Odd, last time I played trying to hard during lockpicking used them up. But even that is more annoying because of the animation then the lost lockpick.Now there is no way to use them, but them again there's only one way to get rid of them.
Whisper292 wrote: »Or, if you don't need them, just don't pick them up.
Whisper292 wrote: »Or, if you don't need them, just don't pick them up.
Now that's just crazy talk.
DenverRalphy wrote: »The [R]Force Open option when picking locks should allow you to spend 1 lockpick for every 10% increase in chance. So if a Master chest is giving you a difficult time, and it's Force chance is 10%, you could just opt to spend 9 picks to force it and be on your merry way. Granted I am pretty proficient at picking Master locks, I'd probably be inclined to burn a bunch of picks just to save time.
Whisper292 wrote: »Or, if you don't need them, just don't pick them up.
Now that's just crazy talk.
Maybe when they bring the thieves guild in, there could be something non-financial rewards you could trade them in for.
Whisper292 wrote: »No lie, that's exactly, word-for-word, what I thought someone would say! LOL!
Chests and Lockpicks.
After reading the forums about the issue of players just having far too many lockpicks I thought I would share my idea of fixing it.
Right now the chance of breaking a lockpick is very low meaning even from normal looting of rooms during questing a player ends up with far more picks than they break.
There is also a system to skip playing the minigame when picking a chest (force lock), which to my knowledge very few people actually use because the chances are awlays low and it locks you out of the game for a period of time if failed.
The idea I had was what if the force lock system was based on the number of picks used, or just cost a number of picks to attempt with 100% much like when tempering items in crafting.
This would mean players could skip the time taken to open a chest but at the cost of lockpicks, making the item more useful and raising the demand for them.
This system also has a chance to be be integrated into any thieves guild trees added in the future where thee could be skills to lower the number of picks needed for 100% once again like when tempering weapons and using the passive skills from the crafting lines.
So it would work something like this.
Simple lock - 5 picks for 100%
Advanced lock - 10 picks for 100%
Master lock - 15 picks for 100%
Hopefully I have written this in a way that's easy to read and understand.
Just did a /feedback in game with this.Chests and Lockpicks.
After reading the forums about the issue of players just having far too many lockpicks I thought I would share my idea of fixing it.
Right now the chance of breaking a lockpick is very low meaning even from normal looting of rooms during questing a player ends up with far more picks than they break.
There is also a system to skip playing the minigame when picking a chest (force lock), which to my knowledge very few people actually use because the chances are awlays low and it locks you out of the game for a period of time if failed.
The idea I had was what if the force lock system was based on the number of picks used, or just cost a number of picks to attempt with 100% much like when tempering items in crafting.
This would mean players could skip the time taken to open a chest but at the cost of lockpicks, making the item more useful and raising the demand for them.
This system also has a chance to be be integrated into any thieves guild trees added in the future where thee could be skills to lower the number of picks needed for 100% once again like when tempering weapons and using the passive skills from the crafting lines.
So it would work something like this.
Simple lock - 5 picks for 100%
Advanced lock - 10 picks for 100%
Master lock - 15 picks for 100%
Hopefully I have written this in a way that's easy to read and understand.
I would love for any player feedback about the idea as well.