I love lockpicking! Thank the 9 it isn't NOT like Oblivion!

Post » Wed Jun 06, 2012 4:54 pm

That's real funny that you bring up Mass Effect 2. Now that was a real system of a useless time sink that served no purposed but to ... well, time sink. Personally, lockpicking is a far cry from watching paint dry and it's not something that takes a long time in any case, it's a quick in and out ordeal. Linking all those activities together is just a fallacy.

Actually the two are quite alike. They are both secondary mechanics implemented to give the player the illusion that they themselves have control over mining/lockpicking both of which yield like results. Materials from mining are used to provide upgrades. Chests and doors contain loot. Probes take a few seconds to find and scan to receive the materials, as does lockpicking. You just have to do the same. repetitive. actions. over and over. How do you not see lockpicking as the same as ME2s surveying? If not surveying it is the same as lining up the text strings to "hack" aka lockpick things. SAME EXACT THING.

THERE IS NO CHALLENGE IN LOCKPICKING. I know I can open any chest. Completely trivial. It is a shallow, repetitive, and boring system that loses its novelty the moment you open your first chest or door.
User avatar
Nathan Barker
 
Posts: 3554
Joined: Sun Jun 10, 2007 5:55 am

Post » Wed Jun 06, 2012 7:42 am


Well, I guess we can agree to disagree then. Fortunately for me, Bethesda seems to be on my side of things.

Then Bethesda should remove the Lockpicking skill/levels from the game as it does not matter to the character's outcome in picking a lock.
User avatar
Travis
 
Posts: 3456
Joined: Wed Oct 24, 2007 1:57 am

Post » Wed Jun 06, 2012 4:58 pm

Combat in Morrowind was like this. Landing a sword hit and dealing out damage was only dependent on your characters' skills in the weapon used. That is why you could swing away with a sword in Morrowind at low levels and barely land any hits. They tried to do this with a hit box in this game. However, what I am talking about is the minigame removes any and all needs to work on a lockpicking skill if the player can overcome the character's limitations. That is not Role Playing.
themagician- when you say that the scroll series has never been like that you are completely wrong. most of morrowind, including, combat, spell casting, lockpicking, etc. was completely based on character skill.
That's not true. Every ES game has been a hybrid system. The ES series has never been a 'pure' turn-based system, which is the only system that would satisfy your requirements for basing success exclusively on statistics. All the ES games have depended to a certain degree on the player's ability to hit a target and avoid being hit (ie.hand eye coordination = action game). If you doubt it, go play Arena. You have to be able to swing a sword as a player to hit anything. (Incidentally, I'd love to have stuff like spell failure chance based on your skill/level back. I love that mechanic.)

I don't think people are getting the point I'm trying to make, which is that the lockpicking mini-game is essentially the same as real-time combat only in an immature stage of development. I don't think RT combat is interfering with too many player's enjoyment of the RP aspects of the game. If they buffed up the lockpicking mini-game so that it was much more challenging and diverse and promoted skill/perk investment I can't see how it could do anything but improve the game as a role-playing game. People don't like the mechanic as it is and say it's 'not real RPG' simply because it's underdeveloped. Well, 'real RPGs' can include immersive elements as well, like RT combat and RT lockpicking.
User avatar
Betsy Humpledink
 
Posts: 3443
Joined: Wed Jun 28, 2006 11:56 am

Post » Wed Jun 06, 2012 6:55 am

It's definitely better than Oblivion.

ButI think I would have changed a few things about it. I would ditch the breaking lockpick mechanic. The only thing this accomplishes is place a small financial penalty for failure. That can be assessed in a better way.

The "thrill" of picking a lock is getting something you aren't supposed to get and doing it while avoiding being caught. I would emphasize this by increasing the tension of a lockpicking situation. The idea would be that every time you fail you run the risk of alerting a nearby guard (or appropriate enemy). If you fail too many times, you break the lock and can only open it by force. Forcing a lock would reduce the loot acquired from the chest and automatically alert any guards within a certain radius. You would be unable to pick locks above your skill level. To keep it interesting, time would NOT stop for lockpicking.

I would also combine lockpicking and pickpocketing into one general thievery tree.
User avatar
Alex Vincent
 
Posts: 3514
Joined: Thu Jun 28, 2007 9:31 pm

Post » Wed Jun 06, 2012 4:24 pm

I could pick every lock no matter the level on the first time, every time, in Oblivion simply by listening to the clicks. This lockpicking in Skyrim is more like luck than anything. The higher level locks break if you mess up twice, but it's impossible to know where to guess so you can't be skilled at it, you can only get lucky.

I don't mind it enough to complain, it just means a lot more picks get bought.

Personally, I broke way more lockpicks in Oblivion than here. I like this way of lockpicking, reminds me of Thief.
User avatar
luis ortiz
 
Posts: 3355
Joined: Sun Oct 07, 2007 8:21 pm

Post » Wed Jun 06, 2012 3:29 pm

c'mon now- yes, in morrowind i have to actually pull the trigger to swing the sword, but, whether or not it hit was not real-time, player-based combat. yes, i have to pull the trigger to activate the lockpick, but, whether or not i succeeded was not real-time lockpicking.
User avatar
naana
 
Posts: 3362
Joined: Fri Dec 08, 2006 2:00 pm

Post » Wed Jun 06, 2012 10:37 am

Actually the two are quite alike. They are both secondary mechanics implemented to give the player the illusion that they themselves have control over mining/lockpicking both of which yield like results. Materials from mining are used to provide upgrades. Chests and doors contain loot. Probes take a few seconds to find and scan to receive the materials, as does lockpicking. You just have to do the same. repetitive. actions. over and over. How do you not see lockpicking as the same as ME2s surveying? If not surveying it is the same as lining up the text strings to "hack" aka lockpick things. SAME EXACT THING.

THERE IS NO CHALLENGE IN LOCKPICKING. I know I can open any chest. Completely trivial. It is a shallow, repetitive, and boring system that loses its novelty the moment you open your first chest or door.

You keep stating things as if they are an absolute and as if they are fact. That's simply not true. You kept stating the end results of the activity, but not the execution, something which I find quite flawed in your argument. Yes, surveying for minerals yielding materials for upgrades. Chests and doors contain loot. That's the end result. You're overlooking the middle.

The execution of the ME2 surveying is nothing more than a point and click time sink that takes far longer than a few seconds, especially if you want to gather enough materials to buy the appropriate amount of upgrades. I've picked a ton of locks and I haven't even spent a fraction of the time doing so when compared to the immense amount of time needed to mine for minerals/upgrades.

Maybe you don't like the execution of lockpicking in Skyrim, I do, personally. However, you can tailor your argument to anything, really. Combat. The same repetitive actions over and over. It's the same as ME2s surveying.
User avatar
Sarah Unwin
 
Posts: 3413
Joined: Tue Aug 01, 2006 10:31 pm

Post » Wed Jun 06, 2012 7:38 pm


I don't think people are getting the point I'm trying to make, which is that the lockpicking mini-game is essentially the same as real-time combat only in an immature stage of development.

I get that point. However, I still should not be able to get my character to open a lock they are not skilled enough to open by manipulating the mechanics of a mini game. If you want the Minigame, then fine, keep it in the game, but don't allow the character to even try to open the lock until they have met the skill requirements. Further more, The difference between a skill of 26 and a skill of 49 is that Adept Level (or what ever it is) locks would be easier to open at 49 than they would be at 26. That would be a Hybrid.
User avatar
Danel
 
Posts: 3417
Joined: Tue Feb 27, 2007 8:35 pm

Post » Wed Jun 06, 2012 9:15 am

Then Bethesda should remove the Lockpicking skill/levels from the game as it does not matter to the character's outcome in picking a lock.

Maybe Bethesda will just add more juice, as TheMagician put it, to the player skill to character skill relationship of lockpicking.
User avatar
Kathryn Medows
 
Posts: 3547
Joined: Sun Nov 19, 2006 12:10 pm

Post » Wed Jun 06, 2012 6:38 pm


You keep stating things as if they are an absolute and as if they are fact. That's simply not true. You kept stating the end results of the activity, but not the execution, something which I find quite flawed in your argument. Yes, surveying for minerals yielding materials for upgrades. Chests and doors contain loot. That's the end result. You're overlooking the middle.

The execution of the ME2 surveying is nothing more than a point and click time sink that takes far longer than a few seconds, especially if you want to gather enough materials to buy the appropriate amount of upgrades. I've picked a ton of locks and I haven't even spent a fraction of the time doing so when compared to the immense amount of time needed to mine for minerals/upgrades.

Maybe you don't like the execution of lockpicking in Skyrim, I do, personally. However, you can tailor your argument to anything, really. Combat. The same repetitive actions over and over. It's the same as ME2s surveying.

Did you even play ME2? The Surveying worked as you would respond to mineral levels based on cursor position, when you found the optimum level you clicked. Lockpicking, you move your cursor to respond to the clicks and at the optimum point you pick the lock. They are exactly the same. Regardless of that however, it truly does amaze me that you can like the lockpicking system. It does not change or offer any sort of challenge you have to respond to unlike, in your example, combat which changes as the computer AI responds to you, and you it.
User avatar
Michelle Serenity Boss
 
Posts: 3341
Joined: Tue Oct 17, 2006 10:49 am

Post » Wed Jun 06, 2012 1:16 pm

I am not commenting on how someone should feel about seeing their character's sword hits miss, I was responding to the post that said combat skills did not matter in earlier TES games.

Bottom line, if my character's lock picking skills are 24 (combining skills and tools), then they should not be able to open a level 25 lock. Period.

So do you think that Fallout 3 had a more 'RL-RPG' element in regards to lockpicking than Skyrim? :bunny:
User avatar
Calum Campbell
 
Posts: 3574
Joined: Tue Jul 10, 2007 7:55 am

Post » Wed Jun 06, 2012 11:20 am

Did you even play ME2? The Surveying worked as you would respond to mineral levels based on cursor position, when you found the optimum level you clicked. Lockpicking, you move your cursor to respond to the clicks and at the optimum point you pick the lock. They are exactly the same. Regardless of that however, it truly does amaze me that you can like the lockpicking system. It does not change or offer any sort of challenge you have to respond to unlike, in your example, combat which changes as the computer AI responds to you, and you it.

Of course I played ME2. I know how the surveying works. I know it's many flaws. It's biggest flaw is that it's a time sink. All it requires is wasting time. There's no finesse to it. There's no skill involved. It's a time sink. Time. Sink.

As for your last statement, it just means that combat is more intricate then lockpicking. Which is to be expected to be honest, as the majority of the players will be doing more combat than lockpicking and for a far greater amount of time, too.
User avatar
sally coker
 
Posts: 3349
Joined: Wed Jul 26, 2006 7:51 pm

Post » Wed Jun 06, 2012 12:41 pm

RPGs are built around algorithms and skill checks. This is not a new concept. Skill level determines effectiveness. When it comes to Lockpicking or Pickpocketing however, there is no grey area. You either pick the lock or lift an item - or you don't. The problem with the current system is that it takes player skill level almost completely out of the equation. They tried to introduce a mini-game that places focus on player skill level (for Lockpicking anyways). It is my opinion that when it comes to mini-games or secondary mechanics, they often-times become highly repetitive and more of a burden than they are fun. The reason this occurs is that normally these secondary mechanics are not treated with the same attention primary mechanics like combat for example is. This leads these "mini-games" feeling like afterthoughts. It is my opinion that you either introduce a mechanic that is not repetitive, non-challenging, and non-interesting OR you revert entirely to the classic system. Regardless, player skill should have a larger impact on how effective you are at picking a lock. The most obvious would be the complete inability to unlock certain tiers of locks until you had an adequate skill level.

I am not sure how this is hard to follow. Do you honestly find lockpicking to be fun in this game? I mean really? Do you like watching paint dry? Do you like surveying for materials by shooting probes ad nauseum in ME2?
Ah, I see. If it can't be done perfectly, people shouldn't even try. Tip: don't get into game design, you'd hate it. People are always doing experimental things. Progress is such a terrible thing. Since BGS is still perfecting their hybrid RT/RPG combat mechanic, I'll give them a bit more time to work on the lockpicking mini-game.

And for the record: I do enjoy the lockpicking mini-game. I thought about it long and hard because I wanted to pretend that I didn't so I could be cool, but when it comes right down to it I have to admit I enjoy it. Then again, I like all kinds of things that other people don't like. :shrug:

I am not commenting on how someone should feel about seeing their character's sword hits miss, I was responding to the post that said combat skills did not matter in earlier TES games.

Bottom line, if my character's lock picking skills are 24 (combining skills and tools), then they should not be able to open a level 25 lock. Period.
You're right. If my character is level 5 and I encounter a level 25 monster, my character should just drop down dead in his tracks. Period. Who wouldn't want to play that kind of game? :)
User avatar
Lori Joe
 
Posts: 3539
Joined: Tue Jun 20, 2006 6:10 am

Post » Wed Jun 06, 2012 7:53 am

So do you think that Fallout 3 had a more 'RL-RPG' element in regards to lockpicking than Skyrim? :bunny:

What bugged me the most about FO3 was your skill had to be at 25, 50, 75 or 100. Anything in between just did not matter so it was a race to each level with no intermediate benefits like the other skills gave your character.

Where Fallout 3 really fell short is removing the tools that could leverage skills and Luck should have been a factor or more of a factor. Say the character was at a skill of 23 and the lock was at 25 but their luck as at 8, then they might get lucky and be able to open the lock but if their luck was at 5 then no go or they would break a lot of picks trying. Same if they happened to have a Master level lockpick, they could open a lock that they were not skilled at raw, but the tool could help them some. In other words, like Morrowind.
User avatar
Isaiah Burdeau
 
Posts: 3431
Joined: Mon Nov 26, 2007 9:58 am

Post » Wed Jun 06, 2012 10:18 pm

You're right. If my character is level 5 and I encounter a level 25 monster, my character should just drop down dead in his tracks. Period. Who wouldn't want to play that kind of game? :smile:

Exactly, that Level 25 enemy should kick your level 5's butt all the way back to the opening dungeon. And then laugh at you while it dances on your character's corpse.
User avatar
Lewis Morel
 
Posts: 3431
Joined: Thu Aug 16, 2007 7:40 pm

Post » Wed Jun 06, 2012 12:06 pm

Exactly, that Level 25 enemy should kick your level 5's butt all the way back to the opening dungeon. And then laugh at you while it dances on your character's corpse.
You, sir, are the most hard-core pro-level scaling person I have ever met.

Don't get into a conversation with those people who want statically leveled worlds. They'll hate your radical views. :)
User avatar
Chloe Lou
 
Posts: 3476
Joined: Sat Nov 04, 2006 2:08 am

Post » Wed Jun 06, 2012 2:48 pm

I could pick every lock no matter the level on the first time, every time, in Oblivion simply by listening to the clicks. This lockpicking in Skyrim is more like luck than anything. The higher level locks break if you mess up twice, but it's impossible to know where to guess so you can't be skilled at it, you can only get lucky.

I don't mind it enough to complain, it just means a lot more picks get bought.

If you level to a higher lockpick skill, it becomes "easier", meaning you have more "wrong" tries before the lock breaks your pick. I can usually get 4-5 tries on a master lock before it breaks my pick, which helps a little. A master lock will still eat a handful of lockpicks though, but this is to be expected, since it will also pretty much guarantee a levelup once you do guess the right spot. If I am patient, I can typically open a master-level lock in about 4-6 lockpicks worth of attempts. Which is fine considering that you can usually loot more than 30 gold worth of stuff from master-lock-level chests.

As to the mechanics of the game, it provides a small mini-game within the game, and it responds to patience and dedication well (the more you practice it, the higher the level, the easier to pick the locks, and eventually you graduate to the blissful ability to NEVER break a lockpick!), as any skill will do, both in a game, or in real life...
User avatar
Auguste Bartholdi
 
Posts: 3521
Joined: Tue Jun 13, 2006 11:20 am

Post » Wed Jun 06, 2012 11:23 pm

what must be taken from this thread is that bethesda did not put much effort into their lockpick system. they definitely didn't advance it.
they've taken an important skill from their previous games and regressed it. that's what's disappointing.

and, the fact that the groundwork was already laid out before them from previous games and that it's quite easy to come up with fresh ideas, it is unacceptable.

this is exactly what i and others mean when we toss out the phrase, "dumbed-down." and, despise the terms, mainstream, streamlining, accessibility, etc.
it shouldn't be a hard position to comprehend.
User avatar
Undisclosed Desires
 
Posts: 3388
Joined: Fri Mar 02, 2007 4:10 pm

Post » Wed Jun 06, 2012 12:40 pm

If you level to a higher lockpick skill, it becomes "easier", meaning you have more "wrong" tries before the lock breaks your pick. I can usually get 4-5 tries on a master lock before it breaks my pick, which helps a little. A master lock will still eat a handful of lockpicks though, but this is to be expected, since it will also pretty much guarantee a levelup once you do guess the right spot. If I am patient, I can typically open a master-level lock in about 4-6 lockpicks worth of attempts. Which is fine considering that you can usually loot more than 30 gold worth of stuff from master-lock-level chests.

As to the mechanics of the game, it provides a small mini-game within the game, and it responds to patience and dedication well (the more you practice it, the higher the level, the easier to pick the locks, and eventually you graduate to the blissful ability to NEVER break a lockpick!), as any skill will do, both in a game, or in real life...

to have the consequence of an entire skill and perk system be related to the number of picks broken should end the argument once and for all.
User avatar
bonita mathews
 
Posts: 3405
Joined: Sun Aug 06, 2006 5:04 am

Post » Wed Jun 06, 2012 5:42 pm

what must be taken from this thread is that bethesda did not put much effort into their lockpick system. they definitely didn't advance it.
they've taken an important skill from their previous games and regressed it. that's what's disappointing.

and, the fact that the groundwork was already laid out before them from previous games and that it's quite easy to come up with fresh ideas, it is unacceptable.

this is exactly what i and others mean when we toss out the phrase, "dumbed-down." and, despise the terms, mainstream, streamlining, accessibility, etc.
it shouldn't be a hard position to comprehend.

And in circles we go. You keep saying it was regressed when you just mean, it's not the way I like it so therefore I feel it's regressed. That's nonsensical to be perfectly honest. And often times people use the term "dumbed-down", mainstream, and streamlining incorrectly and in an attempt to sound "cool" and because "everyone else is saying it".
User avatar
Stacyia
 
Posts: 3361
Joined: Mon Jul 24, 2006 12:48 am

Post » Wed Jun 06, 2012 1:15 pm

what must be taken from this thread is that bethesda did not put much effort into their lockpick system. they definitely didn't advance it.
they've taken an important skill from their previous games and regressed it. that's what's disappointing.

and, the fact that the groundwork was already laid out before them from previous games and that it's quite easy to come up with fresh ideas, it is unacceptable.

this is exactly what i and others mean when we toss out the phrase, "dumbed-down." and, despise the terms, mainstream, streamlining, accessibility, etc.
it shouldn't be a hard position to comprehend.
But what I never understood was why so many people's first reaction is to remove the mechanic entirely and reject it for being 'not RPG' enough. That doesn't make any sense to me. Improve the mechanic. Make it as much fun as the combat. The real regression, to me, is to eliminate the mechanic. That is unquestionably a step backward. That is unquestionably 'dumbing' the game down by not attempting to make a more sophisticated game. Fixing it is the forward step.
User avatar
Kim Bradley
 
Posts: 3427
Joined: Sat Aug 18, 2007 6:00 am

Post » Wed Jun 06, 2012 3:42 pm

to have the consequence of an entire skill and perk system be related to the number of picks broken should end the argument once and for all.

Lol. Yeah, it ends the argument alright. The armor skill trees are useless because it's related to the number of potions you drink. There, I have ended the argument.
User avatar
Sheila Reyes
 
Posts: 3386
Joined: Thu Dec 28, 2006 7:40 am

Post » Wed Jun 06, 2012 4:22 pm

What bugged me the most about FO3 was your skill had to be at 25, 50, 75 or 100. Anything in between just did not matter so it was a race to each level with no intermediate benefits like the other skills gave your character.

Where Fallout 3 really fell short is removing the tools that could leverage skills and Luck should have been a factor or more of a factor. Say the character was at a skill of 23 and the lock was at 25 but their luck as at 8, then they might get lucky and be able to open the lock but if their luck was at 5 then no go or they would break a lot of picks trying. Same if they happened to have a Master level lockpick, they could open a lock that they were not skilled at raw, but the tool could help them some. In other words, like Morrowind.

That's a really good point. That would be great to have the intermediate levels and combine it with those other 'luck' aspects or other unique tools you could find in the world. Too bad Bethesda won't read this. Oh well. :bunny:
User avatar
Robert Jr
 
Posts: 3447
Joined: Fri Nov 23, 2007 7:49 pm

Post » Wed Jun 06, 2012 3:06 pm


And in circles we go. You keep saying it was regressed when you just mean, it's not the way I like it so therefore I feel it's regressed. That's nonsensical to be perfectly honest. And often times people use the term "dumbed-down", mainstream, and streamlining incorrectly and in an attempt to sound "cool" and because "everyone else is saying it".

i say it to let you know what I mean when i use the terms. i have made it readily available to you as it pertains to the skill lockpicking. i'm speaking a straight and consistent argument that you keep responding circularly. my position and reasoning is clear and backed by my posts.

i feel i've easily proven how the system is less than it has been with objective data.
User avatar
Gemma Woods Illustration
 
Posts: 3356
Joined: Sun Jun 18, 2006 8:48 pm

Post » Wed Jun 06, 2012 11:48 am

But what I never understood was why so many people's first reaction is to remove the mechanic entirely and reject it for being 'not RPG' enough. That doesn't make any sense to me. Improve the mechanic. Make it as much fun as the combat. The real regression, to me, is to eliminate the mechanic. That is unquestionably a step backward. That is unquestionably 'dumbing' the game down by not attempting to make a more sophisticated game. Fixing it is the forward step.

i agree. removing it would be beyond shameful. when i say regression it can sometimes be hard to explain all the intricacies of my meaning.

when i add up other games and what they've contributed as far as lockpicking goes i look at skyrim and see it as regression by a huge amount. the regression when compared to oblivion alone is almost minimal. when compared to oblivion and morrowind, the regression becomes more substantial.
User avatar
Jodie Bardgett
 
Posts: 3491
Joined: Sat Jul 29, 2006 9:38 pm

PreviousNext

Return to V - Skyrim