I'm hoping for a more "complex" system. I'm not sure how else they would go about doing that but I am hopeful for something New.
The same goes for lockpicking as well, I was curious if that will be the same as the past couple fallouts.
I'm fine with the current system. It's better implemented than most 'hacking' mechanics.
You'd be surprised. A lot of people found the hacking minigame too complex. I like it; I think it's fun but I'd also be happy for them to change the system to freshen things up. Which I think they will do.
What I find interesting and didnt even KNOW about until the recent TWITCH stream from Bethesda was that in that hacking minigame you can get rid of the smaller characters like brackets and exclamamation marks. Never ever knew that and now I use it.
Have no issue if they dont change picklocks or science hacks.
I'm fine with the hacking minigame as we know it, but if they change it up, I'll be interested to see what to. I just hope it's still a real puzzle.
Bethesda doesn't generally keep things the same for too long, so I wouldn't be surprised if they changed it. But I really liked Fallout 3's hacking and lockpicking, so I've got no beef if they stay just as they are. In fact, they're some of the better hacking/lockpicking minigames I've played.
well said Box, i too of the same opinion i liked fallout 3's hacking and lockpicking , i also liked skyrims lockpicking it will be interesting to see what they come up with.
and for other it is just impossible ,for my self i find it impossible to even recog,ize any letters on the screaan because of a eye disorder
so it is the only cheat mod i ever used on fo 3 and vegas
the only thing i ask is that there is no skill requirement for hacking and lockpicking
If you highlight a bracket, () [] {} <>, and it highlights an entire bracketed portion instead of just the one bracket, you can select that option to either replenish the attempts you have for guessing the password, or it removes an incorrect password.
If they were going to chop off the skill requirement, I'd want them to make it so the lower your skill level, the more passwords there are to choose from. And you should also be given fewer guesses when trying to hack harder terminals. So say you have no skill in Science and are trying to hack, you get all five chances for very easy terminals, and lose one for every subsequent step in difficulty. Four for easy, three for normal, two for hard, one for very hard. Get your science up to the level that would let you hack easy terminals in the past, and you gain one extra attempt for easy on up, with the process repeating for every level you climb.
Assuming the skills still exist the way they used to. The idea of Science being perk makes me nervous.
Damn. I was hoping for something that would just eliminate all that crap from the get go.
Well, there are already separate Science! and Hacker perks under intelligence; Hacker we know is used for setting up terminals for our settlements. If it were anything like the old system, I'd like to be given only two attempts by default, but instead of locking us out permanently for failing it would just scramble the passwords and options as if we had save scummed or left the terminal; each rank of the Hacker perk could give us one more attempt, and we'd be able to attempt to hack any terminal regardless of our "skill".
Lockpicking as a full fledged skill always felt out-of-place to me in any RPG. A ranked perk would be just the amount of importance it deserves, IMO, especially if we're not locked out of difficult locks based on our rank in that perk.
Doesn't matter I will likely mod it away anyhow. I detest the various lockpick/hack mechanics. They aren't hard, just annoying and time consuming.
The hacking mini-game wasn't hard, but I did actually enjoy it. It took a little time, and it made you look and anolyse what was on the screen like I'd imagine you'd do if you were hacking. It's not hard, but it invokes the right feeling. I'd be happy if they kept it as is with difficulty effected by perks.
I only recently discovered the bracket trick, although I didn't ever really NEED it -- just takes time and trial-and-error (backing out before the final choice, eg) to hack anything you -can- hack. So I wouldn't be crushed if they had a similar system.
UNLESS, that is.... they continue this theme of no-freezing-time that they have going on... while it would be more "realistic" and potentially even more fun, to have time progress while you were hacking ---- darting from shadows when the guard turns a corner, trying to hack the electronic door lock before he returns ---- it would be more ~frustrating~ than cool, if the hacking mini-game itself were one that required you to ponder and think and plan.
The lockpicking game from Fallout-3 (and New Vegas) was simple enough I could easily see myself darting forward, wiggle wiggle wiggle, OPEN and then snatch everything from the safe and scurry back to the shadows. Because it was pretty quick and except for the hardest locks you could usually get it in maybe four wiggles of the pick. I can't see hacking working the same way unless you have a little automated hacking tool that somehow speeds the process along.
I liked the hacking in FONV, it was fun and not always too easy. Lockpicking in Skyrim was a complete joke. As soon as you figured it out there was never need for carrying more than a couple of lockpicks and I never felt any need to spend a single point on lockpicking perks. There's nothing worse than completely useless skills. I wouldn't mind if FO4 introduced some really cool hacking and lockpicking puzzles that "just works!"
The issue I have with lockpicking is that it's too easy for me. I actually have the same problem with the hacking mini-game (to a lesser extent).
What I'd like to see is a good door kicking and safe-bombing alternative. There were some mods that did okay but it'd be nice to have a really keen version built in.
I think it'd be cool if you fail a hack, instead of the computer locking you out, an alarm sounds and securitrons come out to kill you.
I have a love-hate relationship with the current hacking mini-game. But then again, hacking is meant to be frustrating as firewalls and encryption are designed to keep hackers out. So, in my mind, when a computer is giving me fits, causing me to exit the terminal on the last try and give it another go four five, or ten times, the computer protection is doing it's job. It's doing what it's supposed to do, and I salute that.
It would be interesting to get some feedback back to your pipboy if you failed a computer hack. Maybe the system infects your pipboy for sometime (and it dosnt display your health properly for a while). Im not talking physical damage but more of an inability to access parts of the Pipboy.
EDIT: Which in turn might be a really BAD thing to have if you enter combat just after failing a hacking check. Not being able to accurately know how much health you had (it could give a phantom score which is wrong) would be a serious issue for people making tactical combat decisions
That's more of a virus, and you didn't hook up your Pipboy to the computer. In previous games, that was the actual computer screen you were looking at.
Hmm good point, I like the idea of hooking up the pipboy as the interface myself.
For the most part.. I thought the computer hacking was easy once you understood what was going on. I think it'd be cool if it felt more techy though. The mini games and such make it feel like the computers aren't computers.
I'd rather they fixed the lockpicking system. I haven't seen a game since KotOR that allows you to just bust a container open. They could make an option that has a percent chance of outright destroying caps and consumables and breaking weapons or armor; your weapon skill could determine whether the contents are destroyed or not.