It's garbage because you are forced to basically go through all layers before you can start lockpicking.
It's not hard, it's just tedious and if you simply have one unique part that is possible for two or more layers, but if you don't use it in a specific layer, you have bricked this attempt.
It's just a low IQ shit show that give you the feeling of randomness.
>It's garbage because you are forced to basically go through all layers before you can start lockpicking
I don't think you should be calling anything low iq.
Only locks you need to pre-trial from the bottom up should be master level.
perhaps your brain not so good puzzle thinky stuff. >but it's more likely you just lack patience to learn concepts
it's brainlet because it's faster to brute force it. there's usually only one or two wrong solutions per puzzle so your odds for getting it right first try, without thinking ahead, are very high
>you are forced to basically go through all layers
If you're stupid, maybe. I've picked well over 100 locks and the amount of times I've had to undo because I chose a pick that was meant to be used later can be counted on one hand. Doing one layer at a time rather than all at once works.
It took me about 15 hours for the system to finally CLICK and make sense to me. I didn't realize you had to clear EVERY LAYER to go to the next one, and the game does a horrible job explaining what you're supposed to do. Once I figured it out I became the LOCKPICK MASTER and could easily open most of them, and if you max out Security it makes it slightly easier as the game helps you out by telling you which locks will work with which layer.
It doesn't help that 90% of chests are garbage with terrible loot.
>It doesn't help that 90% of chests are garbage with terrible loot.
I've had a few that were literally empty. Empty safes, empty gun cases. I'm not sure if that is a bug or intended. But it happens.
I haven't played it since the first DLC came out. It's locational hot-or-cold with a rotation, and the problem was that people assumed the on-screen graphic meant anything, right?
Auto-picking shaker machines already exist and have for decades, why the fuck would anyone rely on a purely physical tumbler lock for anything important 300 years from now?
>not a single skirt >not a single pair of shorts >a grand total of 3 apparel items that are so bold as to show shoulders
I don't think "kids" is the right word. More like "ResetEra mods."
having the upgrade that lets you know which keys don't fit speeds this up tremendously. I pretty much just force the biggest key I can without even looking at the other layers. It surprisingly works.
yeah because it takes way more effort but gives more or less the same rewards as fallout 3&4 (extra loot when loot is already plentiful) so why even fucking bother
it was just about the only thing i liked about the game
crazy how a game entirely dedicated to exploration has the worst exploration of any bethesda game
All i asked for was Daggerfall was a ton of variety and assets
that's all you needed to fucking do
instead we get skyrim with no lore and writing, with a space minigame and no exploration.
It starts annoying, gets actually fun to do and interesting, then back to annoying/shit because the sheer amount of lockpicking to do plus the loot isn't tied to what level lock it was
I like the little flashlights for future lockpicks, I really do see those things everywhere
I don't pick anything above novice, since oblivion or so lockpicks don't do anything but get you more loot and maybe skip a fight or two
It's Bethesda's best lockpicking yet. The rewards often seem not worth the time spent after you've done it a few dozen times though. I'd rather they be rarer and more rewarding.
>Open 4 layers door lock >Inside there are 2 locked chests
God, who the fuck thought it was a good idea. Minigame itself isn't bad, but when there are more than 2 layers it's way too time consuming. At least the ones in skyrim didn't take that much time.
I never quite understood oblivions lp system, just forced auto attempt. Supposedly you're meant go by the "sound" of the pick and not the visuals right? Wasn't very intuitive
I liked it but there is way to much lockpicking
never had the same feeling in fallout or skyrim but here Im actually tired of this crap
also harder locks are actually easier to solve since you have multiple solutions while easy 2 layer locks have set solutions so if you picked the wrong one you wasted a pick
I think lockpicking as a minigame is just anti-fun. It halts the pace of the game, and gets old very fast, especially if the rewards arent worth the trouble. A possible solution could be some Ive seen before, where all common containers are unlocked with basic loot, but there may be one or two locked chests in an area you can unlock by clearing all enemies/boss/or finding a key through exploration. These reward the player for actually playing the game, removes skill tree bloat (lockpicking skills) and doesnt interfere with the pace of playing.
the true answer >RPG
purely a character skill check, the player's input was raising the skill in the first place. >lite/no-rpg stealth game
in-depth lockpicking as (You) are the character.
I'd rather being able to skip lockpicking if your level is high enough, but you still need to manually solve higher level ones >level 2 auto unlocks novice, need to play minigame for advanced+ >level 3 auto unlocks novice and advanced, need to play minigame for expert+ >level 4 auto unlocks expert and easier, etc.
I'd like to see different lock types, not just difficulty. So like KCD's alchemy system, the more you complete a brew or in this case a specific lock system, the more easily you could just skip it entirely.
It's definitely an improvement over the old system and you're a retard if you claim otherwise. The 3 level locks are definitely filtering me hard though. Have to save scum for them. I like how digipicks look like lightsabers too. Nice star wars nod even if the game is going for a more realistic sci fi depiction.
I like it but I got bored of it well before the end. Also, go back.
>5 of this thread in as many minutes
It's garbage because you are forced to basically go through all layers before you can start lockpicking.
It's not hard, it's just tedious and if you simply have one unique part that is possible for two or more layers, but if you don't use it in a specific layer, you have bricked this attempt.
It's just a low IQ shit show that give you the feeling of randomness.
Not only Todd filtered zoomer but filtered even brainlets
LOLOLOLOLOL
>It's garbage because you are forced to basically go through all layers before you can start lockpicking
I don't think you should be calling anything low iq.
Only locks you need to pre-trial from the bottom up should be master level.
perhaps your brain not so good puzzle thinky stuff.
>but it's more likely you just lack patience to learn concepts
it's brainlet because it's faster to brute force it. there's usually only one or two wrong solutions per puzzle so your odds for getting it right first try, without thinking ahead, are very high
Anon all 4 cicles are right there, lined up for you.
>you are forced to basically go through all layers
If you're stupid, maybe. I've picked well over 100 locks and the amount of times I've had to undo because I chose a pick that was meant to be used later can be counted on one hand. Doing one layer at a time rather than all at once works.
It's fun but I also haven't gotten to the harder locks yet
It took me about 15 hours for the system to finally CLICK and make sense to me. I didn't realize you had to clear EVERY LAYER to go to the next one, and the game does a horrible job explaining what you're supposed to do. Once I figured it out I became the LOCKPICK MASTER and could easily open most of them, and if you max out Security it makes it slightly easier as the game helps you out by telling you which locks will work with which layer.
It doesn't help that 90% of chests are garbage with terrible loot.
>It doesn't help that 90% of chests are garbage with terrible loot.
I've had a few that were literally empty. Empty safes, empty gun cases. I'm not sure if that is a bug or intended. But it happens.
>spend 20 minutes solving one of these fucking puzzles
>200 credits and 40 ammo for a gun I don't use
Thanks, I guess
Ill tell you which lockpicking minigame is a true filter
huh? You just put the yellow ball in the top then flip the metal circle onto it
Goddammit, I remember buying this on release for the ps4 and being so obliterated by the lockpicking with a controller
I haven't played it since the first DLC came out. It's locational hot-or-cold with a rotation, and the problem was that people assumed the on-screen graphic meant anything, right?
its not good. lockpicking needs traditional locks with good old sound effects. otherwhise its not satisfying
These are space locks with space lockpicking tech, duh. We can't have traditional stuff in space.
Auto-picking shaker machines already exist and have for decades, why the fuck would anyone rely on a purely physical tumbler lock for anything important 300 years from now?
>digipicks
You literally can't make this shit up
this game was made for kids
>this game was made for kids
>not a single skirt
>not a single pair of shorts
>a grand total of 3 apparel items that are so bold as to show shoulders
I don't think "kids" is the right word. More like "ResetEra mods."
kids and adult kids, you know how it is
No, the hype and no gameplay before launch did, retard.
If you haven't installed easy lockpicking mod after 30+ hours of play time you are a dumbass who enjoys wasting your time on pointless minigames.
On the contrary, I fucking love it.
having the upgrade that lets you know which keys don't fit speeds this up tremendously. I pretty much just force the biggest key I can without even looking at the other layers. It surprisingly works.
The first couple of hours yes
After it becomes easy
Jesus fucking christ, I'm not spending 15 minutes on a chest with 300 credits in it
Looking forward to pirating the complete edition in 2026 with all the mods and patches and dlc released
yeah because it takes way more effort but gives more or less the same rewards as fallout 3&4 (extra loot when loot is already plentiful) so why even fucking bother
it was just about the only thing i liked about the game
crazy how a game entirely dedicated to exploration has the worst exploration of any bethesda game
All i asked for was Daggerfall was a ton of variety and assets
that's all you needed to fucking do
instead we get skyrim with no lore and writing, with a space minigame and no exploration.
Its the bell curve
It starts annoying, gets actually fun to do and interesting, then back to annoying/shit because the sheer amount of lockpicking to do plus the loot isn't tied to what level lock it was
They can make it harder or easier. Either way I'm not doing it for a randomly generated loot of 200 credits and 3 ammo of a weapon I dont even use.
I love the game but even I'll admit digipicking fucking sucks. Too much favoritism of autismos.
I wish I could mark the choices on the right as a maybe like you can do squares in picross
Boring time consuming garbage.
>press ~
>click lock
>type unlock
Eat shit.
It's not hard at all, you'd have to be genuinely sub 90iq to not get it.
>you'd have to be genuinely sub 90iq to not get it.
Read the thread and see how many sub 90iqs are right here on Ganker
I seem to remember a similar minigame in that Tron FPS that came out in the 2000s.
eh its not that great but probably the most engaging thin in starfield aside from possibly commandeering ships
Haven't played the game, but I do like the lockpicking system
?feature=shared
I like the little flashlights for future lockpicks, I really do see those things everywhere
I don't pick anything above novice, since oblivion or so lockpicks don't do anything but get you more loot and maybe skip a fight or two
It's Bethesda's best lockpicking yet. The rewards often seem not worth the time spent after you've done it a few dozen times though. I'd rather they be rarer and more rewarding.
did it up til expert, then i modded it out
Hated it at first but then realized it’s as simple as solving the puzzle backwards.
>Open 4 layers door lock
>Inside there are 2 locked chests
God, who the fuck thought it was a good idea. Minigame itself isn't bad, but when there are more than 2 layers it's way too time consuming. At least the ones in skyrim didn't take that much time.
>5 minutes later you find a computer that can unlock the door with no fucking rhyme or reason as to why that particular door has a computer unlock.
Bring back the superior Oblivion lockpicking
I never quite understood oblivions lp system, just forced auto attempt. Supposedly you're meant go by the "sound" of the pick and not the visuals right? Wasn't very intuitive
the tumblers have varying, random speeds they can fall at. You can just keep tapping the same one over and over until you get the slow fall.
It takes too fucking long for how worthless the loot is and you still lose lockpicks even if you don't fuck up.
Such a waste of time.
I liked it but there is way to much lockpicking
never had the same feeling in fallout or skyrim but here Im actually tired of this crap
also harder locks are actually easier to solve since you have multiple solutions while easy 2 layer locks have set solutions so if you picked the wrong one you wasted a pick
I think lockpicking as a minigame is just anti-fun. It halts the pace of the game, and gets old very fast, especially if the rewards arent worth the trouble. A possible solution could be some Ive seen before, where all common containers are unlocked with basic loot, but there may be one or two locked chests in an area you can unlock by clearing all enemies/boss/or finding a key through exploration. These reward the player for actually playing the game, removes skill tree bloat (lockpicking skills) and doesnt interfere with the pace of playing.
the true answer
>RPG
purely a character skill check, the player's input was raising the skill in the first place.
>lite/no-rpg stealth game
in-depth lockpicking as (You) are the character.
I'd rather being able to skip lockpicking if your level is high enough, but you still need to manually solve higher level ones
>level 2 auto unlocks novice, need to play minigame for advanced+
>level 3 auto unlocks novice and advanced, need to play minigame for expert+
>level 4 auto unlocks expert and easier, etc.
I'd like to see different lock types, not just difficulty. So like KCD's alchemy system, the more you complete a brew or in this case a specific lock system, the more easily you could just skip it entirely.
It's definitely an improvement over the old system and you're a retard if you claim otherwise. The 3 level locks are definitely filtering me hard though. Have to save scum for them. I like how digipicks look like lightsabers too. Nice star wars nod even if the game is going for a more realistic sci fi depiction.
The digipicks remind me of hand flashlights more than anything else
>make your lockpicking game an I Ching for beginners mkultra psyop
How it should work:
>People around? Lockpicking minigame that doesnt freeze time.
>nobody around to reasonably catch you? no minigame and -1 pick
It's really fun. SO much better than the old lockpicking mini games.
>first mission in Starfield
>get to locked crate
>activate
>this pops up
wat do
Uninstall Oblivion
Not filtered, but it's tedious. I skip opening a lot of containers because I know the crap inside isn't worth the time.
Can all of you reddit gays go back?