PC The relevance of lockpicks

Perfectly said. I have yet to eat one single piece of candy. I just sell mine to the traitors as soon as I find them. 

Same with the steroid injection....have no use for it.
Since you can't find candy, only buy it from vending machines that statement is true for all players. I too sell all candy I find, but keep the candy I buy. 😄

 
I think being able to pick locked doors would be enough to make lockpicks worth carrying around (though uh, the skill for them is still awful because you can have it max level and still dump 15 lockpicks on one safe)
Yeah, it's definitely weird. One point, one lockpick. The surprise. Days later, many points. Many lockpicks. The surprise.
I think the doors is a good idea too. However, this means they will need to update doors for multiplayer... and they will be forced to either define some separation between pvp and pve, or ignore that and get all the complaints coming in. On top of that, the impression I get is that nobody on the team really wants to deal with multiplayer... which I understand. It really is a pain in any game.

 
I think the doors is a good idea too. However, this means they will need to update doors for multiplayer... and they will be forced to either define some separation between pvp and pve, or ignore that and get all the complaints coming in. On top of that, the impression I get is that nobody on the team really wants to deal with multiplayer... which I understand. It really is a pain in any game.
Yeah I wasn't even considering PvP in this instance, I was pretty much purely referring to POI doors. I think it'd be pretty simple to handle, just make it so the "Secure Doors" players can place down can't be lockpicked, though it would be rather arbitrary.

 
Yeah I wasn't even considering PvP in this instance, I was pretty much purely referring to POI doors. I think it'd be pretty simple to handle, just make it so the "Secure Doors" players can place down can't be lockpicked, though it would be rather arbitrary.
A setting I guess would be cool, to either allow it or not. I can see server owners wanting it either way. The pvp server owners who prefer the realism would want any door lockpickable. Other pvp server owners might think it's too easy to get into a base then. PVE wouldn't want it at all. Just preventing it for all player placed doors would be ok, maybe not the best for some people, but if they had to throw it in, doing it that way should be good enough for now.
I wonder what they would do for vault doors/hatches though. That's not really something you would open with a lockpick.

 
I think lockpicks and the according candy are fine. The real problem is that both becomes completely useless as soon as you have a top level Auger. In my opinion the Auger should do 1000 % less damage to safes compared to now (= make it useless for that purpose).

 
I think lockpicks and the according candy are fine. The real problem is that both becomes completely useless as soon as you have a top level Auger. In my opinion the Auger should do 1000 % less damage to safes compared to now (= make it useless for that purpose).
Yeah, that's true also. Typically an auger would be horrible on steel. You would do a lot of damage to your bit and the steel would just look like a hammered mess.

 
But that isn't to say the drink mechanics are perfect as they are. Personally I would like to see some form of water filtration workstations along with all environmental water sources being 'infected'. A basic filtration unit would just filter/cook the water and be easy to make early game. An upgraded version would make teas without needing RNG recipes. A final version would produce pure mineral water. It would give the player more agency over their survival and more things to do.
I agree.  I think it would be interesting if there were a few different water types. Lake water could be different types (like murky, or oily, radiated, etc.). Toilet water could just murky. All the different water types could have different bad effects in you, Etc. The dilemma I see is the snow.  You’d have to taint it with something so it’s not a huge source of clean water.  Personally I think the snow biome should be “dirty snow” and not so white. Maybe you’d have to trek up the tallest mountain to get white snow. Anyways, YES to a water filtration station/recipes/etc and making drinking anything that’s not going to have a negative effect harder to get/find. I love the added “medical issues” that were added in a19 and I think food/water sources should have a lot more “bad buffs” attached to them that need specific cures. Or even, drink the black/brown/untreated water and you just die.  Maybe add some mineral

oil (or.... “diet sham?”) to force yourself to throw up in order to live :)

anyway, for lockpicks , I think if you have a “real” lock pick you should be able to use it to open things without breaking. And the lock pick loses its quality over time, like a weapon.  There should be “fake lock picks” like Bobby pins or just “thin bent metal lock pick” that can break.  “Real” lockpicks have to be found, “fake” ones have to be crafted. 
 

additionally: there’s a mod that randomly locks any container.  While I think this is cool and have played it, it felt a little too heavy handed when things like cabinets were locked.   But a lot of things felt “right” like car trunks.  I think if more things were locked that required picking/picking skill/picking tools it would feel better than just now where it’s “this very valuable loot container”

 
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I think lockpicks and the according candy are fine. The real problem is that both becomes completely useless as soon as you have a top level Auger. In my opinion the Auger should do 1000 % less damage to safes compared to now (= make it useless for that purpose).
They seem to prefer the way to give us more ways how to achieve something and I'm fine with it.

 
I think lockpicks have utility at times, but I foresee them being a mostly MP PVP usable item, if they get a buff.

Currently I mostly use them to break into Trader safes if they are in reach.

In the future I think they should be usable on anything with a lock: Chests, doors, crates etc.

Imagine breaking into a player compound on PVP MP and looting their stuff or sabotaging their 7th day fort from inside to destroy them on the blood moon.

It would be easier than trying to break stuff with their claim block active.

 
They seem to prefer the way to give us more ways how to achieve something and I'm fine with it.
Nothing wrong with different ways of achieving something, like using either lockpicks or the candy. But when there is an option that is ten times superior to anything else you don't really have a choice anymore unless you prefer to play "stupid" for the sake of making the game artificially more difficult.

With the exception of those big green locked chests my auger opens any other safe faster than my lockpicks (not skilled at all). Moreover, using the auger is way less annoying than breaking lockpick after lockpick. And last but not least I carry my auger with me anyway, therefore I can safe one slot in my backpack if I go without lockpicks. Whenever there is an imbalanced scenario like that it is the developers' turn to fix that so that the players really have some equal options to choose from.

 
Rarely use picks anymore. Just pickaxe, sledge, auger my way into safes. Breaching ammo if you are using Shotguns is also a viable method but really pickaxe and auger are best because you're probably carrying those anyways.

 
I think the lockpicks are just fine. But then I also don't believe in using magic candy pills to get temp boost so never use them.
I fully agree: the lockpicks do have their place and are fine in quantity and function.

The candies perfectly suit a Super Mario/ My little Pony scenario but I am taking the apocalypse a bit more seriously ;)

 
I think lockpicks and the according candy are fine. The real problem is that both becomes completely useless as soon as you have a top level Auger. In my opinion the Auger should do 1000 % less damage to safes compared to now (= make it useless for that purpose).
Sure, let's make the game even more frustrating.

Sorry, but if I've played enough that I have a top level auger I want to be able to break those safes open. It's already bad enough that augers were nerfed and now they're much worse than what they used to be, why make a top tier item even worse? If you have lockpicks and candy, it's much faster and better than wasting fuel and auger durability on a safe anyways.

 
What I find a bit funny is lockpicking some of the traders their gun safes and then sell the loot back to them. 
Anyway, if TFP find out there is too much of something they will probably tone it down / finetune it.
 

 
It's already bad enough that augers were nerfed and now they're much worse than what they used to be, why make a top tier item even worse? If you have lockpicks and candy, it's much faster and better than wasting fuel and auger durability on a safe anyways.
I've found that I don't even bother accruing motor tool parts anymore, the Steel tools do the job plenty well enough and I need the gas for vehicles. The Auger is useful for digging a lot of softer blocks fast but that's about it IMO.

Also I'm a fan of the lockpicking candy but that's purely because the lockpick skill itself is useless and lockpicks are fully RNG nonsense.

 
Also I'm a fan of the lockpicking candy but that's purely because the lockpick skill itself is useless and lockpicks are fully RNG nonsense.
Yeah, I agree. I remember when madmole talked about the lockpicking mechanic for the first time. They said it was gonna be this fun circle with spinning arrow minigame where players would need to click at the right time in order to open safes and stuff, and that maybe one day they would use that minigame for deactivating mines as well.

Instead we got this gimmick that looks more like a placeholder. You just click, wait for the timer to run out, and lose 20 lockpicks because haha random chance. I don't really understand why they dropped their original idea for lockpicking.

 
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