I'm a thief , I want an awesome lockpicking system

Post » Tue Feb 01, 2011 9:33 am

I appreciate the mini games of lock picking although I think they need to be changed from Oblivion. I also really liked the lock picking system in Two Worlds II, it was more interesting than the tumblers. I think a mix of both could be cool. And I would really like to see different set ups from different types and levels of locks. For example, an average Dwemer lock would not look the same as an average elven lock. Even if it is just aesthetic.... I would like more variety.

Another thing I would like is the return of trapped locks and the option to break the lock.
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Sabrina Schwarz
 
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Post » Tue Feb 01, 2011 10:57 pm

Aww :sadvaultboy:

Well that's lame. But still, the way TES leveling system works you can't seriously have skill restrictions on locks for players. There needs to be a way to make it so hard you want to train your security skill.


Well i just disagree. Morrowind, daggerfall, arena, baldur's gate 1+2, Knights of the old republic 1+2, fallout 3, and i think dragon age had restrictions and it's superior IMO.

I want some places/boxes to be off limits to a low level thief, It makes it much mroe exciting to level up no matter what, even if they do make the lockpicking more challenging but still possible at low levels.

EDIT: @maxx0021 I meant Oblivion's lockpicking... i never played two worlds.
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noa zarfati
 
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Post » Tue Feb 01, 2011 9:59 pm

well on the 360 i can open any "master lock" without breaking a lockpick even at level 5 lockpicking. It's just reflexes, which isn't what games like the elder scrolls is all about. Just like how you shouldn't be able to do some spells until a higher level you shouldn't be able to unlock some locks until a higher level.

lvl 5 lock picking? thats halfway so all tht means is that they needed to re-scale it a bit. cause im lvl 2 lock picking (cause i jus rather bust it open with a sword) and master locks are impossible cause theres not enough time.

nevermind since u havnt played the game.... i was talkin about 2 worlds 2 system which i think has a good medium between real skill vs skill requirements
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Antony Holdsworth
 
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Post » Tue Feb 01, 2011 6:38 pm

Well i just disagree. Morrowind, daggerfall, arena, baldur's gate 1+2, Knights of the old republic 1+2, fallout 3, and i think dragon age had restrictions and it's superior IMO.

I want some places/boxes to be off limits to a low level thief, It makes it much mroe exciting to level up no matter what, even if they do make the lockpicking more challenging but still possible at low levels.

EDIT: @maxx0021 I meant Oblivion's lockpicking... i never played two worlds.


See I think morrowinds disguise for inadequate lockpicking was great. But I still think skill level requirements isn't a good idea. Maybe in skyrim because you don't have a use up a major skill it would be better, but to me anybody should be able to try to pick a lock lol. Just a matter of having the ability to do it. Even if you don't have the skill... everyone gets lucky every once in a while.

Besides, lockpicking would probably get ignored for things like skill level requirements just because there's a spell you can use that would probably way easier to obtain rather than training a skill endlessly to open something.

Edit: also, this goes back to the leveling system in TES. in other games you can pump points into the skill... its too hard to find this to unlock over and over to up the skill... maybe if they bring back the lock spell I wouldn't be so against it hahaha
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Mimi BC
 
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Post » Tue Feb 01, 2011 4:34 pm

fallout style in that the view and technique are similar, but leave time alone so there's actually risk in picking a lock(ie time doesn't freeze while picking). and if your crappy and break a lock pick then it should be noisy increasing the chance of being spotted/found. maybe add traps back into locks like they had in morrowind.
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Markie Mark
 
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Post » Tue Feb 01, 2011 11:05 am

Im gonna use the "bullet time" dragon shout and then do the lockpicking. Would be so useful for Oblivion's lockpicking!
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Sunnii Bebiieh
 
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Post » Tue Feb 01, 2011 10:30 pm

I disagree with the whole "Must be level X to open". I hated that so much in Fallout 3/NV. Why do I need to be a high level to just to attempt it? To me, TES seems to put emphasis on practice, actual practice, than a number in a skill set.


Agreed 1000x

In Fallout 1 & 2 you could pick almost any lock at almost any level, and if your skills weren't sufficient you could buy a better set of lockpicks. On top of that you could also blow up wooden doors, so even if you can't pick a lock you can simply blow the door open if you have tnt/plastic explosive. I don't know who came up with the horrible idea of "you must be x skill to pick this lock," moreover I don't know why obsidian didn't correct it for fallout new vegas.

If you have a low skill level it should just be a lot harder to pick a lock in the lockpicking minigame.

I think they should have a system similar to Oblivion, except the game shouldn't pause. You're a thief, one thing about being a thief is you need to be silent and careful, having the game pause while you are lockpicking is no good. On top of that, it'd be nice if you could simply kick down a door or smash a small lock if your strength is high enough to match the lock level; anything from easy to average, you should be able to smash it open if you've got a strong character. I don't think a big hulking hero would just burst into weeping and walk away if there's a small locked chest in front of him, break it open!
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Cartoon
 
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Post » Tue Feb 01, 2011 12:46 pm

Oblivion's Lockpikcing was laaaaame boooring and eaaasy , we need something like Thief , don't you think ? thieves ? :P


I am able to pick a Very Hard lock with my security skill at ten. lol
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Flutterby
 
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Post » Tue Feb 01, 2011 6:54 pm

I disagree with the whole "Must be level X to open". I hated that so much in Fallout 3/NV. Why do I need to be a high level to just to attempt it? To me, TES seems to put emphasis on practice, actual practice, than a number in a skill set.


I agree with this 1000%. (yes more than 100%)
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Chris BEvan
 
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Post » Tue Feb 01, 2011 7:32 pm

Bring back the Morrowind lock pick system! :P But really, something between Fallout and OB that doesn't stop time either. I think that the option to pick a lock shouldn't be gone during a fight, but your enemy shouldn't wait around for you to get done! Make it similar to what we have heard about the dialogue system where the game doesn't break from real time.
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Marina Leigh
 
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Post » Tue Feb 01, 2011 6:19 pm

I enjoyed the lockpicking minigame but I'm open for options. I couldn't really care much less... :shrug:
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Dan Endacott
 
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Post » Tue Feb 01, 2011 10:33 am

Oblivion's Lockpikcing was laaaaame boooring and eaaasy , we need something like Thief , don't you think ? thieves ? :P

Did you try use mods?
Well I can give you some examples of what I use for my better game experience

Blind Lockpicking with Graphical Addition & Modmans Lock Dif
http://tesnexus.com/downloads/file.php?id=3742
SM Security and Lockbash
http://tesnexus.com/downloads/file.php?id=16136
Security Rebalance Traps and Bash Locks v126
http://tesnexus.com/downloads/file.php?id=2152
Lock Bash Omega
http://tesnexus.com/downloads/file.php?id=25040
UluEgo Lockpicking - Reborn of Security Skill
http://tesnexus.com/downloads/file.php?id=36335
Skeleton Key Revised
http://tesnexus.com/downloads/file.php?id=24751
No looting during combat
http://tesnexus.com/downloads/file.php?id=21662
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Danny Blight
 
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Post » Tue Feb 01, 2011 4:33 pm

on my second play through of oblivion the security skill was completely useless because i had no trouble opening the locks with a skill of 5. It's one of those things that even though it's less realistic in some sense it'll make the gameplay better if there is a "Must be level X to open" concept


This. I'm an RPG fan, I want an RPG lockpicking system. I'll resign myself to [censored] minigames since they're basically a must these days, but the nonsense of twitch-gaming player skills overriding all else is unacceptable. The game isn't about whether I can pick a lock, it's about what my character can do. So if it makes "some folks" happy I'll live with the minigame, and live with any chump being able to attempt any lock- but if the character's skill isn't high enough, the lock shouldn't open, period. Don't stop time, and the character must have the skill or the lock doesn't open.

Now someone will come along and yell about how this is a "new school" RPG, and should be a combination of character and player skill- sure, fine, I've outlined a combination. Combination doesn't mean "character skill optional unless player skill overrides it and makes it utterly meaningless," it means both have some effect. Making character skill meaningless or at best completely optional (Oblivion) is not combining the two.
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Kortknee Bell
 
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