View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0004628 | The Dark Mod | Feature proposal | public | 28.09.2017 10:16 | 19.01.2019 17:11 |
| Reporter | duzenko | Assigned To | |||
| Priority | normal | Severity | normal | Reproducibility | have not tried |
| Status | closed | Resolution | won't fix | ||
| Product Version | TDM 2.06 | ||||
| Summary | 0004628: Don't interrupt lock picking when looking away | ||||
| Description | I think it is unnecessary to interrupt the lockpicking because the process itself does not need eyesight. It would help with the immersion and make the gameplay more like real life. Glancing back when picking locks is FUN. | ||||
| Tags | No tags attached. | ||||
| If the available angle stops being related to the frob highlight you get from looking at the door, what does it become and how is that conveyed to the player? What happens if I turn 180°? | |
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I like it but I do think it's a bit of a challenge to implement. I would say that you'd want a menu option to disable it and possibly a script interface so mappers can disable it to avoid a flame war about breaking map balance (etc). What might make it closer to the "immersive sim" spirit is requiring the player hold down a second key to retain the lock-pick. It would give tactile feedback to the player that this is an awkward operation and would make it a little riskier to activate (thus reducing map balance issues). That would also avoid the frob detection issue. |
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| The bugtracker isn't really the best place for feature proposals, as very few people read it regularly. New feature proposals are best done in the forums. | |
| Too close to code freeze. It can be moved back if Grayman makes a freeze exception. | |
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I'm suspending this until there is discussion in the forums and an agreement that this is a good idea. Otherwise someone is going to assume it was already agreed to and go ahead with it. |
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| I didn't see a discussion on the forums about this but the idea is great because it was a feature that worked well in Thief Deadly Shadows. So if anyone has time for it - this is definitely a huge gameplay improvement for non-professional players. | |
| Thief 3 had an entirely different lockpicking system to ours, with a "suck into place" mechanism. What works well for them doesn't necessarily make sense for our system. | |
| On Accountant 1, I specifically remember how annoyed I was that I couldn't really pick a lock of a door under an electric light because of a very unfortunate guard patrolling routine. In that situation, I would've wished for this feature. I think we should discuss it in more depth after the 2.07 release. | |
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I am closing this issue due to the general rejection, as per the following discussion: http://forums.thedarkmod.com/topic/19833-4628-dont-interrupt-lock-picking-when-looking-away/ |
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| Date Modified | Username | Field | Change |
|---|---|---|---|
| 28.09.2017 10:16 | duzenko | New Issue | |
| 28.09.2017 14:39 | VanishedOne | Note Added: 0009363 | |
| 28.09.2017 15:10 | nbohr1more | Note Added: 0009364 | |
| 29.09.2017 21:03 | Springheel | Note Added: 0009372 | |
| 05.10.2017 12:50 | nbohr1more | Target Version | TDM 2.06 => TDM 2.07 |
| 05.10.2017 12:50 | nbohr1more | Note Added: 0009392 | |
| 22.06.2018 14:55 | Springheel | Note Added: 0010552 | |
| 22.06.2018 14:55 | Springheel | Assigned To | => Springheel |
| 22.06.2018 14:55 | Springheel | Status | new => suspended |
| 22.06.2018 14:55 | Springheel | Note Edited: 0010552 | |
| 05.07.2018 14:59 | nbohr1more | Target Version | TDM 2.07 => TDM 2.08 |
| 03.01.2019 09:20 | Anderson | Note Added: 0011236 | |
| 03.01.2019 14:08 | Springheel | Note Added: 0011237 | |
| 03.01.2019 15:02 | STiFU | Note Added: 0011238 | |
| 19.01.2019 17:11 | STiFU | Note Added: 0011435 | |
| 19.01.2019 17:11 | STiFU | Assigned To | Springheel => |
| 19.01.2019 17:11 | STiFU | Status | suspended => closed |
| 19.01.2019 17:11 | STiFU | Resolution | open => won't fix |
| 19.01.2019 17:11 | STiFU | Target Version | TDM 2.08 => |