Ah, yes, lockpicking. Even worse than disarm trap. Those skills never were on the top of the list, but with this xp-system - they are just funny. (The only place I could _really_ use disarm trap for example was in a no-magic zone with a trap that deals 500 dam, but that time I had 40 disarm trap skill -via old system; what was it, mental, perhaps- and blew the trap 3 times on av. before I could disarm it. How on EARTH will someone have any near to lvl 40 in disarming trap with this new skill system?) Umm, just ask _any_ player (except someone, but I won't tell his name) if it's worth even to _think_ about bothering with lockpicking or disarm trap... (Just to think about it? C'mon I too did think about it... Yet again, it didn't worth it... :-P ) So I just wanted to say - you dev peepo are gonne be a _hard_ time if you are considering turning these skills from "inqualifyable" to just "entirely useless". (Ok, I too have used disarm trap on those more-than-20-traps treasure chests, but let's admit it, usually those chests turn up opened prematurely - by a fireball or somethin' like that. If I have cared about the items inside, I'd just have used the spell... But ok, I admit, disarm trap is even now as much as an "entirely uselss" skill. But lockpicking - no. Hell no. That's waaay below that...) And NO, making more deadly traps on doors and chests would NOT be the solution... > On Fri, 2004-06-18 at 02:51, Mark Wedel wrote: > > I'd almost rather take the other approach, and just make it easier to go up in > > exp for those skills - increase the reward players get. > > Could lockpicking be rewarded based on the map difficulty? > > --PC > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel at lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel