Lockpicks

Dimar
Dimar
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Ok, let's talk about lock picks. I've probably had over 2000 lock picks in the game. Now there is no way to use them, but them again there's only one way to get rid of them. There should be some cost for lock picks, hell, even a gold a piece would be fine. If your going to make lock picks a primary drop from chests it should have some value.
  • Noswell
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    Save them up until they nerf the drop rate, then they'll be the next Stones of Jordan.
  • doggie
    doggie
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    I wish they were crafted only, would make some use of all those mats.
  • zgrssd
    zgrssd
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    Dimar wrote: »
    Now there is no way to use them, but them again there's only one way to get rid of them.
    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.
    If you mean that happens to rarely, how about: Upping chance to break, in turn shorter "break animation" duration. That way the higher break chance would not interfere with picking locks while leading to a more healthy consumption of Lockpicks.


    I share them between Characters. The ones that skipped Coldharbour (toutorial) need them.
    And I did not run into an issue to have to sell them, yet. I do regualry put excess in my bank for the others, however.,


    There is one good reason they cannot give you 1 Gold per piece (same reason you get no money for fishing bait):
    You might be able to get more money then you should have by selling those to vendors. Keeping income in controlled paths is the core concept of bot/goldselling defense.

    Perhaps if they gave you 10G per 100 Stack it would not be an issue. But then again by the time you have 100 to sell you likely won't have any need for measily 10G.
    Maybe just allowing a 100 stack to be sold and then for 100 G? Would propably require some serious rework of the Vendor System first.
    Edited by zgrssd on May 30, 2014 5:29PM
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  • Whisper292
    Whisper292
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    Or, if you don't need them, just don't pick them up.
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    Love all, trust few, do wrong to no one. - William Shakespeare
  • jdoe
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    Dimar wrote: »
    Now there is no way to use them, but them again there's only one way to get rid of them.

    I agree they should do something with them. But if you seriously don't know how to get rid of them, you can just Right Click them and choose destroy.

  • Noswell
    Noswell
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    Whisper292 wrote: »
    Or, if you don't need them, just don't pick them up.

    Now that's just crazy talk.
  • Turelus
    Turelus
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    Noswell wrote: »
    Whisper292 wrote: »
    Or, if you don't need them, just don't pick them up.

    Now that's just crazy talk.

    But autoloot! :P

    Edit*

    On a productive note it does seem that you find way more lock picks than actually get used up, even hunting chests Simple chests are so common that you never break any picks rushing.

    Maybe a slightly reduced drop rate on picks or more chests spawning at harder chances.

    They could also make the auto attempt more useful, maybe auto attempt at the costs of x lockpicks, that way we can skip the minigame but it uses up a set number of picks based on the difficulty of the chest.
    Edited by Turelus on May 30, 2014 5:45PM
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • DenverRalphy
    DenverRalphy
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    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.

    [edit]Doh! Turelus beat me to it. :D
    Edited by DenverRalphy on May 30, 2014 5:51PM
  • jdoe
    jdoe
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    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.

    I like it!
  • Whisper292
    Whisper292
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    Noswell wrote: »
    Whisper292 wrote: »
    Or, if you don't need them, just don't pick them up.

    Now that's just crazy talk.

    No lie, that's exactly, word-for-word, what I thought someone would say! LOL!
    ---
    Love all, trust few, do wrong to no one. - William Shakespeare
  • Stonesthrow
    Stonesthrow
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    I throw stacks of 100s in the Guild Bank in the hopes of either helping those who don't open everything in sight or at least annoying any OCD neat freaks… although some people actually bought the ones I put in the Guild store during the first couple weeks. :)

    Anyone else notice they did something to chests, where now about 90% are simple and just have your basic gold, greens, empty soul gem, glyph possibilities… and the ones that are intermediate and up drop blues?

    I got the numbers from a 3.5 hour farming run. Out of exactly 100 chests, 91 were simple and did just that… no blues. The others were 9 for 9 on blue items and were FILLED grand souls. No maps or recipes.

    I notice the large increase because I prefer the faster/harder chests. More interesting.
  • Dayv
    Dayv
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    Maybe when they bring the thieves guild in, there could be something non-financial rewards you could trade them in for.
  • Noswell
    Noswell
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    Dayv wrote: »
    Maybe when they bring the thieves guild in, there could be something non-financial rewards you could trade them in for.

    I like that idea. Maybe some kind of reputation grind, temporary thieving boosts or as a price to level thief skills. Or maybe trade in 100 to get access to a weekly sneak/treasure run through some noble's castle.
    Whisper292 wrote: »
    No lie, that's exactly, word-for-word, what I thought someone would say! LOL!

    Glad I didn't disappoint :smile:
  • Turelus
    Turelus
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    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.
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • DenverRalphy
    DenverRalphy
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    Turelus wrote: »
    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.

    I've seen chests have the base Force chance range from 15% - 35% regardless the difficulty or the chest. So I'd be more inclined to have each pick add an increased 10% chance. So for example, a simple chest that has a 15% chance would require 9 picks to reach a guaranteed 100% chance. Yet you could still have an opportunity to get away cheaper with a master chest who's base chance happens to be 35%.

    I'm also hoping to see Merchant Lockboxes when the Justice System comes around. Which would have the same timers as chests, but the chance of breaking picks significantly increased, and no Force option, and you've got to be stealthed/unseen to avoid merchant/guard wrath.
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