I think that completing some achievements it would be great to unlock some kind of passive, a skeleton key passive reward would be awesome for the unlock treasure chest achievement
Daemons_Bane wrote: »I think that completing some achievements it would be great to unlock some kind of passive, a skeleton key passive reward would be awesome for the unlock treasure chest achievement
Maybe so, but we are not meant to run around with Daedric artefacts, and we already gave the skeleton key to an npc
IDK, Forcing locks is far quicker across all lock types. There's nothing more annoying than sitting there waiting for someone to pick a lock in a dungeon when it could have been forced immediately open.
I'm not against some sort of skeleton key which could replace lockpicks, maybe for the thieves guild full completion memento reward. Or for a thieves guild expansion memento reward. But I have no idea how one can even run out of lockpicks! I hardly ever even break any, and could do weeks with like 10. For the record, I try to always carry 400 and open every chest I see/can.
Think it's time its added into ESO. Could be reward for maxing legerdemain and unlocking 1k chest or even crown store. As a daily chest farmer it becomes a hassle for me to keep multiple stacks of lock picks in my inventory/bank and occasionally run upon a chest and be out completely. Skeleton key would be nice and would help save a few inventory slots. If it's not possible at least make it to where successfully forcing a lock doesn't destroy a lock pick.
This game contains magic, it would be very easy to create a storyline where we get it and eventually return it there.Think it's time its added into ESO. Could be reward for maxing legerdemain and unlocking 1k chest or even crown store. As a daily chest farmer it becomes a hassle for me to keep multiple stacks of lock picks in my inventory/bank and occasionally run upon a chest and be out completely. Skeleton key would be nice and would help save a few inventory slots. If it's not possible at least make it to where successfully forcing a lock doesn't destroy a lock pick.
Sorry. It was in the game; the Clockwork City story. After that, Sotha Sil gave it to Lord Fyr to keep and guard. It won't be found again until the Nerevarine returns and clears out the Corprusarium.
JamieAubrey wrote: »Waits for that guy that has a full inv of lockpicks to enter the chat
Daemons_Bane wrote: »I've yet had to run out of lockpicks.. and I open tons of locks daily.. you can get lockpicks from all most all containers..
I know how to get lock picks but I use much more daily than I care to farm. Lazy? Maybe but I just think it would be a nice/small QoL change that would benefit some and hurt none. I don't really see ppl selling lockpicks so don't think there would be a market that got hurt. Alot of issues in ESO and this doesn't in anyway come close to a big issue but just an idea.
No offense, but if your issue stems from you farming 1,000 chests a day, you are an outlier and no changes are needed. The fact that you do this seems to point towards you already buy tons of lockpicks and are tired of them eating into your profits, but that is how the game is designed. You can only fence X items a day and stuff like that. The game gives normal players, and even players like me that go on treasure chest rampages quite often, more than enough lockpicks from other activities to feed my need.
If you want to sell potions/glyphs for a living, they are not going to up the drop rates on alchemy and enchanting mats, I have to go buy them from other players, its just how it works. You don't get to do anything in this game in a solo bubble.
Daemons_Bane wrote: »Without wanting to sound too mean.. you are literally the only player I have seen having this problem.. it would, imo, be a huge waste of resources to rewrite the story and implement a new mechanic, just for you
Daemons_Bane wrote: »Without wanting to sound too mean.. you are literally the only player I have seen having this problem.. it would, imo, be a huge waste of resources to rewrite the story and implement a new mechanic, just for you
Don't want to sound mean either but apparently you don't get around much. Very few players across all platforms are on the forums so the majority of players don't speak their minds on here. And even again as I've said its not that big of a deal, Skeleton is just one solution to help manage bank/inventory for those that carry multiple stacks of lockpicks. If bait can be stored in craft bag why can't lockpicks? Would it really take all resources and and the entire history of elders to be rewritten for lockpicks to simply be added to craft bag?
Daemons_Bane wrote: »Daemons_Bane wrote: »Without wanting to sound too mean.. you are literally the only player I have seen having this problem.. it would, imo, be a huge waste of resources to rewrite the story and implement a new mechanic, just for you
Don't want to sound mean either but apparently you don't get around much. Very few players across all platforms are on the forums so the majority of players don't speak their minds on here. And even again as I've said its not that big of a deal, Skeleton is just one solution to help manage bank/inventory for those that carry multiple stacks of lockpicks. If bait can be stored in craft bag why can't lockpicks? Would it really take all resources and and the entire history of elders to be rewritten for lockpicks to simply be added to craft bag?
I get around as much as anyone else.. and neither on different forums, discord groups, in-game chats and so on, have I ever heard this mentioned as a problem
There is an easy lore-friendly solution to this: Alteration magic in Oblivion(pretty sure it was alteration anyway) had an open lock spell....so my suggestion is that once you reach a certain level in legerdemain simply add an open lock spell to the skill line...easy, done.
That is not lore friendly at all. The open lock spell and lockpicking skills have been parts of TES since before Oblivion and mastery over one has never given you any access to the other.
Daemons_Bane wrote: »Without wanting to sound too mean.. you are literally the only player I have seen having this problem.. it would, imo, be a huge waste of resources to rewrite the story and implement a new mechanic, just for you
RunForTheHills wrote: »
This game contains magic, it would be very easy to create a storyline where we get it and eventually return it there.Think it's time its added into ESO. Could be reward for maxing legerdemain and unlocking 1k chest or even crown store. As a daily chest farmer it becomes a hassle for me to keep multiple stacks of lock picks in my inventory/bank and occasionally run upon a chest and be out completely. Skeleton key would be nice and would help save a few inventory slots. If it's not possible at least make it to where successfully forcing a lock doesn't destroy a lock pick.
Sorry. It was in the game; the Clockwork City story. After that, Sotha Sil gave it to Lord Fyr to keep and guard. It won't be found again until the Nerevarine returns and clears out the Corprusarium.
PS: I really miss being called nerevarine/being the nerevarine. I'm hoping we one day get to become a nerevarine again somehow, in ESO! Out of all the elder scrolls games, this title(and morrowind zone), will always hold the highest sentimental value to me.
SeaGtGruff wrote: »Yeah, forcing a lock uses up 1 lock pick per attempt. I didn't realize that right away, and was confused the first time I went from having a small stack of them to suddenly being out of picks.
It's more economical to pick the lock, but forcing it usually works the first time-- if you've invested in the appropriate passive ability-- so it's a lot faster, which can be important in certain situations.
If trying to force the lock fails more than once, then yes, it can take longer than just picking the lock because of the cooldown between attempts. But if you succeed on the second attempt, it's usually still faster than picking the lock.
The difficulty of the lock is also a factor in how long it takes to pick the lock. Advanced and master level locks are usually a lot easier for me to pick, because the tumblers are so much more responsive. When the tumblers move more slowly, it's very easy for me to break a pick because I had trouble recognizing when the tumbler had been depressed too far and was starting to exert a lot of resistance. And slower tumblers make it take a little bit longer to pick the lock even if you don't break a pick.
Now that I have a banking assistant, I can summon him so I can withdraw another stack of picks if my on-hand supply runs out suddenly; but before I got the assistant, it was a pain to run out suddenly.
barney2525 wrote: »Im trying to envision this forcing stuff.
So, Forcing a lock is basically shoving a lockpick into the slot, and then driving the pick into the slot with a hammer, thus breaking the pick?
I am not sure why folks are giving @XxCaLxX grief about running out of lockpicks. I run out of them constantly when I am farming chests. I can go through 200 in an evening and this is without forcing even one.
This game contains magic, it would be very easy to create a storyline where we get it and eventually return it there.Think it's time its added into ESO. Could be reward for maxing legerdemain and unlocking 1k chest or even crown store. As a daily chest farmer it becomes a hassle for me to keep multiple stacks of lock picks in my inventory/bank and occasionally run upon a chest and be out completely. Skeleton key would be nice and would help save a few inventory slots. If it's not possible at least make it to where successfully forcing a lock doesn't destroy a lock pick.
Sorry. It was in the game; the Clockwork City story. After that, Sotha Sil gave it to Lord Fyr to keep and guard. It won't be found again until the Nerevarine returns and clears out the Corprusarium.
PS: I really miss being called nerevarine/being the nerevarine. I'm hoping we one day get to become a nerevarine again somehow, in ESO! Out of all the elder scrolls games, this title(and morrowind zone), will always hold the highest sentimental value to me.