The Award For Most Useless Feature Goes To...

The time it takes to pick a lock is actually almost meaningless. The moment you start picking a lock, it's decided by probability whether it will open or not. (The timing at which the lockpick breaks is probably random.)

As other people have mentioned, it would be better to change it so that the waiting time decreases each time you try to pick a lock. If you don't have enough variables for that, you can use durability.
 
Now why would you add the bicycle to that list, it beats running right? Also what's up with drawbridges?
Note "Personally" and "never really use".

"Beats running", in a direct line and overburdened. My running tends towards solving a traveling salesman -problem between trash, bird's nests and stumps. You find a lot of stamina in a nest, the eggs are a bonus :) The bike might get pulled out for a moving day, but usually I have a minibike before I have much else I care about.

Drawbridges, well, they look nice, but I don't tend to build anything that big. Even in something that big they're just decorative, gyros fly over them nicely and so do motorcycles with a bit of prep. Clunky to use, and zeds are never happy with how they work; this time around in a quick test, I had an arlene beating on the bridge from across the moat (the "bridge occupied" space of course extends across in both states, but now the hitbox seems to go across even when closed..). Not a huge deal, but not exactly great either. And when open, the zeds get caught in the railings.
 
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