PC Would still be nice to have Lockpicking as an Agility skill

Nexian

New member
It would now fit in nicely with the stealth skills and make stealth far more useful (since you won't be hammering down doors). You could also add a couple more unlockables such as locked chests (similar to storage chests) and some locked cars.

The main advantage to unlocking a door is it is quieter and leaves the door intact to close behind you.

The main advantage to unlocking chests & safes and so on is it is quicker and could produce better loot.

Lockpicks take durability damage when used and eventually break (cannot be repaired)

An example of a 5 point skill for Lockpicking:

Level 1 - You can now craft Lockpicks and pick Wooden Doors

Level 2 - You can now unlock Chests and Metal Doors.

Level 3 - You can now unlock Cars. Your lockpicking speed is now increased by 10% per rank in this perk (up to 50%).

Level 4 - You can now unlock Safes. Unlocked items have a higher chance of containing better loot.

Level 5 - You can now unlock all Doors and Containers. Lockpicks lose 50% less durability per use.

 
In another thread, one of the devs mentioned not liking magazines, and his hope that they'll eventually be replaced with books that give a 1-time, non-stacking, permanent perk.

I think lockpicking doors and picking safes could be 2 such books....maybe require a certain level of agility (5 and 7 respectively) for them to actually work.

 
They’ve said before that lockpicking is on the list of planned features. I’d guess that it just didn’t fit into A17.

 
I definitely wouldn't mind seeing it, so I hope they do get it in (in a non-pvp context ofc).

The reason I suggested it for the agility tree was just that doors or any other way to get into a house is usually really noisy, making stealth far less useful.

 
They’ve said before that lockpicking is on the list of planned features. I’d guess that it just didn’t fit into A17.
Wanted, not planned. I'd love it, but I'm not 100% in charge. I was thinking of a lock pick you can craft that you just attack the door with, and your agility based skill multiplies damage to the lock. We need tags in blocks then it would be easy.

 
Ahh, I always assumed it would work like opening with E.

If you don't have enough skill for the type of lock or you are not holding a lockpick, it just plays the lock sound as usual, but if you have the lockpick in hand and the required perk it "ignores" that it's locked and begins opening it.

Once opened it would then also remove the locked state.

That would require separate opening timers (and I'm not sure if that's possible for doors), but that's how I imagined it working in a silent fashion.

 
Wanted, not planned. I'd love it, but I'm not 100% in charge. I was thinking of a lock pick you can craft that you just attack the door with, and your agility based skill multiplies damage to the lock. We need tags in blocks then it would be easy.
Please maks it a mini-game. The way you described it, it’s not worth spending the time making it.

 
I would like it as well, but not really seeing the tie to agility. I see lockpicking as more of a intelligence/perception thing... unless of course, it was more a "lock smashing" thing, in which it could be an agility/strength thing.

Perhaps there could be special perks that only unlock when you combine two or more perks.

 
I tie it to agility in the sense that lockpicking is generally delicate and precise work. Agility isn't just running after all ^^

 
Lockpicking would be a brilliant addition to the stealth side of the game
That's true... it does have a stealth factor as well... but is probably more the result than the cause. Either way you look at, it could still be used in a special perk.

Some perk in stealth, some perk in intelligence, and some other perk in perception.

Agility, by definition, would only make lockpicking faster... but in general it is a thing that requires knowledge, patience, the ability to perceive by touch.

 
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It might be best to associate it with being nimble as well as having mental agility. I realise it's splitting hairs either way, but since the main aim of lockpicking would be doing things more quickly and quietly, it makes more sense to pair it with the stealth skills

 
one big issue with lockpicking is that it would require a rework of their dungeon layouts, their quest system, or both.

Currently, locked doors function as walls in the dungeon layouts. You CAN bash through them, but you end up in a completely different area of the dungeon, often with no idea exactly which way you need to go. This can be disastrous in the "clear zombies" quest, where the compass only shows zombies for a new area you entered.

I once did a tier 4 quest, in the house/museum place that has a glass containment cell for a zombie right near the end...The first time i did it, I got turned around (i didn't realize the flashlights and exterior holes generally indicate your path) and broke some walls and ended up in the elevator shaft...and went down to the bottom and cleared it....except, i never got the vultures or the 1-2 zombies that spawn out on the roof (for god knows what reason)...and because for some reason, the vultures and the zombies were considered separate areas, i didn't get the "golden" compass indicator telling me i had 1 area left....I had to tear the house apart looking for the last couple zombies, all because I didn't follow their path exactly.

Now, that's not an intrinsic problem with lockpicking...its actually a problem with the dungeons and/or the clear zombies quest design...but it is ABSOLUTELY a problem that lockpicking will make substantially worse without a redesign of dungeon layout or that particular quest implementation. And that isn't even considering other potential ramifications of lockpicking on their current setup...

...for example on PvP or even PvE servers where everyone isn't friends, lockpicking using ANY method other than what madmole suggests would open every player to incredibly easy griefing as people hop into their base and pick all their chests open. Only with the "attack the lock" method, could LCB hp multipliers also apply to player locks, and in that case still, it would likely VASTLY reduce the time it takes to rob another player blind.

 
...for example on PvP or even PvE servers where everyone isn't friends, lockpicking using ANY method other than what madmole suggests would open every player to incredibly easy griefing as people hop into their base and pick all their chests open. Only with the "attack the lock" method, could LCB hp multipliers also apply to player locks, and in that case still, it would likely VASTLY reduce the time it takes to rob another player blind.
or make it work only game generated doors. blocks placed by player (doors, chests, vehicles) can not be lockpicked.

 
Wanted, not planned. I'd love it, but I'm not 100% in charge. I was thinking of a lock pick you can craft that you just attack the door with, and your agility based skill multiplies damage to the lock. We need tags in blocks then it would be easy.
Wanted or planned, it’d make a nice addition to the stealth side of the game. I hope that you can figure out a good way to implement it. :)

 
I really hope we get to see this feature. It's gotten to a point in which I don't even bother with safes anymore, cause it's so tedious having to smash them for hours, waiting for the stamina to regen, and waste time only to get low level items or junk.

Much needed feature, imo.

 
I would love this. It could be simplistic at first like how Madmole describes, but later they could develop it into a mini-game like how they do it in Oblivion, Skyrim & Dying Light.

 
I would like it as well, but not really seeing the tie to agility. I see lockpicking as more of a intelligence/perception thing... unless of course, it was more a "lock smashing" thing, in which it could be an agility/strength thing.
Perhaps there could be special perks that only unlock when you combine two or more perks.
Yes you are correct, perception would be the governing attribute. My brain is mush lately need to wind down a tick.

 
one big issue with lockpicking is that it would require a rework of their dungeon layouts, their quest system, or both.
Currently, locked doors function as walls in the dungeon layouts. You CAN bash through them, but you end up in a completely different area of the dungeon, often with no idea exactly which way you need to go. This can be disastrous in the "clear zombies" quest, where the compass only shows zombies for a new area you entered.

I once did a tier 4 quest, in the house/museum place that has a glass containment cell for a zombie right near the end...The first time i did it, I got turned around (i didn't realize the flashlights and exterior holes generally indicate your path) and broke some walls and ended up in the elevator shaft...and went down to the bottom and cleared it....except, i never got the vultures or the 1-2 zombies that spawn out on the roof (for god knows what reason)...and because for some reason, the vultures and the zombies were considered separate areas, i didn't get the "golden" compass indicator telling me i had 1 area left....I had to tear the house apart looking for the last couple zombies, all because I didn't follow their path exactly.

Now, that's not an intrinsic problem with lockpicking...its actually a problem with the dungeons and/or the clear zombies quest design...but it is ABSOLUTELY a problem that lockpicking will make substantially worse without a redesign of dungeon layout or that particular quest implementation. And that isn't even considering other potential ramifications of lockpicking on their current setup...

...for example on PvP or even PvE servers where everyone isn't friends, lockpicking using ANY method other than what madmole suggests would open every player to incredibly easy griefing as people hop into their base and pick all their chests open. Only with the "attack the lock" method, could LCB hp multipliers also apply to player locks, and in that case still, it would likely VASTLY reduce the time it takes to rob another player blind.
Yes for this very reason we haven't introduced lockpicking. There are a lot of design ramifications to it and you can bust everything anyway so its not like Skyrim or Fallout where you are gaining access in a very controlled environment. Unless its needed for pure stealth builds. I do want to make some kind of acid or a certain type of charge that can blow a safe lock though, so a non strength character can get into safes. The fate of lockpicking is still on the table, but theres more than one way to skin the cat.
 
Yes for this very reason we haven't introduced lockpicking. There are a lot of design ramifications to it and you can bust everything anyway so its not like Skyrim or Fallout where you are gaining access in a very controlled environment. Unless its needed for pure stealth builds. I do want to make some kind of acid or a certain type of charge that can blow a safe lock though, so a non strength character can get into safes. The fate of lockpicking is still on the table, but theres more than one way to skin the cat.
Another excellent idea! Your brain works just fine when it's mushy.

 
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