Finedaible wrote: »Outside of rare instances during Heists there really is no reason to force a lock. I don't even spend points into that passive anymore.
Why force locks? Picking is simple and quick.
When you force thousands of door, chest, and safebox locks a day, like many of us do, it saves a lot of time. If you enjoy picking the locks, that’s great. But not everybody can afford to use their limited gameplay time playing the minigame. It’s just not profitable.
When you engage the lock, your percentage chance of success is displayed in the lower left part of the screen. Has it changed? I really doubt ZOS would nerf the success rate without editing the displayed chance. But then again….Why force locks? Picking is simple and quick.
When you force thousands of door, chest, and safebox locks a day, like many of us do, it saves a lot of time. If you enjoy picking the locks, that’s great. But not everybody can afford to use their limited gameplay time playing the minigame. It’s just not profitable.
SilverBride wrote: »When you force thousands of door, chest, and safebox locks a day, like many of us do, it saves a lot of time. If you enjoy picking the locks, that’s great. But not everybody can afford to use their limited gameplay time playing the minigame. It’s just not profitable.
Thousands a day? And many players do that?
SilverBride wrote: »When you force thousands of door, chest, and safebox locks a day, like many of us do, it saves a lot of time. If you enjoy picking the locks, that’s great. But not everybody can afford to use their limited gameplay time playing the minigame. It’s just not profitable.
Thousands a day? And many players do that?
One zone that I farm in has 165 overland chests (not counting delves and public dungeons), 42 safe boxes, and 18 doors with locks that need to be opened. I can run the route in under 90 minutes, and I have six max level Legerdemain/Thieves Guild/Dark Brotherhood characters who all have the Black Market Mogul achievement many times over. They have earned me hundreds of millions of gold, and it’s part of the game that I really enjoy doing.
And yes, I’m nowhere near the top earners in the field.
SilverBride wrote: »SilverBride wrote: »When you force thousands of door, chest, and safebox locks a day, like many of us do, it saves a lot of time. If you enjoy picking the locks, that’s great. But not everybody can afford to use their limited gameplay time playing the minigame. It’s just not profitable.
Thousands a day? And many players do that?
One zone that I farm in has 165 overland chests (not counting delves and public dungeons), 42 safe boxes, and 18 doors with locks that need to be opened. I can run the route in under 90 minutes, and I have six max level Legerdemain/Thieves Guild/Dark Brotherhood characters who all have the Black Market Mogul achievement many times over. They have earned me hundreds of millions of gold, and it’s part of the game that I really enjoy doing.
And yes, I’m nowhere near the top earners in the field.
Every chest spawn spot doesn't have an active chest in it all the time. Thousands of chests a day would not be possible, especially if the player has limited time to play.
When you engage the lock, your percentage chance of success is displayed in the lower left part of the screen. Has it changed? I really doubt ZOS would nerf the success rate without editing the displayed chance. But then again….Why force locks? Picking is simple and quick.
When you force thousands of door, chest, and safebox locks a day, like many of us do, it saves a lot of time. If you enjoy picking the locks, that’s great. But not everybody can afford to use their limited gameplay time playing the minigame. It’s just not profitable.
Uh. Well, whatever works for you for fun I guess.
If you can average 100 chests per hour, 1000 is not that difficult.
Even at 75 chests per hour, it's still not that difficult.
And with the proper gear and CP and builds, using a node pathing/mapping/route addon to follow an optimal path, those numbers are fully achievable.
SilverBride wrote: »If you can average 100 chests per hour, 1000 is not that difficult.
Even at 75 chests per hour, it's still not that difficult.
And with the proper gear and CP and builds, using a node pathing/mapping/route addon to follow an optimal path, those numbers are fully achievable.
At 75 locks an hour it would take 13 hours and 20 minutes to open 1000. And it would require opening 1.25 locks each minute, which leaves very little time to get from one chest to another.
I would agree but unless they keys accurate and consistent records (or someone did) prior to the patch the information would be meaningless due to lack of anything to compare it to.
But the point is accurate. It’s easy to think something was changed based on a small sampling and especially perception which tends to be inaccurate.
spartaxoxo wrote: »You would definitely have to be doing it for hours and hours one end to hit a thousand though, as you have pointed out.
SilverBride wrote: »spartaxoxo wrote: »You would definitely have to be doing it for hours and hours one end to hit a thousand though, as you have pointed out.
I didn't even factor in competition from other players and respawn times.
Why force locks? Picking is simple and quick.
FrancisCrawford wrote: »It's long been known that one needs to delay a few seconds before attempting to force a lock, or else you fail.
I got the feeling recently that my rhythm as to when to force had become a little too fast. Perhaps the necessary delay increased slightly.
FrancisCrawford wrote: »It's long been known that one needs to delay a few seconds before attempting to force a lock, or else you fail.
I got the feeling recently that my rhythm as to when to force had become a little too fast. Perhaps the necessary delay increased slightly.
I would agree but unless they keys accurate and consistent records (or someone did) prior to the patch the information would be meaningless due to lack of anything to compare it to.
But the point is accurate. It’s easy to think something was changed based on a small sampling and especially perception which tends to be inaccurate.
I’m at work and don’t have time to find it but there is a study here that someone did recording the results of a large number of forced lock attempts and comparing their findings to ZOS’s listed odds. There were indeed some discrepancies.
I would agree but unless they keys accurate and consistent records (or someone did) prior to the patch the information would be meaningless due to lack of anything to compare it to.
But the point is accurate. It’s easy to think something was changed based on a small sampling and especially perception which tends to be inaccurate.