Lockpicking minigame too easy?(skill worthless?)

Post » Thu May 03, 2012 11:14 pm

Lockpick Mini Game needs to go.

The only determiner of success should be the Character's Skills, Condition and Tools. Period.

How I manipulate a UI windows should have nothing to do with my character's success of opening a lock.

QFT, i always used the "Morrowind lockpicking mod" for Oblivion that did exactly that, and other mods for Fallouts that made it character skill -based.

Oh, and rule of thumb for Bethesda's games: The better it's locked the less valuable the loot inside. Unlocked containers have the best stuff. Still applies to Skyrim :lmao:
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Andrew Lang
 
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Post » Thu May 03, 2012 4:04 pm

Lockpick Mini Game needs to go.

The only determiner of success should be the Character's Skills, Condition and Tools. Period.

How I manipulate a UI windows should have nothing to do with my character's success of opening a lock.

I disagree. I like the game to some extent, but I really think that the outcome of the game needs to have a lot more to do with character skill. Not only that, but I think there needs to be more than one type of lock. Right now, every lock in Skyrim is the same, they need to have 3 or 4 different games, possibly with different perks.

Also, Mage and Warrior alternatives for lockpicking would be nice. Right now all 3 classes have to use Lockpicking, which is annoying.
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Jack Walker
 
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Post » Fri May 04, 2012 3:16 am

i spent so long perfecting my ability to master oblivion's locks and then they just use fallout's system for skyrim...what a waste
Also they should have kept "unlock" spells for the mages and maybe characters who have high strength could smash locks at the risk of damaging the contents
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Baby K(:
 
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Post » Fri May 04, 2012 12:30 am

all im saying is i know many people who simply cannot get the hang of lock picking. i almost get passed the controller every time one of my friends can't pick a lock. holnestly i have 0 perks ever in lock pickingm, and i can unlock master locks on a level 1 character with less than 10 picks
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Grace Francis
 
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Post » Thu May 03, 2012 2:25 pm

The sad thing is,levelling the lockpicking skill,and filling the lockpicking perk tree,should have been absolutely critical to the success of any thief build.With the lockpicking perk tree being largely redundant there is little to differentiate between a thief and other stealth builds such as an assassin.

I would personally fill the lockpicking perk tree if i were to play as a thief just for roleplaying purposes but as it stands it's more beneficial to ignore it completely in favour of sneak+combat skills.

It was a bad design decision to relegate it to it's current form.
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Micah Judaeah
 
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Post » Thu May 03, 2012 10:03 pm

Yes.
IRL lock picking is really hard. If you don't know what you're doing, you will jam the lock - forever.
But let's also not forget about another little planet called: Earth. I know. I hate it too. But, see, on this crappy and boring planet - live lawyer beasts. If they catch wind that the video game industry is teaching kids how to pick locks, steal everything and fence it - consequence free? It'll be ugly.
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Sara Lee
 
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Post » Fri May 04, 2012 2:35 am

I open most expert/master locks in 2-3 picks. It just isn't a difficult minigame. The most I ever have to use is 5. Never buy lockpicks either. You find so many of them it's a nonissue. I like opening master chests and finding 5 lockpicks and 70 gold. What did you decide, I'm going to put my lockpicks away in safe keeping in case I lock myself out of my...oh wait...crap.
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Joanne
 
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Post » Thu May 03, 2012 11:56 pm

If the lockpicking mini-game bothers you (as it did me) there is a mod on Skyrim Nexus called Lockpick Pro. It shows on the screen where the "sweet spot" is.

Seconded, highly recommended. http://skyrim.nexusmods.com/downloads/file.php?id=219
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Chloe Lou
 
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Post » Fri May 04, 2012 5:46 am

The lock "mini-games" in all the Skyrim is just stupid; just like in Oblivion and Fallout 3. Maybe lock picking is reasonable for a sneak thief character, but it sure doesn't for a barbarian! The best solution is a skeleton key mod or just use ~ unlock.
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saxon
 
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Post » Fri May 04, 2012 3:18 am

I open most expert/master locks in 2-3 picks. It just isn't a difficult minigame. The most I ever have to use is 5. Never buy lockpicks either. You find so many of them it's a nonissue. I like opening master chests and finding 5 lockpicks and 70 gold. What did you decide, I'm going to put my lockpicks away in safe keeping in case I lock myself out of my...oh wait...crap.

then, you guess lucky every time. because at low skill levels if you pick to go right when it's left there's no way to get it in 2-3 attempts every time. it's not skill, it's guessing correctly. the distance between the pick zone is VERY small on master locks at low skill levels.

and, that fact is just one part of the problem.

the lock pick mini isn't hard or creative or rpg-relevant. it's wasted time and grinding.

how bout some creativity and game advancement and more meaningful and fun gameplay innovation?
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Anthony Rand
 
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Post » Fri May 04, 2012 2:16 am

then, you guess lucky every time. because at low skill levels if you pick to go right when it's left there's no way to get it in 2-3 attempts every time. it's not skill, it's guessing correctly. the distance between the pick zone is VERY small on master locks at low skill levels.

and, that fact is just one part of the problem.

the lock pick mini isn't hard or creative or rpg-relevant. it's wasted time and grinding.

how bout some creativity and game advancement and more meaningful and fun gameplay innovation?
It's difficult for some I guess. I can usually get a run of the entire lock with 1-2 picks. Usually you hit the right area before the first pick breaks though.(Unless you've been holding the pick too long while probing)

I can actually tell how many clicks it needs to go(If I know the direction towards) based on where it stops at once i'm in the zone.
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N3T4
 
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Post » Thu May 03, 2012 8:48 pm

It's difficult for some I guess. I can usually get a run of the entire lock with 1-2 picks. Usually you hit the right area before the first pick breaks though.(Unless you've been holding the pick too long while probing)

I can actually tell how many clicks it needs to go(If I know the direction towards) based on where it stops at once i'm in the zone.

it's super ez for me, but, the point is that you're guessing the entire process.

i'm very good at it and recognize that a sharp click with little or no pick movement means you're in the sweet spot. and, that a hard rattle with obvious pick movement means your outside it.

it's ez and a waste of time, and, insanely enough, often reward-less.
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Averielle Garcia
 
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Post » Fri May 04, 2012 2:29 am

Heh. I actually think lockpicking in skyrim is harder and more difficult then lets say oblivion x) lockpicking there was soo easy..
But maybe you are more skilled at lockpicking then me.
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Gemma Archer
 
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Post » Fri May 04, 2012 4:41 am

It is too easy, yes, especially the moment you start having too many picks to care. I open any difficulty of lock and things only get easier as I level the skill. If you're in a pinch with only a few picks you can just save/reload.

So yeah, I strongly recommend not putting any perks into this tree. Biggest waste possible.

If the lock reset after each attempt then it would be very difficult, but it doesn't. Each pick is another attempt on the same lock, which is realistic at least (since locks don't magically reset themselves to another value when your pick breaks in real life).
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Tom Flanagan
 
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Post » Thu May 03, 2012 5:15 pm

If you open a master lock with less than 4 attempts, yes it's luck. But after that, you should be closing in on the answer with a bit of logic. I treat it as a binary search. First attempt in the default position, 2nd and 3rd at the top 2 corners (over the bolts) then all the way left and all the way right (4th and 5th). After that I start splitting the distance between the places I've already tried. It seldom takes me more than 5 attempts to start seeing some turning in the lock. After that, 3-4 more attempts will get me there. If you're careful, you should get 2 attempts out of every pick on a master lock, so no more than 5 picks broken, most of the time.

Edit: I should add that I don't spend any perk points on lockpicking. They are too scarce, and that would be a silly waste of them. Not needed at all.

I agree with this 100%. Exactly how I go about doing it.

But they should have magical substitues for at least Expert and lower level locks.
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Jessica Colville
 
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Post » Thu May 03, 2012 9:37 pm

I don't think the minigame is too easy, although its rather easy to gather huge stacks of lockpicks and, since they are weightless, carry a thousand and open every lock in game. Other thing is, when venturing among bandits, enemies in general, you can lockpick and keep on the screen even if you break the picks... but if theres a friendly npc and it sees you, then the minigame is interrupted. A true real time picking would be awesome and very perk demanding.
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Ruben Bernal
 
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Post » Fri May 04, 2012 2:55 am

I just wonder how many people honestly think "Oh, goody, another chest/door/etc. lock to pick!", when they happen upon their 2,759th one... if yer still excited about [censored] around with them by that point, then my hat's off to your inexhuastable enthusiasm for that mingame. :foodndrink:

It got unforgiveably old to me around lock# 1,382... or was it 1,389? Somewhere in there....

http://skyrim.nexusmods.com/downloads/file.php?id=219
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clelia vega
 
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Post » Thu May 03, 2012 3:45 pm

The only cool perk in lockpicking is where you find more loot. But no I don't put points in
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Sylvia Luciani
 
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Post » Fri May 04, 2012 5:47 am

I just wonder how many people honestly think "Oh, goody, another chest/door/etc. lock to pick!", when they happen upon their 2,759th one... if yer still excited about [censored] around with them by that point, then my hat's off to your inexhuastable enthusiasm for that mingame. :foodndrink:

It got unforgiveably old to me around lock# 1,382... or was it 1,389? Somewhere in there....

http://skyrim.nexusmods.com/downloads/file.php?id=219
Endeed, locked chests are very annoying, but the potential loot compel us to open it, carry lockpicks etc. I hate whenever I break a lock, really... yet I've hardly spent one single perk on the lockpicking tree(well maybe on my very first character). Other thing I find rather useless is the pickpocket tree, the majority of NPCs carry nothing other than apples and silver rings... by the time you can steal good stuff and have the perks for that, you're already rich... no use to pickpocket them anymore. The whole thievery business demands an overhaul, good if you are on pc, there are mods for that... but for consoles... is wait on Beths effort.
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Avril Churchill
 
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Post » Thu May 03, 2012 11:28 pm

Even in oblivion, I used to see people just spamming auto pick.. Is the mini game THAT hard?
Actually for me it's because it's too easy. Both in Oblivion and Skyrim, the mini-game is so easy that I can get through master locks without trying when I'm low level. And given how much Skyrim loves to rain lockpicks on you, I never have any trouble getting through locks.

At least with Oblivion, the Auto Attempt gave some semblance of a meaningful character skill. Harder locks would chew through your lockpick stash like nothing if you were low level, thus required managing your lockpicks. Attempting a hard lock before the character's good enough would risk depleting your lockpicks, so you wouldn't be able to open any lock thereafter if you failed, unless you're lucky enough to run across some more (and even then, you could still fail with those new lockpicks).

In Skyrim there's no such thing, so once you, the player, get the hang of the mini game, the skill becomes useless and it's based all on you. If you as a player can't fail, there's never any risk to your character for trying. You can't play a thief taking chances because the character's skill level means nothing as long as you, the player, can get through the lock.
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Lou
 
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Post » Thu May 03, 2012 7:56 pm

I would prefer to see a system that is less dependant on player skill, and more on character skill.
Morrowind had a system that wasnt intrusive or annoying.
Also, mages had the option of opening a lock with a spell, and in Daggerfall warriors could bash a lock.
I would like to see all three of these ways to open a lock, all of them based on character skill, not player skill.
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ILy- Forver
 
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Post » Thu May 03, 2012 7:43 pm

I'am not sure if we play the same game.. but the rewards i usually get are far,faaaar away from your loot.Sure sometimes you get steel plate armor boots with fortify sneak and such things. But overall it's not worth lockpicking chest.

The "reward" depends even from your character level from what i've seen.

I agree that the possibility to "break" a lock and specific spells for mages (like older Tes) were essentials

I also find the skill quite easy and the majority of the time the rewards are poor. I think they should have made it either a lot harder or used the fallout system where if you are not a high enough level in Lockpicking then you can not attempt it, which I think makes sense as if you have no idea about lockpicking you are not going to be able to crack open a safe etc.

Having said that before they even think about making the lockpicking system more difficult, I think they need to add more options such as opening spells and lock bashing.

however,in Skyrim we have a stone that allow you to open one lock a day,better than nothing :biggrin:
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Sophie Louise Edge
 
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Post » Thu May 03, 2012 9:46 pm

I would prefer to see a system that is less dependant on player skill, and more on character skill.
Morrowind had a system that wasnt intrusive or annoying.
Also, mages had the option of opening a lock with a spell, and in Daggerfall warriors could bash a lock.
I would like to see all three of these ways to open a lock, all of them based on character skill, not player skill.
This..
The thing with the lockpicking game imho is that it will either be a gamer attribute (you as the player are either good at it or you svck at it).
Another problem is that skill increase (but this is more of a mechanic which is applyable to every skill in Skyrim) doesn't matter that much.
If one doesn't infest in lockpick perks, a master lock will still be a lock with a very tiny sweet spot..

So I can agree with either a skill check for locks, a different mechanic all together, or a return to the oblivion mechanics (with auto-try)
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Michelle davies
 
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Post » Thu May 03, 2012 5:38 pm

A lot of posts saying the skill itself is useless, but that's not the case in and of itself. It is the mini-game that makes it useless. That and the fact that the random loot lists don't seem to take lock quality into account (or if they do, in a very singular manner). Make the mini-game ridiculous without the higher perks, actually figure the difficulty into the reward, just in a slight way will do, and the character is rewarded for investing in a non-combat, non-magical skill. The way it should be.

How about removing the mini game period and just have it rely on skill only, like it should be.

When you add a mini game you remove the character skill and put it in the hands of the player with a controller.
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My blood
 
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Post » Thu May 03, 2012 10:43 pm

I think you shouldn't be able to pick any locks without having a perk related to it. And the chest loots should be much better.

And the same applies to pickpocket skill. I hate the random chance design. It should be just that you either can or cannot pickpocket an item based on a hidden value checked against your pickpocket skill and perks. And also only light items like gold, jewelry, notes, keys and so forth. No weapons, no armor, no pickaxes and the like.
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Penny Courture
 
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