why not locks too?
1 - The project automatically disappears
2 - The lock receives an adequate amount of damage
However, perhaps if lockpicks are introduced, there could be a 'random success' type project. This should also dissappear when unmanned.
This makes the most sense to me.
Also, since almost everything can be repaired, why not locks too?
- Black Canyon
- Posts: 1378
- Joined: Tue Jun 22, 2004 1:25 am
- Location: the desert
- Sicofonte
- Posts: 1781
- Joined: Fri Feb 17, 2006 5:01 pm
- Location: Into your Wardrobe
I do agree with Ulo.
Damage in combat is not a sure fact, and so it could be with the lockbreaking projects.
Which is the current expected time? I don't know the simple probability, but if it is 50%, I guess that 2 days. If the crowbar attacking a lock deals 50% of the lock's hit points...
But probably, the chance of being 18 days trying to break a lock would be rather smaller than with the current system (or even impossible... but I do think that more than 10 attempts to break a door shouldn't be necessary... wtf is doing your char? handling the crowbar with the little fingers? c'mon, if you can not break a lock in 5 days, you shouldn't do it never).
And of course, the difference between the two systems shoot up when there is more people equipped with crowbars...
But anyways, I think this would be more fair for everyone and more consistent with the combat/gathering/producing mechanics in Cantr.
PS: with damage inflicted to the locks, it would be reasonable to develop stronger and more expensive locks, like with shields.
Black Canyon wrote:I disagree. This would make lockbreaking a sure thing, which it is not at the moment. Although the random chance can be frustrating, it has benefitted my characters in both ways.
Damage in combat is not a sure fact, and so it could be with the lockbreaking projects.
Which is the current expected time? I don't know the simple probability, but if it is 50%, I guess that 2 days. If the crowbar attacking a lock deals 50% of the lock's hit points...
But probably, the chance of being 18 days trying to break a lock would be rather smaller than with the current system (or even impossible... but I do think that more than 10 attempts to break a door shouldn't be necessary... wtf is doing your char? handling the crowbar with the little fingers? c'mon, if you can not break a lock in 5 days, you shouldn't do it never).
And of course, the difference between the two systems shoot up when there is more people equipped with crowbars...
But anyways, I think this would be more fair for everyone and more consistent with the combat/gathering/producing mechanics in Cantr.
PS: with damage inflicted to the locks, it would be reasonable to develop stronger and more expensive locks, like with shields.
Tyche es una malparida. Espero que Ramnus y Pluto intervengan... o no 
- SekoETC
- Posts: 15526
- Joined: Wed May 05, 2004 11:07 am
- Location: Finland
- Contact:
My character was locked up and people tried to break the lock SEVEN TIMES, in vain. (Then someone with the correct key happened to come by.) But anyway, what lock could stand seven days without any damage?
I have thoughts about locks but you'll prolly say that they're too complicated to implement and would interfere with the game balance so maybe it's for the best that I won't even mention them.
I have thoughts about locks but you'll prolly say that they're too complicated to implement and would interfere with the game balance so maybe it's for the best that I won't even mention them.
Not-so-sad panda
- UloDeTero
- Posts: 344
- Joined: Thu Dec 01, 2005 3:03 pm
- Location: Cheshire, England
Who is online
Users browsing this forum: No registered users and 1 guest


