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Lockpicking broken?

  • Enodoc
    Enodoc
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    I'm getting this too, and I thought it was going to be an issue with my FPS/latency. But if lots of people are seeing it, I guess it's not. It essentially feels like the lockpick is lagging, as it is stuttery, and much less smooth than on Live.
    UESP: The Unofficial Elder Scrolls Pages - A collaborative source for all knowledge on the Elder Scrolls series since 1995
    Join us on Discord - discord.gg/uesp
  • kaithuzar
    kaithuzar
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    Well one thing I noticed is the mouse sensitivty is different in live vs pts in the user settings text file. It may be worth a try to change the values on your pts version to whatever your live version is set to & see if that helps. I don't know anyone who streams or has put up a video like they requested.

    Live:
    SET MouseSensitivityFirstPerson "0.50000000"
    SET MouseSensitivityThirdPerson "0.86000001"

    PTS:
    SET MouseSensitivityFirstPerson "1.00000000"
    SET MouseSensitivityThirdPerson "1.00000000"
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  • Icy
    Icy
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    So, we took a look and nothing should be different with lockpicking (aside from one bug involving broken lock picks). Any chance you guys who are seeing the issue could take a video or livestream for us? Not sure if the issue will translate well, but it's worth a shot.

    FINALLY made a video! It's a little hard to tell, but you'll see the horizontal movement just seems to jump from one location to the other, without being able to slide slowly over the tumblers.

    The vertical movement is much jerkier than usual; it's like the animation doesn't move down over every pixel, but jumps some, making it appear to stutter.

    The friend I was grouped with also had this (admittedly) minor issue.

    https://youtu.be/CQiatW7W0AQ

    Hope this helps!
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  • Fissh
    Fissh
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    The question: Is it a bug OR just lag?
    <X-Raided>
  • kaithuzar
    kaithuzar
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    Fissh wrote: »
    The question: Is it a bug OR just lag?

    Personally I think it's a rather obscure bug.
    It's easily duplicated & proven under lag free situations. It's also easily comparable to live as being much different feeling.
    Member of:
    Fantasia - osh kosh b-josh
    Just Chill - Crown's house
    GoldCloaks - Durruthy test server penga
    Small Meme Guild - Mano's house

    Former member of:
    Legend - Siffer fan boy club
    TKO (tamriel knight's order) - free bks
    Deviance - Leonard's senche tiger
    Purple - hamNchz is my hero
    Eight Divines - myrlifax stop playing final fantasy
    WKB (we kill bosses) - turd where you go?
    Arcance Council - Klytz Kommander
    World Boss - Mike & Chewy gone EP
    M12 (majestic twelve) - cult of the loli zerg
  • Swarog
    Swarog
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    Same issue some times on live too.
    $ Welcome to the new trade guild The Wolves. Our trader located in Wayrest. Join us! Send me mail or /tell to @swarog.
  • Enodoc
    Enodoc
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    Icy wrote: »
    So, we took a look and nothing should be different with lockpicking (aside from one bug involving broken lock picks). Any chance you guys who are seeing the issue could take a video or livestream for us? Not sure if the issue will translate well, but it's worth a shot.

    FINALLY made a video! It's a little hard to tell, but you'll see the horizontal movement just seems to jump from one location to the other, without being able to slide slowly over the tumblers.

    The vertical movement is much jerkier than usual; it's like the animation doesn't move down over every pixel, but jumps some, making it appear to stutter.

    The friend I was grouped with also had this (admittedly) minor issue.

    https://youtu.be/CQiatW7W0AQ

    Hope this helps!
    @Icy Good job, that shows the issue very clearly. @ZOS_GinaBruno hopefully this video will go some way towards identifying the cause of the issue.
    UESP: The Unofficial Elder Scrolls Pages - A collaborative source for all knowledge on the Elder Scrolls series since 1995
    Join us on Discord - discord.gg/uesp
  • Rev Rielle
    Rev Rielle
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    The vertical movement - as seen in the video - is also replicated sometimes on Live when you're pick a lock on a chest and it's surrounded/near fire or some other heavy/dynamic animation, which then appears magnified in the lock-picking screen. I'm guessing the blue aura around the chests may be affecting in a similar way. I've always assumed the jerkiness is due to a fps drop or the like that only occurs in the lock-picking screen.
    If you can be anything, be kind.
  • Icy
    Icy
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    @Enodoc TY ^_^
    _____________________________________________________________________________________________________
    Greetings, Outlanders from -Icy (@IcyIC)
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    ESO Stream Team (not ZOS_Icy on the forums)
    _____________________________________________________________________________________________________
  • ericprydz82ub17_ESO
    FPS drop is a major cause for the issue many of you are talking about. When you come up to your next chest and there isn't anyone around, try it on your normal settings without finishing the entire process to open it and then try it with the next jump down in settings.

    I have been telling my friends about the FPS drop related difficulty of opening chests for some time now on live and we have all concluded that different lighting and other heavy particle animation effects severely affect the lock picking mini-game.
    -Pryda - Ebonheart Pact XB1 NA
    World first HelRa Hardmode player.
    GT: Bootleg Mix
  • Shadowshire
    Shadowshire
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    Frankly, I don't get it. What I see and hear while attempting to pick a lock is very little like that shown in the video posted on this thread by Icy.

    First of all, there is no identifiable goal to the game, i.e., what position must each of the pins be in before the lock will open? Must each and every one be pushed down until all of it is in the slot and it remains there? If any one or more can be left partially inserted, then how does the player know that a pin has been moved far enough?

    The movement of the pin down the slot is seldom smooth. The "resistance" of the spring beneath it makes it shake. With each passing second, the pin descends more slowly while the player holds the LMB down. Apparently there's nothing the player can do to change the speed. And there's nothing which signals that the pin will be fully inserted if the player releases the LMB.

    There is no identifiable pattern to the noises that occur while pushing the pin, except one which seems to be a warning that the pick is about to break. I've never been able to respond quickly enough to stop the break from occurring, of course. So that seems to be a vicious little jab at the player from the game designer.

    When I release the LMB, the pin either returns to its initial position, or, occasionally, slides down completely into the slot. It rarely remains partially inserted into the slot.

    Regardless, the time almost always expires before I can press each pin with the pick, and when a pick breaks, it's game over.

    Which is to say, I have succeded only once in 50+ attempts, and that seemingly by accident, insofar as I learned nothing from doing so because there was nothing that I could identify as something that "worked". When the player succeeds the display of the cutaway quickly vanishes, so they cannot see the respective positions of all the pins.

    The likelihood of successfully forcing a lock is so low that the cost of the lockpicks will quite likely exceed the value of the content of the chest. You don't want to know the amount of coin which I've wasted on lockpicks!

    Indeed, I no longer pay any attention to the chests that I discover outdoors, or in delves. My avatar carries only lockpicks that were found during searches, so there are usually just one or two if there are any at all to waste. At least now I don't waste my time and effort, or the coins, any more.

    The problem though, is that I have encountered one Quest ("False Accusations" in Koegler Village, Stormhaven, Daggerfall) in which the player -- not the avatar, but the player, because there is no SKILL LINE for the avatar to pick locks -- must pick a lock to enter the Constable's house and search it. If the player fails -- and perhaps if the player succeeds -- then the avatar is declared "disreputable" and a "bounty" is placed upon him.

    You may be sure that the avatar will encounter a "guard" soon after who demands that he pay the bounty to remove the onus. I don't know what happens if the avatar refuses, or if the avatar does not have enough coin to pay it, but I don't like the outcome regardless. It adds insult to injury. And the avatar cannot complete the quest unless and until the lock is successfully picked or forced, so they can enter the house to search it.

    It is bad enough that my avatar must pass-up the contents of chests which other players apparently can and do gain, and do so without any penalty. If ever again I find a situation in which I must pick a lock in order for my avatar to continue a quest, then I will no longer be playing TESO.

    It is clear that the TESO game designers only want players who can learn how to "win" their little lockpicking game. So that is likely to be the only players that they will have remaining, as the others begin to realize and discover how much that stupid little hand-eye coordination simulation costs them if they can't win it. So they stop paying for TESO if not also stop playing it.

    Apparently, neither Bethesda nor Zenimax Online realize that they lose when the the player loses. Can either firm afford what the lockpicking game costs them?

    TESO is otherwise a mostly quite lovely and enjoyable RPG, but there always has to be some effing sadist on the design team that cannot resist the opportunity to degrade and humiliate people.
    --- Shadowshire .......... ESO Plus on PC NA with Windows 7 Pro SP1

    nil carborundum illegitimi
  • Enodoc
    Enodoc
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    @Shadowshire The aim is to push down each pin until it stops moving. You don't know at what point the pin will stop moving, as every lock is different, and that's the challenge of the game; getting each pin to the right place before the timer runs out. Perhaps this will help: (http://uesp.net/wiki/Online:Lockpicking)
    To begin, move the mouse to over one of the five pins. The order you do them in does not matter. Press the mouse button to begin to depress the pin. When the pin wiggles, release the mouse button. If done correctly, the pin will remain in the lowered position, meaning that it is correctly set. Repeat this for all five pins to unlock the lock. There are only three positions that a pin can occupy, as shown by the picture. 0 is the initial position.
    If you continue to hold the mouse button down even when the pin wiggles or release the mouse button too early, the pin will snap back to the original position as a penalty. You will then need to depress the pin again, possibly wasting precious time. When pins snap back they will also damage your pick, and if the pick is damaged enough, it will break.

    200px-ESO-Lockpicking-Guide.png
    UESP: The Unofficial Elder Scrolls Pages - A collaborative source for all knowledge on the Elder Scrolls series since 1995
    Join us on Discord - discord.gg/uesp
  • Delegator
    Delegator
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    First of all, lockpicking is quite easy once you realize that there are three and only three positions at which a particular tumbler can stop. You look for a jiggle at that point and let go quickly, and if you don't get it the next attempt on that tumbler is cake. Once you get that, you can pick even master level locks without sound.

    That said, lockpicking in the IC does seem laggy to me, and I attribute it to the extra graphics load of the blue glow on the chests. But then, I play on a laptop (macbook pro) so I accept graphics lag as a price of portability. Regardless, the lag (or mouse sensitivity, or whatever you want to call it) it is definitely there. It makes IC chests a bit more difficult than those in the outside world, but not massively so.
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