What about Lockpick?

Post » Fri May 13, 2011 7:25 am

i want oblivions lockpick mini game with morrowinds lockpick varieties
User avatar
Yonah
 
Posts: 3462
Joined: Thu Aug 02, 2007 4:42 am

Post » Fri May 13, 2011 12:19 pm

I dislike oblivion's minigame a lot. Its just tedious and you can beat even the most difficult lock with low security skill. The whole security skill feels pointless and once you get your hands into skeleton key (aka the cheat item), the whole skill becomes entirely meningless.

Fallout 3 certainly handled lockpicking better but it wasn't perfect either. the good thing was how it required you to increase your character's skill before trying the more difficult locks.

Morrowind i think had the most balanced and sensible way determine your success. The game would take into account your atributes, skill and equipment to determine whether the locks opens or not. there was a fine balance too between the open spells and the locking skill.
User avatar
carrie roche
 
Posts: 3527
Joined: Mon Jul 17, 2006 7:18 pm

Post » Fri May 13, 2011 8:35 am

Oblivion's lockpicking system was terrible, I could pick ANY lock at level 1 because it's piss easy to do so. The only way I'd like the minigame was if there was a restriction on lockpicking depending on your lockpicking skill (you can't attempt to open hard locks if your security skill was at level 5).

Basically MW + Ob's system put together.


This right herr. :thumbsup:
User avatar
m Gardner
 
Posts: 3510
Joined: Sun Jun 03, 2007 8:08 pm

Post » Fri May 13, 2011 4:32 pm

I have really been thinking about this alot ... I really think they need to do A mix of both ... if you lock < skill it should just open like Morrowind. If Lock is ≥ skill it should be A mini game but in real time. As far as spells it works or dont work. Also they need too make sure their is no skeleton key. ( I did A quest in Oblivion and they reward was the skeleton key, this totaly runied this skill .. It forced your too use the key once you had it .. it never broke and so could just auto pick till it unlock no matter the lvl of the lock )
User avatar
GEo LIme
 
Posts: 3304
Joined: Wed Oct 03, 2007 7:18 pm

Post » Fri May 13, 2011 2:50 pm

Morrowind style was boring. Oblivion's was better but kind of annoying. I like fallout 3's, though it'd have to be changed a bit. The look of the locks, and the screwdriver are a bit too modern. Maybe a pick and probe again?
User avatar
Dj Matty P
 
Posts: 3398
Joined: Sat Jun 09, 2007 12:31 am

Post » Fri May 13, 2011 7:06 am

Oblivion's lockpicking system was terrible, I could pick ANY lock at level 1 because it's piss easy to do so. The only way I'd like the minigame was if there was a restriction on lockpicking depending on your lockpicking skill (you can't attempt to open hard locks if your security skill was at level 5).

Basically MW + Ob's system put together.


No thats dumb.

Why should I have to leave a Chest unopened just because im not a high enough level yet. What are the chances Im going to remeber to go to every spot I missed once I get to a level high enough to unlock them?
User avatar
Cccurly
 
Posts: 3381
Joined: Mon Apr 09, 2007 8:18 pm

Post » Fri May 13, 2011 5:19 am

Morrowind lockpicking svcked. Oblivion's was better, but not that great either. In Oblivion, you could pick the hardest locks and be level 1 if you knew the sound trick. Perhaps more complexity and skill should be involved in Skyrim.
User avatar
lucile davignon
 
Posts: 3375
Joined: Thu Mar 22, 2007 10:40 pm

Post » Fri May 13, 2011 1:09 pm

Voted Morrowind. I usually don't like these little mini-games. They have to be so well done in order for me to feel they are necessary. Morrowind was simple and costly if you didn't have the skills.

Oblivion was super easy. Although I never got the timing down correctly to get the harder locks, the skeleton key sure took care of that little problem.

Fallout 3 was alright. It would be my second pick. It felt a LOT better than oblivions system. Actually, it is almost neck and neck with morrowind, but because morrowind is one of the best games ever, I have to choose morrowind's system :P.
User avatar
Samantha hulme
 
Posts: 3373
Joined: Wed Jun 21, 2006 4:22 pm

Post » Fri May 13, 2011 9:13 am

No thats dumb.

Why should I have to leave a Chest unopened just because im not a high enough level yet. What are the chances Im going to remeber to go to every spot I missed once I get to a level high enough to unlock them?

Because you're playing an RPG, were your skills matter, and you should actually have to "work" for the good in-game loot?
User avatar
Holli Dillon
 
Posts: 3397
Joined: Wed Jun 21, 2006 4:54 am

Post » Fri May 13, 2011 1:51 pm

Use the fallout system but keep it real time so you can actually get caught.
User avatar
Katharine Newton
 
Posts: 3318
Joined: Tue Jun 13, 2006 12:33 pm

Post » Fri May 13, 2011 5:42 am

I liked Fallout 3's the best. It was realistic and most importantly, fun.
User avatar
James Wilson
 
Posts: 3457
Joined: Mon Nov 12, 2007 12:51 pm

Post » Fri May 13, 2011 5:04 am

I just can't tell you how much I disagree with this. I absolutely hate the "you just fought your way through a robot infested factory, now you're near the prize. Too bad you only have 74 lockpick and this is a 75 lockpick door. If only you had a hat."

I want my chance to roll a natural twenty. Why else would I be carrying a hundred bobby pins?

Yes! exactly this is what bothered me the most in Fallout 3. I do not mind a mini-game in real time.
User avatar
JD FROM HELL
 
Posts: 3473
Joined: Thu Aug 24, 2006 1:54 am

Post » Fri May 13, 2011 7:16 am

I'll say one thing. Oblivion's lock picking was a lot more interesting when you covered up the tumblers so you were working on sound only.

Level restrictions, with a little leeway wouldn't bother me. I don't want to be able to succeed with an 80 lock at 20 skill, but succeeding at an 80 lock with 75 skill should be possible, but difficult. And failing at a 75 lock with 80 skill should be possible too.
User avatar
Justin Hankins
 
Posts: 3348
Joined: Fri Oct 26, 2007 12:36 pm

Post » Fri May 13, 2011 3:56 pm

I liked the mini game. Just wish it was real time when picking, much more exciting.
User avatar
Cat
 
Posts: 3451
Joined: Mon Dec 18, 2006 5:10 am

Post » Fri May 13, 2011 9:44 am

I played both Morrowind, Oblivion and Fallout 3. Oblivion's lockpicking system was tedious at best and it the skill felt pointless as you could unlock any lock at level 1 if you were patient enough. Almost the same with Fallout 3. Morrowind was perhaps more realistic as it was based purely on character skill. But it was dull as @#!*% .

I want a minigame that is fun to play, challenging at times but not always. And of course some locks that are so out of my range that I would never be able to lockpick them.

But, I have a hunch that Sneak and Lockpick might be melded together into one skill... just a hunch.


Yeah I really like oblivions lockpicking, but it was really easy. Morrowind, you had a certain amount of tries, and I sort of liked that. I remember trying to get into the morag tong and having to wait a while until I could. I wish they could somehow make a minigame based on skill. The only thing I didnt like about morrowinds was that the skeleton key had a certain number of uses, so I never used it.
User avatar
Terry
 
Posts: 3368
Joined: Mon Jul 09, 2007 1:21 am

Post » Fri May 13, 2011 8:58 am

now, i am a die hard morrowind fan but i think i like oblivions better..... or do I? I'm not sure actually, morrowind actually made you work to get into places but oblivion's was fun but kinda defeated the purpose of using alteration for opening things.
User avatar
Sian Ennis
 
Posts: 3362
Joined: Wed Nov 08, 2006 11:46 am

Post » Fri May 13, 2011 8:57 am

To be honest, I completely forgot how Morrowind's lockpicking was done. Anyone care to refresh my memory? I haven't played Morrowind in probably six years (yes I know, shame on me).

What I will say is that lockpicking in Oblivion and Fallout 3 made having a lockpicking skill pointless, especially if one was good enough to do it manually if they had the timing down.
User avatar
Spencey!
 
Posts: 3221
Joined: Thu Aug 17, 2006 12:18 am

Post » Fri May 13, 2011 1:19 pm

why not daggerfall's lockpicking door smashing?
User avatar
Alister Scott
 
Posts: 3441
Joined: Sun Jul 29, 2007 2:56 am

Post » Fri May 13, 2011 5:24 pm

To be honest, I completely forgot how Morrowind's lockpicking was done. Anyone care to refresh my memory? I haven't played Morrowind in probably six years (yes I know, shame on me).




You equip the lockpick and use it on the door as if it were a weapon. Also probes. I miss being able to do something about traps. Most of the ones in Oblivion you couldn't disarm.
User avatar
NAkeshIa BENNETT
 
Posts: 3519
Joined: Fri Jun 16, 2006 12:23 pm

Post » Fri May 13, 2011 8:10 am

I guess a combination. I generally prefer character skill vs player skill for things like this, but I don't mind if player skill comes in and helps, but I don't want player skill handling the entire issue. I liked how it looked in fallout, so I'd probably mainly have Fo3s system where you needed a skill level to make the attempt but it had a minigame, with an auto attempt button based on character skill like morrowind, and in real time like morrowind as well. Furthermore I'd add in bashing down doors with some doors being too sturdy to bash, and I'd add in doors warded against magic. If security is a separate skill and not folded into a broad skill I'd have that as the only skill that can bypass any lock/door on its own, if it is part of a broad skill I'd have some locks unpickable.
User avatar
Monika
 
Posts: 3469
Joined: Wed Jan 10, 2007 7:50 pm

Post » Fri May 13, 2011 2:17 pm

No thats dumb.

Why should I have to leave a Chest unopened just because im not a high enough level yet. What are the chances Im going to remeber to go to every spot I missed once I get to a level high enough to unlock them?


Because you're playing an RPG. :rolleyes: Talk about 'dumb'.
User avatar
Maria Leon
 
Posts: 3413
Joined: Tue Aug 14, 2007 12:39 am

Post » Fri May 13, 2011 6:01 am

Oblivion's without the Skeleton Key.
User avatar
Ashley Hill
 
Posts: 3516
Joined: Tue Jul 04, 2006 5:27 am

Post » Fri May 13, 2011 12:03 pm

Some posts are very funny

RPG = your character's skills matters , your clicking skill does not

same goes for blocking
User avatar
Ray
 
Posts: 3472
Joined: Tue Aug 07, 2007 10:17 am

Post » Fri May 13, 2011 7:22 pm

I did'nt mind either to be honest,but fallouts & morrowinds were better though....morrowinds just felt like it fitted in with your actual skill level in lock picking.
Thats what i thought anyway.
Playing morrowind again at the moment,then will move to oblivion again.
It's been a while....but i liked in morrowind how chests,doors etc had traps and you used probs to disarm them....i dont remember that in oblivion at all does anyone know if thats the case.
If so,i say bring that back too. :)
User avatar
Chenae Butler
 
Posts: 3485
Joined: Sat Feb 17, 2007 3:54 pm

Post » Fri May 13, 2011 6:35 am

Overall I like Fallout 3's style, but the biggest problem with it was that the skill increases were completely meaningless between 0-24, 26-49, 51-74 and 76-99. It was only 25, 50, 75 and 100 that mattered, because those allowed you to unlock a more difficult lock. So maybe something like that, but with locks with a more varied difficulty level from 0 to 100, instead of 25/50/75/100.

Definitely not Oblivion's system where I could unlock any lock with a skill of 5.
User avatar
Sakura Haruno
 
Posts: 3446
Joined: Sat Aug 26, 2006 7:23 pm

PreviousNext

Return to V - Skyrim