Lockpicking like F2 or F3?

Post » Tue Feb 01, 2011 9:27 am

Well, I personally found the way Fallout 1 and 2 handled lockpicking to be annoying. Select Lockpicking skill, click on lock. Did it work? If not, try again. And again. And again. And again. Oops, the lock jammed because of my poor skill. Good thing I saved before I tried picking the lock! Reload. Repeat. Two minutes later - Yay! I picked the lock! RPG mechanics for the win!

Didn't read more than this because it's late and I'm too tired to read a lot of detailed text.
But whatever.

Then why did you use save exploit?
If you jammed the lock then you jammed the lock. Let it stay jammed? :huh:
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priscillaaa
 
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Post » Tue Feb 01, 2011 8:46 pm

Then why did you use save exploit?
If you jammed the lock then you jammed the lock. Let it stay jammed? :huh:


well technically thats′not a exploit,a exploit is when you use a unintended glitch or bug in a game to cheat, using the in game save/load system is hardly a exploit.
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Phillip Brunyee
 
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Post » Tue Feb 01, 2011 5:43 pm

I actually like the lock pick minigame. It adds an element of control to the picking of the locks,
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Damien Mulvenna
 
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Post » Tue Feb 01, 2011 12:18 pm

Well, I personally found the way Fallout 1 and 2 handled lockpicking to be annoying. Select Lockpicking skill, click on lock. Did it work? If not, try again. And again. And again. And again. Oops, the lock jammed because of my poor skill. Good thing I saved before I tried picking the lock! Reload. Repeat. Two minutes later - Yay! I picked the lock! RPG mechanics for the win!

I think part of the RPG experience is to engage yourself into it, and by not exploiting it. lol
You could do the same in Fallout 3.
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stacy hamilton
 
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Post » Wed Feb 02, 2011 12:49 am

well technically thats′not a exploit,a exploit is when you use a unintended glitch or bug in a game to cheat, using the in game save/load system is hardly a exploit.

I got this definition from google: "to take advantage of (a person, situation, etc), esp unethically or unjustly for one's own ends"
You take advantage of the save/reload feature until you accomplish what your character is not meant to accomplish.
That is not an exploit?
It's still not the way the game is meant to be played.
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Miguel
 
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Post » Tue Feb 01, 2011 5:14 pm

I didn't mind lock picking or terminal hacking for quite awhile, but things got ALOT more fun when the http://www.fallout3nexus.com/downloads/file.php?id=2917 mod was added and then later integrated with FWE (which I used religously for a long time). That way if I break the lock, I still have a way in with enough explosives and skill. Sometimes I would blow a door or lock just because I was tired of picking and always enjoy a good Boom. I wish they would have added this to New Vegas - it certainly seems like a realistic thing that people would do with all that explosives laying around everywhere, and doesn't violate "Canon" rules of Fallout.

As it is I'm sure the mod will get added into FNV so I'll be good to go at that point - but it would have been neat to have the professionals make a version! :nuke:
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cutiecute
 
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Post » Tue Feb 01, 2011 9:54 am

I got this definition from google: "to take advantage of (a person, situation, etc), esp unethically or unjustly for one's own ends"
You take advantage of the save/reload feature until you accomplish what your character is not meant to accomplish.
That is not an exploit?
It's still not the way the game is meant to be played.


well that is the general term of the word exploit, I was talking about a http://en.wikipedia.org/wiki/Exploit_%28online_gaming%29...because last time I checked this is a game
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Flutterby
 
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Post » Tue Feb 01, 2011 2:46 pm

well that is the general term of the word exploit, I was talking about a http://en.wikipedia.org/wiki/Exploit_%28online_gaming%29...because last time I checked this is a game

Hm, but do you agree or disagree that this is not the way Fallout 1 and 2 were meant to be played? (Using save/reload until you successfully pick a lock)
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Wayne W
 
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Post » Tue Feb 01, 2011 6:49 pm

Hm, but do you agree or disagree that this is not the way Fallout 1 and 2 were meant to be played? (Using save/reload until you successfully pick a lock)


I don′t see it as a exploit, it′s in the game so I don′t see a "wrong" in using save/load, what′s the use of having a save function if you can′t use it to step back from a mistake, that′s kinda why saving in games where invented (among other things)
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Agnieszka Bak
 
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Post » Tue Feb 01, 2011 5:22 pm

I don′t see it as a exploit, it′s in the game so I don′t see a "wrong" in using save/load, what′s the use of having a save function if you can′t use it to step back from a mistake, that′s kinda why saving in games where invented (among other things)

This is one of the reasons why I wanted fixed save locations.
Anyway, yeah I just think that one should accept that one is not good enough for some stuff.
That's one part of what roleplaying is about for me, I understand that my character can do something if I use the save/load feature until it works.
But that wouldn't be right.
My character cannot do that certain thing, I understand that and walk away.

Hmm..... I think I'm only going to use Force Lock in New Vegas and let chance decide if I pick it or not. :D
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Leanne Molloy
 
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Post » Tue Feb 01, 2011 2:03 pm

Saving and loading the moment anything bad happens is generally regarded as a type of exploit, though generally less severe than exploiting a game engine bug. Yes, one reason you can save is so you don't need to start the game over any time something bad happens (like your character's death), but it still lets you exploit a metagame feature in order to do better in the game than you would be if you weren't exploiting that feature - for example, quicksaving every second in combat and then reloading the moment you get hit could be considered an exploit.

In any case, it's also generally well-known that most players will simply reload if anything bad happens to their character (like getting caught stealing or breaking a lock or whatever). This is why many games make these simple pass-fail possibilities instead of including random chance in the equation and some of them actually inform you if you can succeed at all prior to the attempt.
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Mark Churchman
 
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Post » Tue Feb 01, 2011 8:52 pm

This is one of the reasons why I wanted fixed save locations.


Instead of fixed saves, it could also be solved through timed attempts. If the attempt takes a certain amount (based on skill and difficulty) of time, the save/load "exploit" would be much more of a chore.

If one still crawls through that tedium, s/he sure has earned the reward. :P
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GRAEME
 
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Post » Wed Feb 02, 2011 12:48 am

This is one of the reasons why I wanted fixed save locations.
Anyway, yeah I just think that one should accept that one is not good enough for some stuff.
That's one part of what roleplaying is about for me, I understand that my character can do something if I use the save/load feature until it works.
But that wouldn't be right.
My character cannot do that certain thing, I understand that and walk away.

Hmm..... I think I'm only going to use Force Lock in New Vegas and let chance decide if I pick it or not. :D


thats just you. Play the game however you want, but don't chastise others for the way they chose to play. for starters, it doesn't effect you in any way. Not to mention you seem to be on a rather far extreme of the spectrum when it comes to gameplay styles. (hardcoe RP as opposed to just "playing the game".) Nothing really wrong with that, not at all, but you saying you want the game to bend to your will is like an extremist from some localized religion going on the news and telling people their ways are wrong and they should repent and bow to the almighty Cthulhu. :P hehe. Seriously though. Save/Load is not an exploit. "the way a game is meant to be played" is purely conjecture when it comes to actual features of the game.

Perfect example: I love playing with stealth and VATS. My friend is the polar opposite. Iron sights (or whatever you wanna call it in FO3) and run and gun tactics. I was trying to convince him that Stealth is FAR more efficient in terms of damage and tactics, but the fact is, he will play the way he wants to play. The game allows for that. If you don't want to use stealth, who am I to tell you thats the way the game is to be played? who am I to tell you you shouldn't save before taking a risk, so if it fails, you can try again?

As far as lockpicking goes, I'm in favor of the minigame. It's far more convenient. And like it or not, convenience in video games is something a majority of people actually LIKE. Just speaking for myself here, but I much prefer the more "real time" mechanic to the old fallout turn based EVERYTHING, 10 buttons decide what skill you are going to use mechanic. It's just easier for me to get into. streamlined. I highly doubt I'm alone on that. in fact, I would dare say I'm probably with the majority of gamers on that.
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Pixie
 
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Post » Tue Feb 01, 2011 9:08 pm

...You see, I think rolling the dice based on statistics to see if a character can pick a lock is perfectly valid - if you are playing a pen-and-pencil game. Then the success or failure of the roll can represent any number of things, and it is up to who ever is running the game whether or not it makes sense for you to be able to try again. Or you can just say, "My character is going to keep working on this lock until they get in - even if it takes all day." The GM can do a time skip (possibly based on a dice roll) and everyone is happy.
I was thinking about that (in a way) just before I logged in... I was wondering to myself if the PC could work on the lock in a continual attempt to open it. (rolling a skill check every 5 seconds) until the player "canceled" the action... and then just advance the game time 5 minutes per each of attempts that he'd made.

...Fallout 1 and 2 were based off of GURPS initially, and chance of failure based on dice rolls based on stats was a direct carry over. But it is far better to have skill gates to determine whether you can attempt something, and then let the player handle the execution, or simply have the higher skill give greater benefits.
But why exactly? I'll give you an example of lock picking done right [IMO] in a first person real time game. In Arx Fatalis, the PC walks up to a lock, grabs his picks from his inventory and uses them on the lock. We hear a tinkering/picking sound and he comments... The comments might imply that he almost got it, that he did get it (along with the click of an opening lock), or that he damaged his tools, or that he realizes that the lock is too complicated for him (meaning further attempts are a waste of time until he improves).


And skill "gates" are more realistic anyway. You can't accidentally hack a super computer if you aren't an expert in computers (or Science in this case). Just because I can pick those crappy Chinese diary locks doesn't mean I can pick a professional security lock - no matter how long I am able to try doing so. And you want to talk RPG mechanics? The skill gates force C&C on the player. If you didn't put the effort and time into your Lockpicking skill, you are just going to have to do without that loot behind Very Hard locked door number 2. In Fallout 1 and 2, you were almost a svcker if you put too many points in Lockpicking. Anywhere from 50-75% of the skill was good enough to pick any lock in the game with enough patience.
With computers this is usually the case, but there are random fortuitous events that can allow things to happen. This is true of manual locks as well.
* I once opened a combination lock to the swimming pool supply shed in our apartment building. I did this blind (because at the time I was about nine years old, and was not tall enough to easily reach the lock, and had to stretch above my head). I twisted the lock at random for about 12 seconds, and it opened. This was a fluke, flukes happen. I opened that lock with only enough skill to turn the nob and pull. This equates to a PC with base skill in locks, actually rolling success.

The lockpicking minigame is ridiculously easy in Fallout 3. While the hacking minigame can be long and drawn out, I don't see how the lockpicking game can annoy people.
In my case, it annoys because I know how to pick open a lock, but my PC might not. That just by itself is enough. Some player characters should not be able to pick locks :shrug:. Having a PC that easily picks locks should be a development choice where the player has put the points there (and not elsewhere). Skill gates are... well... are they really needed at all? I mean, if you are going to code a mini-lock pick game, why not just add cylinders (and or other measures), and just let the player work with the lock?


This is one of the reasons why I wanted fixed save locations.
I would rather automatic save checkpoints, accompanied by the ability to save anywhere at a moderate XP cost (that is deducted in the save).

well technically thats′not a exploit,a exploit is when you use a unintended glitch or bug in a game to cheat, using the in game save/load system is hardly a exploit.
Its a named exploit, and they call it "baby stepping".
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Adam
 
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Post » Tue Feb 01, 2011 1:32 pm

meh, personally I think they should just change the auto attempt to work like Oblivion, since that is based on your characters skill that would mean players of both preferences get there way.

i hated oblivions lockpicking system, i liked FO3 system just fine, it was more like picking a real lock
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Esther Fernandez
 
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Post » Tue Feb 01, 2011 1:58 pm

i hated oblivions lockpicking system, i liked FO3 system just fine, it was more like picking a real lock


I was more referring to how the autolock worked, not the minigame itself.
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kelly thomson
 
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Post » Tue Feb 01, 2011 9:25 am

I'm torn between the two, from different points of view,.

If I'm playing an Astrophysist in a RPG, I shouldn't need to know anything about Astrophysics - My Character knows that for me, I just make the decisions. If I'm playing a thief with a high lock pick skill, why should my personal skills and abilities effect my character?

But, as somone else pointed out, pressing 2 and clicking isn't a fun gameplay mechanic. Playing a lockpick minigame is more entertaining.
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Ebony Lawson
 
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Post » Tue Feb 01, 2011 11:53 am

All lockpicking was in Fallout 2 was random numbers and chance rolls. Lord forbid we do any ACTUAL work to pick the lock. WHY? WHY MUST WE PICK THE LOCK OURSELVES BAW.


That's childish and silly.

Fallout 1 and 2 lockpicking was not simply random numbers. It was a formula based on your character's lockpick skill, modified by any appropriate lock picking kits that you had in inventory, your luck stat, and the lock difficulty . Successfully picking a lock was entirely dependent on your character build and the lock difficulty level. The player's skill at minigames had nothing to do with a successful lockpick attempt. And that's the way, uh huh, uh huh, I like it!

When you allow the player to use their own skill to overcome obstacles the game is no longer an RPG. In a good, true RPG, the character's stats are what matter, not the player's skill at whatever they are doing. This is the main reason I don't like the combat system of Fallout 3 and subsequently, New Vegas. If I could, I'd play the whole game in VATS so its not my skill (or lack thereof) at FPS combat that wins the day, but my character's skill with their equipped weapon. For the record, in the case of New Vegas, I don't fault Obsidian for this. They were given the FO3 engine and construction set and told they had to use those.

But, as somone else pointed out, pressing 2 and clicking isn't a fun gameplay mechanic. Playing a lockpick minigame is more entertaining.



My response to such a statement would be that RPGs are probably not for you then.
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Marion Geneste
 
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Post » Wed Feb 02, 2011 12:59 am

For the record, in the case of New Vegas, I don't fault Obsidian for this. They were given the FO3 engine and construction set and told they had to use those.


eh it′s not like it was shoved down there throat, obviously if Obsidian them self (and by effect the old Fallout devs) didn′t like it they could have just turned down the deal and never made F:NV, so obviusly they themself don′t find F3 way to be "wrong".
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Strawberry
 
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Post » Tue Feb 01, 2011 10:42 am

Why not add both a "Force Lock" and an Oblivion "Auto-Pick" feature?
In Oblivion I picked no lock, not the single 60-hour play through, auto-pick was a godsend.
In F3 I picked every-lock, only used Force-lock once at the beginning of my first-play-through to see what it was exactly.
Auto-pick should be in for those who don't wish to pick locks, and the mini-game should still be there.
Someone just tell me they fixed hacking, please.
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Kevan Olson
 
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Post » Tue Feb 01, 2011 10:42 pm

i hated oblivions lockpicking system, i liked FO3 system just fine, it was more like picking a real lock

I would contend the opposite is true, in oblivion you had tumblers and pins.
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Jason Wolf
 
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Post » Tue Feb 01, 2011 10:56 pm

What do you mean by 'fixed hacking'? What was broken about it? The whole 'you can restart it all by exiting and reentering the hacking minigame' bit?
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Phillip Hamilton
 
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Post » Tue Feb 01, 2011 3:04 pm

eh it′s not like it was shoved down there throat, obviously if Obsidian them self (and by effect the old Fallout devs) didn′t like it they could have just turned down the deal and never made F:NV, so obviusly they themself don′t find F3 way to be "wrong".


I imagine they thought better to compromise with the devil and save as much of their legacy as they can rather than let some other developer do it and watch their legacy become even more distorted and unrecognizable.
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Tamara Primo
 
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Post » Tue Feb 01, 2011 11:05 am

eh it′s not like it was shoved down there throat, obviously if Obsidian them self (and by effect the old Fallout devs) didn′t like it they could have just turned down the deal and never made F:NV, so obviusly they themself don′t find F3 way to be "wrong".
Actually, I seem to recall them stating somewhere that they were restricted at times. (from location choices primarily, I think). Also... I only know of one ex Fallout dev at Obsidian (though I do not know all of their employees names and could easily be off by 1). :shrug:

i hated oblivions lockpicking system, i liked FO3 system just fine, it was more like picking a real lock

I would contend the opposite is true, in oblivion you had tumblers and pins.
:thumbsup:
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Heather Dawson
 
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Post » Tue Feb 01, 2011 2:37 pm

I imagine they thought better to compromise with the devil and save as much of their legacy as they can rather than let some other developer do it and watch their legacy become even more distorted and unrecognizable.


...so why are you here if you already made up your mind about clinging to the old games like a old man to the old days?


I only know of one ex Fallout dev at Obsidian (though I do not know all of their employees names and could easily be off by 1). :shrug:


a quick check in the vault shows all "key people" of Obsidian are people who worked on the old games
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Lance Vannortwick
 
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