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Housing Item Suggestion: Lockpicking Practice Chests

NBrookus
NBrookus
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Leveling up legerdemain is a boring grind involving a couple of weeks of stealing and laundering. Lockpicking also levels it. Being able level your legerdemain on a practice chest would still require effort and time spent, but without the artificial restriction of daily laundering/fencing limits. Like DPS practice dummies, this would be an easy way to add functional value to housing.

It would also have RP value for players and guilds full of dirty criminals -- I mean, players devoted to relieving people of useless extra possessions. Of course a guild focused on thieving would want a training room! (They'd probably like a pick-pocket dummy, too.)
  • STEVIL
    STEVIL
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    NBrookus wrote: »
    Leveling up legerdemain is a boring grind involving a couple of weeks of stealing and laundering. Lockpicking also levels it. Being able level your legerdemain on a practice chest would still require effort and time spent, but without the artificial restriction of daily laundering/fencing limits. Like DPS practice dummies, this would be an easy way to add functional value to housing.

    It would also have RP value for players and guilds full of dirty criminals -- I mean, players devoted to relieving people of useless extra possessions. Of course a guild focused on thieving would want a training room! (They'd probably like a pick-pocket dummy, too.)

    While i am not normally against more functions for housing, what you are proposing here is a skill rank generator.

    Arguably this could be viewed as mo more of an issue than say your own provisioning fire or alchemy stand - both allow you generate skill advancement in your own home, but that is where the difference begins.

    those stations require you to burn mats you got elsewhere, while lockpicks are easy to buy/find. meanwhile legerd requires finding stuff to steal or chests/boxes to pop then respawn etc and as you say fencing restrictions.

    So, without a daily limit of its own or a noticeable respawn rate, i would say no to this idea.

    In general, i am in favor of adding "production" sources to housing: figure each "production" furnishing sets up a harvestable node that allows you to daily gather stuff. I liken it to the housing analog to hirelings, using up furnishing slots and crafting and certainly writ vouchers to get but allowing a regular daily supply you can harvest. IMO a daily thieves trove or chest (not fully loaded of course) should be possible as well. heck, the troves and chests could be "attunable" to a region or zone. off the top of my head, assume they provide the same drops as regular chests but only one item of the haul that normally comes out - so a chance at the local random set piece but also a chance at lock picks. more difficult chest, higher WV cost, etc... once a day blah blah.

    but unlimited sit and skill-up is not a thing i am instantly on board with.
    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • Lavennin
    Lavennin
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    I don't want that as it can be a problem itself...

    But I want a chest that can hold 1-5 items and be locked. And when your friends visit your home they can try to pick the lock and get the loot (gifts).

    I want to have more interactions with visitors. Edible food, pickable locks, etc...would all encourage people to visit my awesome house.

    (Imagine the awesomeness if we can have guards, patrols, etc...so we can turn our houses into mini dungeons. But it's asking too much. )
    Edited by Lavennin on June 17, 2017 8:45PM
  • NBrookus
    NBrookus
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    It only takes real money to instantly skill up riding lessons.
    It takes 20 minutes, tops, to level alchemy and provisioning each, that mats of which are also readily available and even free to pick up.

    I don't see a difference.
  • phaneub17_ESO
    phaneub17_ESO
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    There's enough chests in the outlay world for you to practice your lockpicks, most of which are nowhere near dangerous enemies you just need to know where they are.
  • STEVIL
    STEVIL
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    NBrookus wrote: »
    It only takes real money to instantly skill up riding lessons.
    It takes 20 minutes, tops, to level alchemy and provisioning each, that mats of which are also readily available and even free to pick up.

    I don't see a difference.

    Horse traits are not skill lines in any sense close to being a valid comparison.

    as i ststed, this seems unrestricted to be not comparable to the consumable craft leveling.

    If you really truly do not see any difference, then we will just have to disagree because that makes you position even less convincing.

    Good luck.
    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • Iarao
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    i found a simulator online one time. maybe it is still up.
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