Lock-pick fallout or skyrim style?

Post » Fri May 04, 2012 8:13 am

What you think?
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Sammie LM
 
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Post » Fri May 04, 2012 1:56 pm

Anything but the Skyrim style.

Preferably the original Fallout way.
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Unstoppable Judge
 
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Post » Fri May 04, 2012 6:37 am

Neither. Bring back the classic, chance-based system and not this threshold crap we have now. Also the world shouldn't be frozen in-place when your character is picking locks or hacking terminals. Preferably it should all be done in real-time so you run the chance of being detected while picking or hacking.

Also, no more bobby pins unlocking everything in the wasteland either. Bring back lock picking sets as well as electronic lock picks. Electronic picks would have to be used on "electrical" doors or any lock that seems like it would need one; safes, interior vault doors, bunker doors, some utility doors, etc.
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Richus Dude
 
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Post » Fri May 04, 2012 1:02 pm

The Skyrim Lockpick style was based off of the Fallout style so, isn't that like asking someone to choose between a Hen Egg and a Chicken Egg? :ermm:
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Erin S
 
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Post » Fri May 04, 2012 11:37 am

The Skyrim Lockpick style was based off of the Fallout style so, isn't that like asking someone to choose between a Hen Egg and a Chicken Egg? :ermm:

Except that you could unlock any lock in the game regardless of your lockpick skill level, making the skill (and the associated perks) useless. I'm guessing that's really what the OP was asking: should there be skill thresholds to even be able to attemp to pick a lock (like FO3/NV), or should success purely depend on the minigame?

I don't like either of these solutions, and would rather see it work like FO 1 & 2.
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Jaki Birch
 
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Post » Fri May 04, 2012 4:55 am

I always found the skill thresholds in F3 to be very jarring. Although the Skyrim system was too easy. Id rather have skill checks like in the originals. In Skyrim I got to the point where i could open an expert lock after only losing 1/2 picks., at very low levels of skill.

What i'd like would be for the arbitrary skill boundaries from F3 to be done away with, so you can have a go at any lock, but your chance to success will be incredibly miniscule if its out of your skill range, so a much much harder version of skyrim (That is assuming i cant just have skill checks :( )


Edited for clarity
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Cedric Pearson
 
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Post » Fri May 04, 2012 4:17 pm

If it stays the way it is, then there should definitely be a threshold system. But like most people I would like to see something different, maybe going back to the original Fallout style.
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tiffany Royal
 
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Post » Fri May 04, 2012 9:26 am

Skyrim style all day. None of this "your skill level isn't high enough to even try" bull. Same with hacking.
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Philip Lyon
 
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Post » Fri May 04, 2012 11:25 am

Skyrim style all day. None of this "your skill level isn't high enough to even try" bull. Same with hacking.

Yeah, cut these stupid rpg elements, I just want to shoot stuff!
Right? :sadvaultboy:


If it just depends on the players skill not the player characters skill, there is no use in this skill at all. So they could very well cut it from the skill list.
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Emmie Cate
 
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Post » Fri May 04, 2012 6:05 am

the big difference betwen them is that in fallout you brake the lock and skyrim only the lockpick wen fail the test...
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Susan Elizabeth
 
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Post » Fri May 04, 2012 2:03 am

Lock pick Original Fallout Style. I hate the lock picking mini game crap of Fallout 3 and New Vegas. Bring back the lock picking tools and devices of the orginals. Make it so we have a chance to unlock any lock no matter our skill. The higher your skill the better chance of unlocking it.
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Rhiannon Jones
 
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Post » Fri May 04, 2012 4:38 am

the big difference betwen them is that in fallout you brake the lock and skyrim only the lockpick wen fail the test...

you break the lock if you force lock it in NV

Im more for this to be an option in this, choose to go by skill alone or go with the mini game since I quite enjoy the lock pick mini game but hate the hacking one with a passion

Could change it in the gameplay options
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Trish
 
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Post » Fri May 04, 2012 4:59 am

you break the lock if you force lock it in NV

Im more for this to be an option in this, choose to go by skill alone or go with the mini game since I quite enjoy the lock pick mini game but hate the hacking one with a passion

Could change it in the gameplay options

yes the way to force you to load the save 50 times to be able to enter is not that fun...
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Terry
 
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Post » Fri May 04, 2012 7:31 am

The originals also had it so you could jam the lock. It makes alot of sense that if you are sticking bobby pins into a lock you might end up jamming the lock.

The originals had it so you can blast open the door using explosives and some doors you could take alot of buffout and lift the door up. The originals had the best system.
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Lisa Robb
 
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Post » Fri May 04, 2012 3:15 pm

yes the way to force you to load the save 50 times to be able to enter is not that fun...
*Kicks in open door..
Well you could always try the minigame instead... It's not that hard.. Or are you forcing lock because of RP reasons..

btw: IMHO the whole system svcks.. Either make it a skill which becomes progressively easier (sort of like Oblivion) which is sort of the action RPG approach... or (and I prefer this) make it a skill check like Styles explains above me...
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Michelle Smith
 
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Post » Fri May 04, 2012 12:48 pm



Except that you could unlock any lock in the game regardless of your lockpick skill level, making the skill (and the associated perks) useless. I'm guessing that's really what the OP was asking: should there be skill thresholds to even be able to attemp to pick a lock (like FO3/NV), or should success purely depend on the minigame?

I don't like either of these solutions, and would rather see it work like FO 1 & 2.
Ah, I misunderstood then.

I agree though, I would also like to see it changed to something more akin to the system in FO 1 & 2.
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Ruben Bernal
 
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Post » Fri May 04, 2012 3:05 am

Fallout style.

Skyrim style made the entire lockpick perks/skill useless as you can unlock anything without that.
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Tanika O'Connell
 
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Post » Fri May 04, 2012 4:22 pm

Lock pick Original Fallout Style. I hate the lock picking mini game crap of Fallout 3 and New Vegas. Bring back the lock picking tools and devices of the orginals. Make it so we have a chance to unlock any lock no matter our skill. The higher your skill the better chance of unlocking it.

Well that would be different. Because there are some locks, and some computers, that you have no chance, at all, of opening without skill 125%+.

I like the idea of blowing up doors. Or using str and a crowbar. I also like the idea of data you recover from a computer to depend on your science skill.

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Batricia Alele
 
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Post » Fri May 04, 2012 8:35 am

I wasn't sure what the original was till I looked it up, but I do like the sound of it more. Skill matters, but no lock is UNPICKABLE. Having to be so good at lock picking before you'll even attempt it just ruins the game for me. I didn't bother my first play throughs with hacking at ALL because I had to have a higher skill, I was going more smooth talker in that game. I agree you shouldn't be able to easily pick all locks in ten seconds, and that some doors/safes (i.e. computerized doors) should require different tool sets. It makes it sound more realistic and a bit more challenging, but I don't wanna be forced into putting tons of points into hacking or else I dont get the whole story in some places. I can fire a gun regardless of skill, I can try and convince someone of my way of thinking regardless of skill, so why should I be penalized on some story plots or gear because I didn't go into TWO specific skills?
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Monika Fiolek
 
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Post » Fri May 04, 2012 1:43 pm

why should I be penalized on some story plots or gear because I didn't go into TWO specific skills?

Because if there is something you can't do, you shouldn't still get the reward like the other people who can do it.
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Antony Holdsworth
 
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Post » Fri May 04, 2012 1:19 am

I vote to get rid of all the stupid mini games.

Those minigames are based off of your skill not the player character skill, which makes it less of an RPG.
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Rudi Carter
 
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Post » Fri May 04, 2012 9:50 am

I can fire a gun regardless of skill, I can try and convince someone of my way of thinking regardless of skill, so why should I be penalized on some story plots or gear because I didn't go into TWO specific skills?
Whats the fun in being able to do everything on every playthrough?
Custimizing a character build is moot if there arent different rewards for different build tytpes.
Its also the reason why not every door or lock should be pickable. Some of them should be content that is accessed through other options like finding or being given a key.

I vote to get rid of all the stupid mini games.

Those minigames are based off of your skill not the player character skill, which makes it less of an RPG.
TBH, the lockpick and hacking in F3 and NV has nothing to do with player skill. Direct player interaction? Sure. But if you have a high enough skill that you can access it, its usually pretty easy to pick/hack, requiring little to no skill. Therefore, it is skill based, even if not quite right
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danni Marchant
 
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Post » Fri May 04, 2012 5:22 am

Because if there is something you can't do, you shouldn't still get the reward like the other people who can do it.

That's what I'm saying though. By NOT going into those two skills I miss out on half the game. If you go into Science/Lockpick, you get super gear and even if you aren't spec'd into it it's generally overbalanced enough due to lack of armor skill that you can get hit a hundred more times than someone who's spec'd into guns and still come out just as well off or possibly better. I'm just saying that by going into those 2 skills, you can borderline ignore half the others in the game AND get full backstory. There are only ever a handful of instances when you can even use weapons in non-combat related conversations, where as Science/Lockpick are much more helpful. All around they're good enough to off balance the game as they are.
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Destinyscharm
 
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Post » Fri May 04, 2012 11:32 am

Whats the fun in being able to do everything on every playthrough?
Custimizing a character build is moot if there arent different rewards for different build types.
Its also the reason why not every door or lock should be pickable. Some of them should be content that is accessed through other options like finding or being given a key.

That's my point though, by getting those two skills you can basically do anything you want, essentially being able to do everything. I agree with not every door being able to be picked though, due to whatever reason (plotline,unfinshed coding, etc) But the fact still stands that by getting these two skills you can get almost ever reward where as a person who's gone gunman has no chance (if locks/hacks are kept to skill specific use)
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Cathrine Jack
 
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Post » Fri May 04, 2012 12:40 am

But the fact still stands that by getting these two skills you can get almost ever reward where as a person who's gone gunman has no chance (if locks/hacks are kept to skill specific use)

I am not so sure about that.
There is a lot of loot atached to those skills, I will give you that.
But theres a whole slew of stuff that isn't.

Over all, i would say that making it so easy to ramp up every skill is a much bigger concern
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Channing
 
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