I also found it a bit hard to identify where each section ended, which made the minigame a little confusing in the beginning.

I'm also worried about the frequency of this and other minigames that might arise from these changes, while they can be fun when used in very specific situations, otherwise they just compromise immersion by "forcing you out" of the main game focus. Much like how modern games are plagued by quick time events, which are anything but a good thing, and I'd hate to see crossfire fall to the same trap.

On 7/6/2014 3:47 PM, Kevin Zheng wrote:
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On 07/05/2014 14:37, Nicolas Weeger wrote:
Finally had time to make a small POC of a mini-game related to
lockpicking :)

On the top, your picks. Bottom, the lock components to pick (left
to right).
It's difficult to tell where each section ends; in the final version
it might be useful to highlight the current segment.

Aim: use the picks in the correct order to pick the 5 lock
components.
Sounds reasonable.

Obvious improvements would be better graphism, and chance of
breaking a pick if you use the wrong one! And of course removing
the hints :D
How would breaking a pick be represented in the game? Will there be a
separate item for each pick depicted, or will breaking a pick cause
the single lockpick item to be destroyed/damaged?

Would thid kind of minigame be fun for CF?
Yes, if used sparingly. I would not want to go through this entire
process when picking every single lock. But, this would make sense
when picking an important lock.

Thanks,
Kevin Zheng
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