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![]() ![]() It just gives you an added visual clue as to where to keep your cursor. I've tried it a few times and it does make the minigame a bit easier without completely breaking the experience. Lockpicking basics Warhorse Studios via Polygon. This acts as a visual aid: instead of just trying to mentally picture where the sweet spot is while you turn the wheel, you can keep your eye on the segment the sweet spot is in. ![]() Is there an option to skip the mini game altogeather so I never have to touch those that horrible. ![]() ![]() I get what the developers were going for, but there's nothing realistic about loading a save game 50 times to open a series of locks successfully. As you can see in the image above, it divides the lock up into segments-sort of adding spokes to the wheel. It's a disgusting mechanic that is so frustrating it makes me want to delete the game and never play it again. In the meantime, here's what the Sectorial Lockpicking mod does. Hence the player feedback and Warhorse looking for ways to make the minigame better. Some players are finding this a bit difficult to manage, especially when using a controller instead of a mouse. Then, you turn the wheel, and as it rotates, you need to keep your cursor hovering over that invisible sweet spot. Your pick is represented by a round cursor that you move around inside the wheel to find the sweet spot, which turns your cursor yellow. In KCD's lockpicking minigame, the lock is represented by a circle, sort of like a wheel. Instantly unlock and open locked doors and stashes at your skill level, and attempt more difficult locks through the minigame. ![]()
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