PC The relevance of lockpicks

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.
Something akin to this mod for Payday 2 would be way better, though assumedly you'd have the pick break if you missed a gate. Lockpicking skill could reduce the number of gates + give you a chance the lockpick doesn't break.

https://streamable.com/bryhcl

 
Lockpicking, for me at least, is just broken and infuriating. I'd rather whack away with a stone axe until I break it then break 20+ lockpicks at 0.4 sec to go.

 
I don't like the fact that if the lockpick breaks below 4 seconds, no matter what it resets to 4 seconds with each subsequent lockpick used until you finally open it or you just run out. 

Other than this I don't mind it too much. Would be better to have sort of minigame or something instead of the randomness. 

 
Ultimately is I like a lot of new features in principle, but I ignore them in favor of inventory space. By the time I have a bandages, sewing kit, splint, lockpick, 2-3 types of candy, I could carry that or 2k worth of stuff to sell. (Vendor stuff usually gets dedicated to last). I only started using lockpicks in my last game when I had 200k in savings and 12 level 6 solar panels. 

 
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