Useless lockpicking skill

Post » Wed Jun 06, 2012 9:23 pm

Todd Howard said in some interviews that in the upcoming dlc they want to improve the game and not only to add new stuff. It's a chance to fix the lockpicking system. I think they have to add different types of lockpicks as in Morrowind and to make them usable only with locks of the same level or lesser and if the lockpicking skill is too low the player can't use them.High-quality lockpicks must be rare and precious but a bit more sturdy than the common ones. They should also bring back open lock spells and scrolls for mages and warriors, but the scolls must be rare or expensive, not common like simple lockpicks. Do you agree with my idea? It's a simple improvement but essential for roleplaying, in my opinion.
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Kelly Tomlinson
 
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Post » Wed Jun 06, 2012 10:40 am

I agree, you would have lots of not so bright people complaining about how it ruins the open world.
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Lisa
 
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Post » Wed Jun 06, 2012 10:22 am

Well, my character is at 100 lockpick already, so unless they reinvent the whole lockpicking perk tree (which I didn't need to invest a single perk into), I see no real point in making this change with a dlc. I liked how you could still pick master locks with a lockpick skill level of 10. Just meant more tries. I also liked how a failed lockpick still contributed to exp. I say just bring out more content and fix the bugs rather than reinvent the system in place already. It might be better to make this change in the next game.
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Sweets Sweets
 
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Post » Thu Jun 07, 2012 1:14 am

Well, my character is at 100 lockpick already, so unless they reinvent the whole lockpicking perk tree (which I didn't need to invest a single perk into), I see no real point in making this change with a dlc. I liked how you could still pick master locks with a lockpick skill level of 10. Just meant more tries. I also liked how a failed lockpick still contributed to exp. I say just bring out more content and fix thw bugs rather than reinvent the system in place already. Might be better to do this in the next game.

I think there is no need to reinvent the whole lockpicking perk tree and the trial and error system is good. Simply they have to add different levels of lockpicks as it is for the spells and some related perks.
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Betsy Humpledink
 
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Post » Wed Jun 06, 2012 9:34 pm

I don't have a problem with it. I got tired of snapping lockpicks though, so I went for that unbreakable lockpick as soon as possible. Its a minigame and it serves its purpose. If you fail at getting a chest open....then, too bad, you don't get the loot. Nowhere is it written you must be able to open every door and every chest. It is part of that entire 'leveling' concept. Imagine that!
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Rob Smith
 
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Post » Wed Jun 06, 2012 5:40 pm

I think there is no need to reinvent the lockpicking perk tree and the trial and error system is good. Simply they have to add different levels of lockpicks as it is for the spells.

But they have that already. If it was an attribute system of skill leveling, then this would work. It's like saying you can't kill an ancient dragon cause your combat skill is not at a certain level. But you can, it just made more difficult.
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[Bounty][Ben]
 
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Post » Wed Jun 06, 2012 4:10 pm

I think there is no need to reinvent the whole lockpicking perk tree and the trial and error system is good. Simply they have to add different levels of lockpicks as it is for the spells and some related perks.
That's actually funny you should say that. I mean I don't think there's any player out there that knowingly put any points in the lockpicking tree. That alone is proof enough that the entire tree is wasted. If anything they should just remove it entirely if they're not planning to change it.

In Fallout 3 they used basically the same minigame to open locks, but harder locks were only possible with very high lockpicking skills.
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Fiori Pra
 
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Post » Wed Jun 06, 2012 12:26 pm

That's actually funny you should say that. I mean I don't think there's any player out there that knowingly put any points in the lockpicking tree. That alone is proof enough that the entire tree is wasted. If anything they should just remove it entirely if they're not planning to change it.

In Fallout 3 they used basically the same minigame to open locks, but harder locks were only possible with very high lockpicking skills.

Yes, but it only worked, because you had to manually level up lockpicking. Here you do it naturally through lockpicking. If you can't open any locks, because your lockpicking is at 5, then how are you going to level up. Besides the perks make it easier. I just find it naturally easy to pick locks, so i didn't bother with the perks.
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R.I.P
 
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Post » Wed Jun 06, 2012 7:43 pm

But they have that already. If it was an attribute system of skill leveling, then this would work. It's like saying you can't kill an ancient dragon cause your combat skill is not at a certain level. But you can, it just made more difficult.

There are so many lockpicks in the game and they are so cheap that it is too easy even for a charachter with 0 in lockpicking to open a master lock. The minigame is all based on the player's patience, I think it should based more on the character's skill. Mages and warriors should also use different ways to open locks.
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Pat RiMsey
 
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Post » Wed Jun 06, 2012 2:36 pm

Mages and warriors should also use different ways to open locks.

Why?
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Ashley Tamen
 
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Post » Wed Jun 06, 2012 11:17 pm

Yes, but it only worked, because you had to manually level up lockpicking. Here you do it naturally through lockpicking. If you can't open any locks, because your lockpicking is at 5, then how are you going to level up. Besides the perks make it easier. I just find it naturally easy to pick locks, so i didn't bother with the perks.
You can level it up by opening easier locks. Was this even a question? You already knew the answer. But I get your meaning. The perk tree is useless, it already becomes easier after gaining enough points in the skill. Getting the perks should do this: "Able to open Master level locks". I'm guessing people will start spending points then.
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neen
 
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Post » Thu Jun 07, 2012 1:15 am

Well, my character is at 100 lockpick already, so unless they reinvent the whole lockpicking perk tree (which I didn't need to invest a single perk into), I see no real point in making this change with a dlc. I liked how you could still pick master locks with a lockpick skill level of 10. Just meant more tries. I also liked how a failed lockpick still contributed to exp. I say just bring out more content and fix the bugs rather than reinvent the system in place already. It might be better to make this change in the next game.

Agree with this.

I put no perk points in that skill - level up naturally as i try to open locks. Sometimes you win, sometimes you lose.

I can't believe they actually thinking about putting stuff like that in a DLC. I can think of many things that should be included in a DLC, but what's the use.
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Noely Ulloa
 
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Post » Thu Jun 07, 2012 1:20 am

You can level it up by opening easier locks. Was this even a question? You already knew the answer. But I get your meaning. The perk tree is useless, it already becomes easier after gaining enough points in the skill. Getting the perks should do this: "Able to open Master level locks". I'm guessing people will start spending points then.

I hate the notion of having to comback to the dungeon that I just cleared simply to open a master level lock. Also how will this work in quest only areas you may not revisit? It works when you manually level up, because it punishes you for not investing any skill points in Lockpick, but if you have to reach a skill of 100 to get open master Level Locks, it would not work. The system you are suggesting will only work with linear chest difficulties, and this is rather lame, because it really doesn't add any value to the difficulty of the game.
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Astargoth Rockin' Design
 
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Post » Wed Jun 06, 2012 10:01 am

I also didn;t put any perks on the lock picking tree Got as high as 100 with many tries and broken picks but still the game provides more than enough picks (espec if you are playing a thief) also i fail to see the point in leveling it so what if i break 10 picks to open a master lock. i think that the entire tree is usless the game play is rather short to have such a tree its not like you practice picking all the time i mean sooner or later you run out of important doors or boxes to open... it seems like a waste of perks.
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Dona BlackHeart
 
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Post » Thu Jun 07, 2012 12:20 am

The perks might be better, if it allowed you to just open without lockpicking locks of varying difficulties. I can only see this working with the current leveling system in place.
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Steven Hardman
 
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Post » Wed Jun 06, 2012 8:29 pm

I hate the notion of having to comback to the dungeon that I just cleared simply to open a master level lock. Also how will this work in quest only areas you may not revisit? It works when you manually level up, because it punishes you for not investing any skill points in Lockpick, but if you have to reach a skill of 100 to get open master Level Locks, it would not work. The system you are suggesting will only work with linear chest difficulties, and this is rather lame, because it really doesn't add any value to the difficulty of the game.
Yeah, it doesn't work well with the whole "Open World" part of the game. But I seriously think that thieves should get more of a kick out of actually being one. It's stated that a character with the base 15 points in lockpick can open a master level lock. This in its own is ridiculous. What they can do is make some of the locks difficuly level with the character.This means that higher level characters will see master level locks more often and then only true thieves with applicable skills would be able to open them. I guess characters that don't invest in lockpick would be against this, but at this point investing in lockpick gives you no extra advantage whatsoever. That should be fixed.

And the fact that you don't want to go back to open a master level lock because your character wasn't good enough at it is not a viable argument. You can evade it by level scalling the master locks, but I don't even think it's necessary. You don't have the lockpicking skill? You can't open it. And that's how it's supposed to be!
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Gemma Flanagan
 
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Post » Wed Jun 06, 2012 12:49 pm

It's the same lock as Fallout, but now every novice can pick any lock... and it's easy... yes lockpick fail.
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D LOpez
 
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Post » Wed Jun 06, 2012 11:42 am

Yeah, it doesn't work well with the whole "Open World" part of the game. But I seriously think that thieves should get more of a kick out of actually being one. It's stated that a character with the base 15 points in lockpick can open a master level lock. This in its own is ridiculous. What they can do is make some of the locks difficuly level with the character.This means that higher level characters will see master level locks more often and then only true thieves with applicable skills would be able to open them. I guess characters that don't invest in lockpick would be against this, but at this point investing in lockpick gives you no extra advantage whatsoever. That should be fixed.

And the fact that you don't want to go back to open a master level lock because your character wasn't good enough at it is not a viable argument. You can evade it by level scalling the master locks, but I don't even think it's necessary. You don't have the lockpicking skill? You can't open it. And that's how it's supposed to be!

That sounds terrible. Lock level should be proportional the the value of loot in the container. Not the players level. A master level lock on a chest with 11 gold? Seriously?

Skill DOES have an effect on how 'easy' it is to pick master level locks. Each lock has its 'sweet spot' that will open it. Higher the lock level, the narrower that arc. Leveling lockpicking expands that arc. Perks expand it more. Granted, you don't need to invest ANY perks in lock picking to make it thru the game.
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Marcus Jordan
 
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Post » Wed Jun 06, 2012 9:40 am

I think it`s dumb you can pick a master lock with no skill at all. Even if by mere chance you manage it it should be a lot more difficult than it is, especially on the highest difficulty of game. It really does get so easy I just need to `feel` it and I only now use up a couple of picks to do it. It really should be heavily based on the CHARACTER skill not real world skill.
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Dominic Vaughan
 
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Post » Wed Jun 06, 2012 7:21 pm

I like being able to get into a master lock at low levels if I"m patient enough.. there's no reason you shouldn't. I would agree with you if the treasure or rewards in master locked items were any better than the other lower level chests but they aren't. They already have the "locked" system for quests so if there is something actually of value for a quest then it's locked until you find a key that pertains to that quest. The system works fine for what it is.
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N Only WhiTe girl
 
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Post » Thu Jun 07, 2012 1:28 am

That sounds terrible. Lock level should be proportional the the value of loot in the container. Not the players level. A master level lock on a chest with 11 gold? Seriously?

Skill DOES have an effect on how 'easy' it is to pick master level locks. Each lock has its 'sweet spot' that will open it. Higher the lock level, the narrower that arc. Leveling lockpicking expands that arc. Perks expand it more. Granted, you don't need to invest ANY perks in lock picking to make it thru the game.
Loot is also proportional to the characters level.Even now I find master level locks with crap inside. Your point is flawed. Regardless of levelscalling locks there should be locks that cannot be opened without the applicable perks.

I like being able to get into a master lock at low levels if I"m patient enough.. there's no reason you shouldn't. I would agree with you if the treasure or rewards in master locked items were any better than the other lower level chests but they aren't. They already have the "locked" system for quests so if there is something actually of value for a quest then it's locked until you find a key that pertains to that quest. The system works fine for what it is.
You like it, but it's also stupid and makes being a high level rogue a complete waste of time regarding lockpicking. Being able to open master level locks at level 1 is like being able to kill a dragon at level 1. Wait...
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^~LIL B0NE5~^
 
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Post » Wed Jun 06, 2012 10:24 am

Part of a good lockpicking mod should also to make the loot a bit better on master level chests.

:D
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Vahpie
 
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Post » Wed Jun 06, 2012 7:56 pm

Not all chests are level scaled. (at least, not that I had noticed...... boss chests, yeah... but, typical dungeon chests? Nope.)

Sure, even a novice can pick a master level lock, WITH ENOUGH PATIENCE. Even a blind squirrel finds an acorn once in a while.
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Nomee
 
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Post » Wed Jun 06, 2012 10:08 am

Loot is also proportional to the characters level.Even now I find master level locks with crap inside. Your point is flawed. Regardless of levelscalling locks there should be locks that cannot be opened without the applicable perks.

You like it, but it's also stupid and makes being a high level rogue a complete waste of time regarding lockpicking. Being able to open master level locks at level 1 is like being able to kill a dragon at level 1. Wait...

I think Bioware designed Dragon Age 2 for people just like you. Your idea of roleplay in game is limited to the development of class specific builds. I think Skyrim gives you an edge but allows freedom of any roleplay you want regardless of the class of character you develop. And i think this is what makes It much much superior than Bioware Games.
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Alexandra Louise Taylor
 
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Post » Wed Jun 06, 2012 9:28 pm

Morrowind got this right, why did they have to change it? Skill/Stats/Equipment of the character all factored in, but that was the only determiner of success. Not the player's skills. Plus, there were multiple ways to open a lock.
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Bedford White
 
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