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Advanced Lockpicking Concept/Suggestion

  • Heishi
    Heishi
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    Gidorick wrote: »
    those ideas sounds more stat based than skill based @Heishi. I would agree that just outright bashing should be based on stats IF lockpicking was also. I already have the Awl and Hammer suggested, which bypasses the skill portion of the lockpicking.... if there is a separate stat based bash mechanic it should also have an associated minigame. Same for Magical unlocking. There needs to be parity between the systems as well as a synnergistic component.

    So it would be possible for one player to use all three skills to:
    -remove trap with magic
    -attempt a lockpicking and seize the lock
    -bash lock open

    OR a player could specialize and use magical, lockpicking, or bashing skills exclusivity!

    I think I'll work up some ideas and update the OP. These are some good ideas!

    You are correct, my suggested idea was intended as stat based for bash and magic. The implication was to use a system already well established in many games like the rest of the TES games, D&D, VtM, Dragon Age (via mods), Neverwinter Nights (technically D&D rules), Baldur's Gate (I think also D&D rules), and so on.

    TES games for the most part have not had a bash option, so you were limited to picking the lock or using alteration magic. For some reason they decided in ESO to abolish Alteration (among many other things).

    I do like the idea of having a mini game for each method though. I would be happy with that or stat based. Leger already provides passive stats to increase the chance of forcing a lock, so I figured stat based would be the easier option with a better chance of being introduced.

    I also like the idea of the Awl and Hammer in the crown store. If it were a crown store item, I would like to see it with 100% chance of forcing the lock but with charges like weapon enchants to simulate the awl dulling over time. Maybe have the 100% degrade as the charge degrades, like armor's protection with wear.

    I'm on board with the idea of bringing back traps and probes too.

    The two-stage lock I don't think will work out, but were they to introduce the open lock magicka skill, they could introduce magical locks.

    OH, maybe as an Idea:

    Rusted locks require Bash
    Magical locks require Open Lock

    Then rusted and magical locks couldn't be probed for traps, you'd just have to take a chance, but probes would get used on standard locks making them safer to open as a way to sort of balance it out.
    And so did many brave men, women, and beast fall to the end of Beta, never to be heard from again. All that is left, is whispers of the adventures they had.
  • ShadowMage
    ShadowMage
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    I would absolutely love to see these ideas implemented. Anything that adds more immersion and interactivity is always a good thing. Just a couple things to note:
    Gidorick wrote: »
    Seizing Locks
    Currently, when a player fails picking a lockpick they have the option to try again. This concept adds the chance of the pins seizing and the lock not being able to be picked again by that player. This could also happen if a lockpick is broken, but at a much lesser percent chance.

    Much like the 4 levels of difficulty, and the pin stability, a lock’s chance of seizing could also be broken up into 4 categories.
    • Pristine: This lock will never seize
    • Tarnished: This lock has a low chance of seizing
    • Dirty: This lock has a moderate chance of seizing
    • Rusted: This lock has a high chance of seizing
    As long as it still allows the lock to be opened using other methods (breaking the lock or using magic), or perhaps requiring a special item to "un-seize" the lock.
    Gidorick wrote: »
    One additional lockpick style,The Skeleton Key, should only be able to be obtained through the highest levels of the Theives Guild (once that surfaces) through a specific mission. The Skeleton Key should have a 100% chance to open any non-booby-trapped lock immediately. If the Skeleton Key is used on a lock with a trap it will set off the trap and unlock the lock. The Skeleton Key should have a limited number of uses before it breaks, but should be a high number of uses (50 or so). They should be hard to get, unsellable, and easy to use.
    I disagree here. I don't think something like the Skeleton Key should ever be available in an MMO. I can see it being easily abused to farm high level chests and such. If it is made available, it should be very hard to come by and have a very limited number of uses (no more than 5 or so), and as you said, not sellable/tradeable to other players or even to alts.
    PC / NA
    Thenathra - Khajiit Stormblade (Sorcerer - Dual-wield Swords/Lightning Staff)

    Several alts I've created, but haven't leveled much yet:
    Norryne - Dunmer Paladin (Templar - Two-hand Hammer/One-hand Hammer & Shield)
    Demerwei - Argonian Shadowscale (Nightblade - Dual-wield Axes/Dual-wield Daggers)
    Gohrnag - Orc Elementalist (Dragon Knight - Frost Staff/Lightning Staff)
    Kerasha - Redguard Mystic (Templar - Flame Staff/Restoration Staff)
    Alawael - Bosmer Assassin (Nightblade - Bow/Two-hand Battleaxe)
    Hjerlm the Quiet - Nord Dragonguard (Dragon Knight - One-hand Sword & Shield/Two-hand Greatsword)
  • Dahveed
    Dahveed
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    I'm not gonna lie to you, I skimmed through most of that, just reading the titles mostly :)

    However I applaud your effort, you put a lot of thought into your ideas. The best one by far is adding traps to locks and such. Hell adding SOMETHING to chests to either enhance the difficulty, rarity or FUN of finding them.

    I've posted about this already and I find them an absolute bore. It's almost tedious to dismount when I find one.
  • Fleshreaper
    Fleshreaper
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    Most of this wouldn't work with the Justice System, it would just take too long and it would lead to almost always being caught.

    2nd. You want to make lock picking harder (make the mini-game more challenging) only to put something in game that would completely by pass the very changes you want????????

    With that being said. Well thought out post. I just disagree. If it were up to me and it isn't! I would put gold and white items in simple chests, gold and green items in intermediate, gold and blue items in advanced, and gold and purple items in master chests. And by gold I mean coins not gold gear.
  • arena25
    arena25
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    Interesting thread...my scribe found this thread, and after I saw it, I decided to reply myself.

    First off, I would accept the Skeleton Key idea, but one change: Allow it to be sellable, but at a ridiculously high price (think Imperial Motif, which was worth 50,000+ gold last I checked). Also, it should be craftable, but it would be extremely difficult.

    I also really wish some locks came with traps. It would really fit well with the Justice System, especially once Enforcers come into play.

    Finally, I think the resetting pins thing would make some locks impossible. Adding a second layer with a reset of timer would be good, though.

    I think some ideas could use a little work, but on the whole I like your idea. Not certain if ZeniMax would implement it, but personally, I give the idea a 9/10...still could use a little work so that new players can get the hang of it, but on the whole a very good idea and implementable.
    If you can't handle the heat...stay out of the kitchen!
  • Gidorick
    Gidorick
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    @shadowmage016b14_ESO you don't like the idea of failing so badly you just can't get the treasure? Lol. Yea, you're right, the treasure should be obtainable somehow. The Hammer and Awl would be a way. Someone at one point suggested the possibility of bashing open treasure chests which would result in a lessened value of the treasure. I thought that was an interesting idea.

    Also, you're right. The skeleton key should be like 5 or 10 uses... I don't know what I was thinking when I said 50! doh.
    What ESO really needs is an Auction Horse.
    That's right... Horse.
    Click HERE to discuss.

    Want more crazy ideas? Check out my Concept Repository!
  • ZOS_MandiParker
    ZOS_MandiParker
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    This is a very well-considered post! We are definitely working on some changes to lockpicking down the road, especially as it relates to future content. :)
    Mandi Parker
    Systems Designer
    Staff Post
  • onlinegamer1
    onlinegamer1
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    Feedback on your ideas:

    - With current chests as they are in-game: Horrible ideas.
    - If chests were actually made worthwhile: Great ideas!
  • Gidorick
    Gidorick
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    Well @onlinegamer1. Chest rewards could be increased depending on the difficulty of the lock. Not every lock has to be a multi-stage reseting rusted lock. Some could be exactly as they are now.

    This concept was a sister concept to my Player Driven Treasure Hunting concept.
    http://forums.elderscrollsonline.com/en/discussion/150629/player-driven-treasure-hunting-concept
    What ESO really needs is an Auction Horse.
    That's right... Horse.
    Click HERE to discuss.

    Want more crazy ideas? Check out my Concept Repository!
  • onlinegamer1
    onlinegamer1
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    Gidorick wrote: »
    Well @onlinegamer1. Chest rewards could be increased depending on the difficulty of the lock. Not every lock has to be a multi-stage reseting rusted lock. Some could be exactly as they are now.

    This concept was a sister concept to my Player Driven Treasure Hunting concept.
    http://forums.elderscrollsonline.com/en/discussion/150629/player-driven-treasure-hunting-concept

    Yeah, I just meant that this MUST include a change to chest contents, or else its just a really !@#$%^*& annoying change to otherwise useless chests.
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