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Doors inside buildings

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knyghte
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Doors inside buildings

Maybe this has been discussed already, but I felt like it would be good to put it out here for discussion.

Generally speaking, I feel that when inside a building, if there is a door we should have the option to open it. I am not suggesting we always need to be able to open doors, in theory some doors might be closed and locked. But if we are in a building for a mission and there are villains running around, perhaps being able to bust open a locked door would/should be an option. After all if we are going in to a building to clear it out, then opening doors to make sure rooms are cleared makes a certain sense.

From a less story driven perspective, I find few things as frustrating as a locked door in a building I am running around in.

i.e. imo; locked doors = bad, interactive doors = good

Project_Hero
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Interactive doors can make

Interactive doors can make things a bit silly. Especially if the enemy AI doesn't know how to open them.

Or you accidently keep clicking on them.

Having a locked door before a story segment that you get the choice to bust down or enter quietly would be neat, tho.

Oh, another game door thing that bothers the crap out of me. Any game that has lockpicking and tells you "This lock requires a key!" Like... All the other locks don't? What is this nonsense? Better would be "This lock is too advanced to pick!" Or have it be a magic lock or something. Requires a key...

Rant over

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Project_Hero wrote:
Project_Hero wrote:

Interactive doors can make things a bit silly. Especially if the enemy AI doesn't know how to open them.

Or you accidently keep clicking on them.

Having a locked door before a story segment that you get the choice to bust down or enter quietly would be neat, tho.

Oh, another game door thing that bothers the crap out of me. Any game that has lockpicking and tells you "This lock requires a key!" Like... All the other locks don't? What is this nonsense? Better would be "This lock is too advanced to pick!" Or have it be a magic lock or something. Requires a key...

Rant over

Or, at least: "You cannot unlock it with your current tools." It's similar to "too advanced for you" but maybe there are different kind of picks which need different tools to unlock it.

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Lothic
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Project_Hero wrote:
Project_Hero wrote:

Interactive doors can make things a bit silly. Especially if the enemy AI doesn't know how to open them.

Or you accidently keep clicking on them.

Having a locked door before a story segment that you get the choice to bust down or enter quietly would be neat, tho.

Maybe if CoT can't (or maybe shouldn't?) have internal doors you have to "click" on to open they could at least have a few portals that require a bit of damage to "destroy" (kind of like CoH prison cell doors except less annoying). This way players can get the feeling of "interacting" with the environment by having to clear away trash, rubble or other "obstacles" blocking entrances to other areas.

Project_Hero wrote:

Oh, another game door thing that bothers the crap out of me. Any game that has lockpicking and tells you "This lock requires a key!" Like... All the other locks don't? What is this nonsense? Better would be "This lock is too advanced to pick!" Or have it be a magic lock or something. Requires a key...

Rant over

This kind of thing happens in Fallout 76 (just to name a current example). There are certain "quest doors" that require specific keys regardless of your built-in lockpicking skill.

If the Devs of a game want to force you to "find an item to gain access to a door" it ought to be clearly something that is not like a "normal key" where using the default lockpicking skill could apply. Like if a door had an optical scanner you might have to go find a certain person (or at least a certain person's eyeball) to open the door. That'd be fine because there's no way the general lockpicking skill we have as characters could apply to that.

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Project_Hero wrote:
Project_Hero wrote:

Oh, another game door thing that bothers the crap out of me. Any game that has lockpicking and tells you "This lock requires a key!" Like... All the other locks don't? What is this nonsense? Better would be "This lock is too advanced to pick!" Or have it be a magic lock or something. Requires a key...

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Planet10 wrote:
Planet10 wrote:
Project_Hero wrote:

Oh, another game door thing that bothers the crap out of me. Any game that has lockpicking and tells you "This lock requires a key!" Like... All the other locks don't? What is this nonsense? Better would be "This lock is too advanced to pick!" Or have it be a magic lock or something. Requires a key...

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Instead of doing a click on

Instead of doing a click on door to open door, you could do a click on door to start a countdown timer showing you how long it will take for your PC to open the door.

Is it a "time waster" ...? Sure.
But at the same time, it gives you more than ONE kind of interact action with a door.

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Instead of a passive timer,

Instead of a passive timer, how about incorporating a mini-game to unlock/hack a door. You pass the mini-game you get in faster (or with some other minor consequence). At the very least it would keep the player engaged. I'm thinking along the lines of STO Dil Dril/Scans, Arkham Crypto-Sequencer, Fallout/Skyrim (but no permanent lockouts/breaks - failure could just mean a little wasted time or possibly modified mission objectives).

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I would like destructable

I would like destructable doors. yeah, it is probably a quality of life issue, but I'm a super...if the door is locked I'm gonna smash it

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Cyclops wrote:
Cyclops wrote:

I would like destructable doors. yeah, it is probably a quality of life issue, but I'm a super...if the door is locked I'm gonna smash it

I would love this option. That's why I prefer tabletop to online games in most cases because I have the option to bash open the doors with my abilities.

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Destructible doors, yes. Have

Destructible doors, yes. Have the option to Open, Pick, or Bash; fitting your playstyle.

Tannim222
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You guys are tracking along

You guys are tracking along with everything I would (and have proposed) to have in this game:

Multiple methods to navigate obstacles.
Example a locked door. The player can...

- Find the guy with the key and defeat him to take it.
- Break down the door but risk drawing attention.
- Pick the lock which has a passive timer (which is part of another system we have for characters in the game)
And play a mini-game which can bypass the timer.

This same system can be used for other things too, such as computers, security terminals, etc.

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Kuraikari
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Tannim222 wrote:
Tannim222 wrote:

You guys are tracking along with everything I would (and have proposed) to have in this game:

Multiple methods to navigate obstacles.
Example a locked door. The player can...

- Find the guy with the key and defeat him to take it.
- Break down the door but risk drawing attention.
- Pick the lock which has a passive timer (which is part of another system we have for characters in the game)
And play a mini-game which can bypass the timer.

This same system can be used for other things too, such as computers, security terminals, etc.

So it will have a system similar to Fallout/Skyrim? Nice, really :)

The moment it's ready, I would love to see a small demonstration of that system. :P

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Tannim222
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No guarantees on that yet.

No guarantees on that yet. Just what I would like to do.

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DesViper
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How about teleport past the

How about teleport past the door? :p

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Is not TP LoS (line of sight)

Is not TP LoS (line of sight)?

Tannim222
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desviper wrote:
desviper wrote:

How about teleport past the door? :p

StellarAgent wrote:

Is not TP LoS (line of sight)?

Right. Teleport won’t work but perhaps phasing will. We did some early tests and we can do it. We just have to refine the system to prevent phasing through the map and such. Hence phasing is a much later effect.

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Tannim222 wrote:
Tannim222 wrote:
desviper wrote:

How about teleport past the door? :p

StellarAgent wrote:

Is not TP LoS (line of sight)?

Right. Teleport won’t work but perhaps phasing will. We did some early tests and we can do it. We just have to refine the system to prevent phasing through the map and such. Hence phasing is a much later effect.

Niiice.

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Coolest way for Phasing to

Coolest way for Phasing to work is for the Door(s) to Be There while NOT Phased ... and then NOT There while Phased. That way you can "phase through doors" kind of like you'd expect, but can't phase through just any (and every!) part of the map willy-nilly.

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I can see phasing as a travel

I can see phasing as a travel/convenience power that works only on certain obstacles. Maybe walls that are too thick or made of certain materials are too hard to go through. That way you can still enforce the borders of an instance and so on.

Maybe the outer walls of most buildings have extra reinforcements to resist powers, maybe it’s even part of the building code for the city to do so. Not that it makes them completely indestructible but difficult to destroy. That could also explain why you can’t just run around knocking buildings down with fireballs and super punches.

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Tannim222 wrote:
Tannim222 wrote:
desviper wrote:

How about teleport past the door? :p

StellarAgent wrote:

Is not TP LoS (line of sight)?

Right. Teleport won’t work but perhaps phasing will. We did some early tests and we can do it. We just have to refine the system to prevent phasing through the map and such. Hence phasing is a much later effect.

Yo, that's awesome!

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Tannim222
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Redlynne wrote:
Redlynne wrote:

Coolest way for Phasing to work is for the Door(s) to Be There while NOT Phased ... and then NOT There while Phased. That way you can "phase through doors" kind of like you'd expect, but can't phase through just any (and every!) part of the map willy-nilly.

Yeah that’s kind of the goal but easier said than done.

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What about phasing powers

What about phasing powers working better on organics (written in the power's description)?
This way you may create a set of powers based on phasing (even a few as tertiary or something like that: 1 travel, 2 attacks, 1 defense) that you can use with opponents or wooden doors or wooden walls. It would be easier/better to make it work with all kind of opponents, the excuse would be that even a robot (phasing punching it) or a sword (phasing defence) would still be easier to phase through compared to a thick metal wall (too big/difficult).

That would mean you create the maps thinking about where to place wooden walls/doors on purpose like those are secondary ways the players can use to pass by and proceed with the mission.
Yes, that would be too much work if it was just for the presence of a tertiary set (phasing), but since you create the maps with the "hidden-wooden-roads" mechanics in mind, you could make so that all powers are able to damage those walls (which must be resistant like the doors of the City of Heroes prison, which took 3 minutes of shooting to free yourself, so the player still prefer to use open doors if any) but some powers do it MUCH faster ("corrosive" sets and Super Strength for example, could take just a few seconds).

Therefore each wooden wall would not count to really limit the player, it's like placing something there for the player to enjoy destruction or find hidden rooms etc., while the true "map's path" is decided by all other kind of walls and doors (metal/stone based etc.).

"Wood = possible path" becomes an easy message for the devs to remember (when working on maps) and easy for the players to immediately understand what can be destroyed in front of you and what cannot and it could be worth since it's an entire mechanic that generates fun for several power sets if not all.

Tannim222
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ThunderCap wrote:
ThunderCap wrote:

What about phasing powers working better on organics (written in the power's description)?
This way you may create a set of powers based on phasing (even a few as tertiary or something like that: 1 travel, 2 attacks, 1 defense) that you can use with opponents or wooden doors or wooden walls. It would be easier/better to make it work with all kind of opponents, the excuse would be that even a robot (phasing punching it) or a sword (phasing defence) would still be easier to phase through compared to a thick metal wall (too big/difficult).

What are are describing would require additional coding on every single piece of geometry / items used in map making to make them flagged or not to work with phasing. Unfortunately, that just isn’t feasible.

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Tannim222 wrote:
Tannim222 wrote:

Right. Teleport won’t work but perhaps phasing will. We did some early tests and we can do it. We just have to refine the system to prevent phasing through the map and such. Hence phasing is a much later effect.

The key thing would be to avoid any "unfortunate transporter accidents" with bodies half-materialized in walls and such. ;)

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Interdictor wrote:
Interdictor wrote:

Instead of a passive timer, how about incorporating a mini-game to unlock/hack a door. You pass the mini-game you get in faster (or with some other minor consequence). At the very least it would keep the player engaged. I'm thinking along the lines of STO Dil Dril/Scans, Arkham Crypto-Sequencer, Fallout/Skyrim (but no permanent lockouts/breaks - failure could just mean a little wasted time or possibly modified mission objectives).

That would be fun if it was a ski ball type game rather than a puzzle. Puzzles get repetitive, like various lock picking simulation puzzles.

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