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My Forum Post to Get rid of the timer when lockpicking locks to prevent annoyance. [in]

Scott86
Scott86
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At least for chests. Doors would also be acceptable.

From ESOU.
@luchtt — Today at 10:57 AM
get em
  • RexyCat
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    Scott86 wrote: »
    At least for chests. Doors would also be acceptable.

    From ESOU.
    @luchtt — Today at 10:57 AM
    get em

    You know that we have skill that increase chance of just force look open? As for timer, I have for years open chests with putting pins in place and after so many years doing this I can manage most looks in time. Just for this last month after having unlocked that skill where you can force look open a chest I have used that instead and it works for most time to break open chests without break keys.

    Why would anyone want timer removed so late in game and when we have a dedicated skill line for increasing chance for using force open a chest?

    https://en.uesp.net/wiki/Online:Locksmith
  • Necrotech_Master
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    the timer isnt really a bother, can always just upgrade force lock chance and rarely bother actually picking locks lol

    i usually dont always spend the skill pts for force lock and never really have issues picking, even master level chests

    also adding in random peoples discord comments doesnt really help "make your case" especially ones like that
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • I_killed_Vivec
    I_killed_Vivec
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    "to prevent annoyance"?

    The game is all about gaining skills so that things become less annoying!
  • SilverBride
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    The timer is the longest for Simple chests and gets shorter as the chests become more difficult, with Master having the shortest timer. It makes sense that higher quality chests would be more difficult to unlock.
    PCNA
  • TaSheen
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    It really doesn't add to your posts to use that indicator that you're including remarks from others....

    I like beating the timer. It would be silly without one.
    ______________________________________________________

    "But even in books, the heroes make mistakes, and there isn't always a happy ending." Mercedes Lackey, Into the West

    PC NA, PC EU (non steam)- four accounts, many alts....
  • FriedEggSandwich
    FriedEggSandwich
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    Level up your Legerdemain skill line for a 70% chance at success when forcing the lock. I haven't picked a lock for years, I force them all, and then get annoyed by more than one unsuccessful attempt. ZOS make it 100% to prevent annoyance!
    PC | EU
  • kevkj
    kevkj
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    Soon, you will gain the ability to force locks with a pretty decent success rate and you will forget you ever had this problem. [out]
    Edited by kevkj on 16 August 2024 00:14
  • DreamyLu
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    As explained by others before, forcing lock is an activity linked to a specific game content (Legerdemain, Blade of woe, ...). It needs to play this content to reach an easier status. My recommendation would be to open simple and intermediate chests, that are fairly easy after some training, and to force lock only level above, once you have maximum % for that.

    This post is - for me - so typical... Everything should be easy... If you check posts on this forum since quite a while, more than the half is about easing life as far as it gets (account bound instead soul bound, no farming resources, drop rate common for all, change class token to no more level up a char, and so on... the list would be too long).

    There seems to be a general tendency, as if players would like that everything goes fast with a limited amount of efforts. I don't tell it's wrong or bad, each has preferences, but why playing a MMORPG - which basic concept is about building up over time with effort to reach end game stuff - if players are not willing to farm and level up? I don't get it... :|
    I'm out of my mind, feel free to leave a message... PC/NA
  • vsrs_au
    vsrs_au
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    [in] what? Is this a forum abbreviation, or something?
    PC(Steam) / EU / play from Melbourne, Australia / avg ping 390
  • Maitsukas
    Maitsukas
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    vsrs_au wrote: »
    [in] what? Is this a forum abbreviation, or something?

    OP keeps forwarding requests from a Discord server they are in, which is why [in] is included in the posts.
    PC-EU @maitsukas

    Posting the Infinite Archive and Imperial City Weekly Vendor updates.

    Also trying out new Main Quests, Companions, ToT decks, Events and Styles on PTS.
  • opalcity
    opalcity
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    The only way I can see this being a positive thing, is if it could be an optional toggle in accessibility options for players who may physically struggle with the mechanic.
  • AlnilamE
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    The timer (and the cooldown before you can attempt again) is there so that another player can get a chance at picking the lock if you fail.
    The Moot Councillor
  • Elsonso
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    Personally, I think the fail timer should start when the player starts interacting with the lock pins, not immediately when activating the lock.

    There is this nice screen with information and I bet no one looks at it because they are too busy trying to pick the lock. :smile:

    ESO Plus: No
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    X/Twitter: ElsonsoJannus
  • LalMirchi
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    While there is an inestimable chance of this ever being implemented, I would also like to reply to the [in] with an [out], i.e. I don't agree.

    The Legerdemain skill gives one the ability to force locks no matter how skilled one is at manually lock picking.

    For endeavours the easiest solution is to manually unlock simple chests in the starter zones. These simple chests are rather abundant.
  • HedgeHugger
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    Do you get XP for forcing the lock?
    As small as it is, I prefer to get the XP. :)
  • TaSheen
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    Do you get XP for forcing the lock?
    As small as it is, I prefer to get the XP. :)

    I.... have no idea. In all the years I've played, I've never forced a lock. The lockpicking mini-game takes so little time it's not worth forcing locks.
    ______________________________________________________

    "But even in books, the heroes make mistakes, and there isn't always a happy ending." Mercedes Lackey, Into the West

    PC NA, PC EU (non steam)- four accounts, many alts....
  • RexyCat
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    AlnilamE wrote: »
    The timer (and the cooldown before you can attempt again) is there so that another player can get a chance at picking the lock if you fail.

    It is more likely a cooldown so don't chip away every key and then have players complaining that they are out of keys too fast as those breaks from not taking a short break and then try again.

    @Scott86
    As for learning how to set those pins and read on screen indication on screen for how far you can go before pin will start to show trembling and have a sound to warn that if you go too far it will soon break as you get past a line (use pin that have been set in place as a measure for how far next pin will be able to go and release key/mouse to snap it in place).

    I have not had that much issues with using Chest or Doors independent of Simple or Master lock. After some time you more or less will see a pattern for how far each pins should be placed to open that lock.

    Force look is most useful when you are short on time while in Stealth and need to open a Thieves Trove or those more larger chests that are guarded in Cities (often by Craft station or where there is several NPCs around that might see [or detect] you if you try to steal something from those type of chests).
  • 16BitForestCat
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    Do you get XP for forcing the lock?
    As small as it is, I prefer to get the XP. :)

    According to UESP:
    Note that forcing a lock will always break a lockpick, and does not earn you any experience or advancement in the Legerdemain skill line.

    (I thought that was how it worked...but I rarely ever force locks, so didn't want to trust my memory.) [shake it all about]
    —PC/NA, never Steam—
    Getting lost in TESO Tamriel and beyond since Beta 2013!
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  • ZOS_Hadeostry
    Greetings,

    After removing some unnecessary back and forth from this thread, we would like everyone to keep posts on the subject at hand, civil, and constructive.

    If there may be any questions in regards to the rules, please feel free to review them here
    Staff Post
  • Elvenheart
    Elvenheart
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    3djitd7xxb77.jpg


    Maybe this is what the OP would like instead of a timer.
    Edited by Elvenheart on 17 August 2024 05:39
  • Diebesgut
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    Elvenheart wrote: »
    Maybe this is what the OP would like instead of a timer.

    ... NOooooooo 🙀 🙀 🙀



    Khajiit Sicherheitsdienst ~ Überprüfung von Schlössern aller Art ~ Khajiit Security ~ Inspection of any kind of locks
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    Playstation
  • Malyore
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    I still vote that the percent chance to successfully force the lock should increase with each individual pin that you successfully pick. That way there's more incentive to attempt to pick a lock to some degree, rather than just rip it off its hinges or stuff fat khajiit claws into it. Would feel more engaging imo, and I'd argue it's no less realistic than the lock timing you on now long it'll let you tickle it.
  • joshisanonymous
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    It would only make sense to remove the timer if they also made the actual lockpicking much much more difficult, to the point where for the master chests you could potentially give up because you can't figure it out.

    This kinda just sounds like you don't like this activity and want it removed, but as others have said, you can just force open the locks to bypass the minigame.
    Fedrals: PC / NA / EP / NB

  • Ezhh
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    The timer also serves a practical purpose - in the event multiple people try to take a chest it means one person doesn't have infinite time and a guaranteed reward. They instead have a set time in which to pass the (completely reasonable) test or it opens up for someone else to make an attempt.
  • katanagirl1
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    If there was no timer, then there would be no need for different chest difficulties. I think the current system is fine.
    Khajiit Stamblade main
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    PS5 NA
  • zaria
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    TaSheen wrote: »
    Do you get XP for forcing the lock?
    As small as it is, I prefer to get the XP. :)

    I.... have no idea. In all the years I've played, I've never forced a lock. The lockpicking mini-game takes so little time it's not worth forcing locks.
    Never got an real hand on it, tend to fail then redo until it goes to the bottom.
    Might be easier on controller? I always try to force if leveled up that skill.
    Exception is the endeavors lock picking, poor Hears the wind.
    https://forums.elderscrollsonline.com/en/discussion/642331/well-hears-the-wind-will-be-disturbed-a-lot-today
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • Tandor
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    There are only 3 possible fixed positions for the tumblers, and if you take it slowly then you can generally feel when it's the right one, but I usually find it's best to release the tumbler at that point and redo it knowing now when to stop at the right position.

    Whenever this has come up before, it's seemed to be a player's lag that is the cause of the difficulty. If your game is running smoothly then you should quickly get the hang of it - unlike in Starfield where it took me ages to work out what the heck was going on with their locks :wink: !
  • TaSheen
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    I haven't any problem with lockpicking - love to see the tumblers stick!
    ______________________________________________________

    "But even in books, the heroes make mistakes, and there isn't always a happy ending." Mercedes Lackey, Into the West

    PC NA, PC EU (non steam)- four accounts, many alts....
  • DinoZavr
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    in my humble understanding the cooldown timer is intentional to allow other players to overtake the chest if you fail lockpicking
    when i just started playing and was utterly bad in this minigame i often lost the chest to others
    now i got significantly better, though other players noticing someone lockpicking a chest still stand near and spam the Action button.
    - if you fail they overtake
    - if you succeeded and have no autoloot enabled, they get the loot
    - if you run out of bag space, they get the loot you could not grab
    - if you have treasure map duplicate in your inventory, they get the map
    So this minigame is not about manners, but about contention, i guess this was the developers idea to implement this timer.
    PC EU
  • TaSheen
    TaSheen
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    DinoZavr wrote: »
    in my humble understanding the cooldown timer is intentional to allow other players to overtake the chest if you fail lockpicking
    when i just started playing and was utterly bad in this minigame i often lost the chest to others
    now i got significantly better, though other players noticing someone lockpicking a chest still stand near and spam the Action button.
    - if you fail they overtake
    - if you succeeded and have no autoloot enabled, they get the loot
    - if you run out of bag space, they get the loot you could not grab
    - if you have treasure map duplicate in your inventory, they get the map
    So this minigame is not about manners, but about contention, i guess this was the developers idea to implement this timer.

    Pvp by any other name....
    ______________________________________________________

    "But even in books, the heroes make mistakes, and there isn't always a happy ending." Mercedes Lackey, Into the West

    PC NA, PC EU (non steam)- four accounts, many alts....
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