PC Lock Picking Obsolete Fix

Lock-picking mini game - no, no, no, no (no) . For many reasons, not least that if i'm in a zombie apocalypse (real or simulated), then the last thing i want to be doing is faffing about with a "mini game" - i just want to pick open a container to get what's in it, 'cus in 2 seconds a zed could appear and eat my face off; short version - if you have time to play a "mini game" when lockpicking in a zombie apocalypse - you're doing it wrong...

 
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i just want to pick open a container to get what's in it, 'cus in 2 seconds a zed could appear and eat my face off; short version - if you have time to play a "mini game" when lockpicking in a zombie apocalypse - you're doing it wrong...
I fully accept you don't _want_ one, but as time is your essential focus here: you already stare at the lock for 20 secs; you might get a minigame that you can complete in 10 once you get the idea, that would be an improvement, no? ;)

 
No, to me it isn't an improvement.    i should have clarified - if somebody wants a "mini game" then by all means it can be an option in vanilla (no need really when there's mods for that), but still, let anybody have an option to toggle a mini game on and off, but for me, no, i just want to pick a lock if it's there to pick; 

 
The annoying part is not that the picks break, but that you have to wait. If the picks would break immediately instead of having to wait 10 seconds it would be much more bearable. A mini-game at least gives you something to do.


I'd rather the pick didn't break. I don't mind 10 seconds if I can take my hands off the keyboard, stretch my legs and take a drink. I open maybe one or two locks every POI. It isn't all that frequent.

It would be more frequent if doors could be unlocked. I'd especially like to be able to unlock a door in a POI I want to change into a base. I don't mind destroying locks with a pick for things like safes, chests, and ATMs because they're not going to be reused.

The Fallout minigame isn't too bad either.


I was not a fan of the Fallout minigames, specially the hacking minigame.

This whole conversation is a matter of opinions, which makes it hard to come out with some conclusion. Nothing is going to make everyone happy.

 
We're not talking any kind of box, we're talking safes here. Busting it open cost time too, pick your poison. A decent minigame can save time if you have the skills.
i used the word "container" i should have said safe. it's just that a "mini game" for locks is not something i want to do, anybody else can happily do that if they want, i just don't want to see a mini game as the default in vanilla - for me personally

 
The idea that time spent isn't a factor isn't accurate.  If you are in a location where there may be zombies coming, then you should be facing a direction that lets you see them and you can cancel your lockpicking if necessary to avoid being hit.  If you're doing a minigame, even if they don't take the full screen for it like in most games that have it, time will still not stop and your focus will be very much on that minigame, making it far more likely you'll get hit.  If someone doesn't focus too much on it and the minigame doesn't take the full screen, then you might be able to avoid being hit, but even if the minigame takes only 20% of the screen, that's 20% more than the lockpicking takes now.  Easy enough for a zombie to not be seen.  So they aren't the same thing.

Also, if you put points into it, lockpicking can be done in a pretty short amount of time for many locks (some take longer, of course).  The chances that you'll do the minigame faster is pretty low unless you get lucky and pick the right location immediately.  And you also have to consider what "level" of lockpicking you'd see if they added it to this game.  Would we see the beginner level that is very easy to pick quickly?  Or the master level that will break a lockpick if you're 2mm off from the correct location?  My guess is somewhere in the middle, where you have to be very close to the exact location to open it, but still have a small amount of room compared to the master level.  Most people (yes, some are great at this) will take longer on such a minigame than they'll take for most automatic lockpicking that we have now.  It would only be faster for most people if they are breaking a lot of lockpicks.  And even though that can happen like I mentioned previously, it isn't super common.  More often than not, I'll have a lock opened with only 1-2 lockpicks.  Most of the rest of the time, it will take no more than 3-4.  With perks, you can get the time down really far, so that doesn't take much time for the more common locks in the game.  For the containers that take much longer to open, then you have more chance of being faster with a minigame.  Even so, I would hate having a minigame and I'd definitely have it modded out immediately.

I doubt there are any actual stats with a decent number of players that show the percentage of people who like lockpicking minigames versus those who hate them, so all we can do is guess.  I think that more people don't like the minigames than those who do.  If so, then leave the minigames for mods.  If they want to add them as an optional method that can be disabled in the game options, then that would also be fine.  But to me, that's wasted dev time that could be used to get the game finished.  I'd rather not have them spend time on something that I think most people wouldn't like or use.

 
The idea that time spent isn't a factor isn't accurate.  If you are in a location where there may be zombies coming, then you should be facing a direction that lets you see them and you can cancel your lockpicking if necessary to avoid being hit.  If you're doing a minigame, even if they don't take the full screen for it like in most games that have it, time will still not stop and your focus will be very much on that minigame, making it far more likely you'll get hit.  If someone doesn't focus too much on it and the minigame doesn't take the full screen, then you might be able to avoid being hit, but even if the minigame takes only 20% of the screen, that's 20% more than the lockpicking takes now.  Easy enough for a zombie to not be seen.  So they aren't the same thing.

Also, if you put points into it, lockpicking can be done in a pretty short amount of time for many locks (some take longer, of course).  The chances that you'll do the minigame faster is pretty low unless you get lucky and pick the right location immediately.  And you also have to consider what "level" of lockpicking you'd see if they added it to this game.  Would we see the beginner level that is very easy to pick quickly?  Or the master level that will break a lockpick if you're 2mm off from the correct location?  My guess is somewhere in the middle, where you have to be very close to the exact location to open it, but still have a small amount of room compared to the master level.  Most people (yes, some are great at this) will take longer on such a minigame than they'll take for most automatic lockpicking that we have now.  It would only be faster for most people if they are breaking a lot of lockpicks.  And even though that can happen like I mentioned previously, it isn't super common.  More often than not, I'll have a lock opened with only 1-2 lockpicks.  Most of the rest of the time, it will take no more than 3-4.  With perks, you can get the time down really far, so that doesn't take much time for the more common locks in the game.  For the containers that take much longer to open, then you have more chance of being faster with a minigame.  Even so, I would hate having a minigame and I'd definitely have it modded out immediately.

I doubt there are any actual stats with a decent number of players that show the percentage of people who like lockpicking minigames versus those who hate them, so all we can do is guess.  I think that more people don't like the minigames than those who do.  If so, then leave the minigames for mods.  If they want to add them as an optional method that can be disabled in the game options, then that would also be fine.  But to me, that's wasted dev time that could be used to get the game finished.  I'd rather not have them spend time on something that I think most people wouldn't like or use.
Agree with all that; especially since such a minigame is in various overhaul mods already (obviously i haven't looked but i assume there's at least one standalone lockpicking mini game mod out there); i'm just about to try out the Rebirth overhaul mod and i already know from watching JaWoodle play it, that...... there's a damn minigame for lockpicking 🥵, so i will be figuring out to remove it. But not before setting it on fire, then driving over it, stabbing it 37 times with a poisoned knife then dipping it into a pool of piranha's. That's how much i dislike the mini game - for me

edit- in Rebirth i see a "Locks" folder, so i've deleted that before even firing up the Overhaul for the first time :)

Another edit- lockpicking is broken ie error out when you remove the "Locks" folder; not a problem, i'm being lazy as am just doing a quick play in God mode as tonight is Rum night and then TV night

Last edit :) - just found a "Lockpick minigame" toggle option - how happy am i to have an easy way to disable that mindless nonsense :)  

 
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I must be in the minority, but I am fine with the lockpicking as it is currently.  I even spend at least one point into the perk to speed up lockpicking and reduce the odds of it breaking.

Even when I have T3/T4 tools, I am still picking locks.  I play agility so I find the lockpicking to be faster and quieter than slamming a tool against the container until it breaks.

One of the reasons I enjoy playing this game is lack of minigames.

 
The hacking system is not relevant here, I refered ofcourse to the lockpicking.


Sorry for the distraction. I did intend to include the lockpicking in my statement. I don't see Fallout's lockpicking as a game.  I see it as a time sink that keeps my hand on the mouse. Getting in is inevitable; there's no skill involved.

At least with the hacking there's some skill, though if I wanted to play Wordle, I'd just play Wordle.

 
I must be in the minority, but I am fine with the lockpicking as it is currently.  I even spend at least one point into the perk to speed up lockpicking and reduce the odds of it breaking.

Even when I have T3/T4 tools, I am still picking locks.  I play agility so I find the lockpicking to be faster and quieter than slamming a tool against the container until it breaks.

One of the reasons I enjoy playing this game is lack of minigames.
Oh yeah, no issues with the lockpicking.  I'd just rather it work more like the other tools in the game.

 
I must be in the minority, but I am fine with the lockpicking as it is currently.  I even spend at least one point into the perk to speed up lockpicking and reduce the odds of it breaking.

Even when I have T3/T4 tools, I am still picking locks.  I play agility so I find the lockpicking to be faster and quieter than slamming a tool against the container until it breaks.

One of the reasons I enjoy playing this game is lack of minigames.


I like the simplicity of it.  Plus it is infuriating when to like .003 and the picks breaks.  I mean I want to punch the monitor :).

Just wishes it was a bit faster.

 
I must be in the minority, but I am fine with the lockpicking as it is currently. 
I'm not so sure about that "minority" -bit; I'm fine with it myself, and I don't touch it with a long pole :)

If you are in a location where there may be zombies coming, then you should be facing a direction that lets you see them and you can cancel your lockpicking if necessary to avoid being hit.
What settings are you running where zeds are a realistic interruption to your lock picking? I'm opening my safes with a pickaxe and I don't really get interrupted in a way that I have to react to. With or without feral sense - as the zeds will have heard me fighting either way. Just clear the area first.

Of course with a pickaxe, I don't have to interrupt anything, as the box durability doesn't get restored when I do ... so I might just not remember about the rare zeds that could've interrupted :)

 
There may be another potentially simpler alternative. Why not remove the pick scenario completely.

Replace it with a lost key. The key to the poi can be found in random loot container on the poi, or a

random zombie drop around the poi . In the poi, if there is a safe, have it the same way, random loot 

container, or random zombie. Set it to a one off, if it has been opened once have it down grade to an

opened empty safe. This is whether it is opened by regular exploration, or quest exploration. For a car

use the alarm mechanic, kill the spawn, and have the key on one of the mob.

Unless you are in the  high school then you might need your pick axe.😄

The key that drops or is found can  be labeled Blah Blah POI key, or car or poi.

If the key has a small random loot contain, it could be under a bead, or a sofa, or the dining table.

 
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@Dead Smarty A mini fetch quest?

Not exactly, but that can be a direction I guess. I meant more along the lines of since You are the

only person alive in the land except traders, and maybe bandits in the future. Somebody dead has

or had the key. A dead body outside, trying to get home, a soccer mom picking up groceries etc.

Later a bandit could have it as a part of their stash. Especially if you are in the city, everybody has

keys of some sort, or you can possibly find a stash in the lock smith Poi.

When clearing a poi for a trader they could give you a safe key on completion as a reward

 
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I'm not so sure about that "minority" -bit; I'm fine with it myself, and I don't touch it with a long pole :)

What settings are you running where zeds are a realistic interruption to your lock picking? I'm opening my safes with a pickaxe and I don't really get interrupted in a way that I have to react to. With or without feral sense - as the zeds will have heard me fighting either way. Just clear the area first.

Of course with a pickaxe, I don't have to interrupt anything, as the box durability doesn't get restored when I do ... so I might just not remember about the rare zeds that could've interrupted :)
It is not too often because I tend to clear things first, but I've done a quick unlock (at least, I tried to) multiple times when zombies are on their way.  I'll do the same with looting, even if a zombie is not far away.  Of course, looting takes less time, but there's still that timer and some timers are relatively long and I've sometimes had to stop even just trying to open loot to avoid being hit.  Locks take even longer.  And, yeah... if you always do a complete clear of the area before picking a lock, it's not much of a risk.  But I have been surprised by zombies before when opening locks when I thought everything was clear.  Usually when something off the street comes in when I'm on the ground level.  Breaking it open when perked well takes so little time that it's not really a risk.  But when picking a lock can take a bit, that's different.

 
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I'll do the same with looting, even if a zombie is not far away.  Of course, looting takes less time, but there's still that timer and some timers are relatively long and I've sometimes had to stop even just trying to open loot to avoid being hit. 
I do on occasion loot up something while waiting for stamina, but then I'm acutely aware of the threat. For the general lockpicking case, I think we agree the cases where one gets interrupted are probably not even 1 in a 100, even if not that focused on the clearing? I can't say I'd design for that use case - beyond "it's not completely unplayable if it happens" (as in "you can interrupt the minigame", whether it's the current "click again when it failed" or another with "click twice when failed" .. :) ).

 
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