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The relevance of lockpicks

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Just now, PoloPoPo said:

I think lockpicks and the according candy are fine. The real problem is that both becomes completely useless as soon as you have a top level Auger. In my opinion the Auger should do 1000 % less damage to safes compared to now (= make it useless for that purpose).

Yeah, that's true also. Typically an auger would be horrible on steel. You would do a lot of damage to your bit and the steel would just look like a hammered mess.

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Posted (edited)
3 hours ago, uselessjunkaccount said:

But that isn't to say the drink mechanics are perfect as they are. Personally I would like to see some form of water filtration workstations along with all environmental water sources being 'infected'. A basic filtration unit would just filter/cook the water and be easy to make early game. An upgraded version would make teas without needing RNG recipes. A final version would produce pure mineral water. It would give the player more agency over their survival and more things to do.

I agree.  I think it would be interesting if there were a few different water types. Lake water could be different types (like murky, or oily, radiated, etc.). Toilet water could just murky. All the different water types could have different bad effects in you, Etc. The dilemma I see is the snow.  You’d have to taint it with something so it’s not a huge source of clean water.  Personally I think the snow biome should be “dirty snow” and not so white. Maybe you’d have to trek up the tallest mountain to get white snow. Anyways, YES to a water filtration station/recipes/etc and making drinking anything that’s not going to have a negative effect harder to get/find. I love the added “medical issues” that were added in a19 and I think food/water sources should have a lot more “bad buffs” attached to them that need specific cures. Or even, drink the black/brown/untreated water and you just die.  Maybe add some mineral

oil (or.... “diet sham?”) to force yourself to throw up in order to live :)

 

 

anyway, for lockpicks , I think if you have a “real” lock pick you should be able to use it to open things without breaking. And the lock pick loses its quality over time, like a weapon.  There should be “fake lock picks” like Bobby pins or just “thin bent metal lock pick” that can break.  “Real” lockpicks have to be found, “fake” ones have to be crafted. 
 

additionally: there’s a mod that randomly locks any container.  While I think this is cool and have played it, it felt a little too heavy handed when things like cabinets were locked.   But a lot of things felt “right” like car trunks.  I think if more things were locked that required picking/picking skill/picking tools it would feel better than just now where it’s “this very valuable loot container”

Edited by doughphunghus (see edit history)

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3 hours ago, PoloPoPo said:

I think lockpicks and the according candy are fine. The real problem is that both becomes completely useless as soon as you have a top level Auger. In my opinion the Auger should do 1000 % less damage to safes compared to now (= make it useless for that purpose).

They seem to prefer the way to give us more ways how to achieve something and I'm fine with it.

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11 hours ago, Outlaw_187 said:

Perfectly said. I have yet to eat one single piece of candy. I just sell mine to the traitors as soon as I find them. 

Same with the steroid injection....have no use for it.

You never find candy... You can ONLY buy it so.............

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6 hours ago, meganoth said:

Since you can't find candy, only buy it from vending machines that statement is true for all players. I too sell all candy I find, but keep the candy I buy. 😄

 

 

Are "fortbites" not candy? I find these all the time.

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22 minutes ago, Outlaw_187 said:

Are "fortbites" not candy? I find these all the time.

Good point, but technically no. They existed before the whole candy thing was introduced, probably considered to fall in the medicine group.

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I think lockpicks have utility at times, but I foresee them being a mostly MP PVP usable item, if they get a buff.

Currently I mostly use them to break into Trader safes if they are in reach.

 

In the future I think they should be usable on anything with a lock: Chests, doors, crates etc.

Imagine breaking into a player compound on PVP MP and looting their stuff or sabotaging their 7th day fort from inside to destroy them on the blood moon.

It would be easier than trying to break stuff with their claim block active.

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2 hours ago, mr.devolver said:

They seem to prefer the way to give us more ways how to achieve something and I'm fine with it.

Nothing wrong with different ways of achieving something, like using either lockpicks or the candy. But when there is an option that is ten times superior to anything else you don't really have a choice anymore unless you prefer to play "stupid" for the sake of making the game artificially more difficult.

 

With the exception of those big green locked chests my auger opens any other safe faster than my lockpicks (not skilled at all). Moreover, using the auger is way less annoying than breaking lockpick after lockpick. And last but not least I carry my auger with me anyway, therefore I can safe one slot in my backpack if I go without lockpicks. Whenever there is an imbalanced scenario like that it is the developers' turn to fix that so that the players really have some equal options to choose from.

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1 hour ago, Reckis said:

Good point, but technically no. They existed before the whole candy thing was introduced, probably considered to fall in the medicine group.

Ah, well I stand corrected then. I don't use those either, lol. 

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Rarely use picks anymore. Just pickaxe, sledge, auger my way into safes. Breaching ammo if you are using Shotguns is also a viable method but really pickaxe and auger are best because you're probably carrying those anyways.

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On 8/17/2020 at 9:01 PM, JCrook1028 said:

I think the lockpicks are just fine. But then I also don't believe in using magic candy pills to get temp boost so never use them.

I fully agree: the lockpicks do have their place and are fine in quantity and function.

The candies perfectly suit a Super Mario/ My little Pony scenario but I am taking the apocalypse a bit more seriously ;)

 

  • Haha 1

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16 hours ago, PoloPoPo said:

I think lockpicks and the according candy are fine. The real problem is that both becomes completely useless as soon as you have a top level Auger. In my opinion the Auger should do 1000 % less damage to safes compared to now (= make it useless for that purpose).

Sure, let's make the game even more frustrating.

 

Sorry, but if I've played enough that I have a top level auger I want to be able to break those safes open. It's already bad enough that augers were nerfed and now they're much worse than what they used to be, why make a top tier item even worse? If you have lockpicks and candy, it's much faster and better than wasting fuel and auger durability on a safe anyways.

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What I find a bit funny is lockpicking some of the traders their gun safes and then sell the loot back to them. 
Anyway, if TFP find out there is too much of something they will probably tone it down / finetune it.
 

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6 hours ago, Xtrakicking said:

It's already bad enough that augers were nerfed and now they're much worse than what they used to be, why make a top tier item even worse? If you have lockpicks and candy, it's much faster and better than wasting fuel and auger durability on a safe anyways.

I've found that I don't even bother accruing motor tool parts anymore, the Steel tools do the job plenty well enough and I need the gas for vehicles. The Auger is useful for digging a lot of softer blocks fast but that's about it IMO.

 

Also I'm a fan of the lockpicking candy but that's purely because the lockpick skill itself is useless and lockpicks are fully RNG nonsense.

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6 minutes ago, Teacyn said:

Also I'm a fan of the lockpicking candy but that's purely because the lockpick skill itself is useless and lockpicks are fully RNG nonsense.

Yeah, I agree. I remember when madmole talked about the lockpicking mechanic for the first time. They said it was gonna be this fun circle with spinning arrow minigame where players would need to click at the right time in order to open safes and stuff, and that maybe one day they would use that minigame for deactivating mines as well.

 

Instead we got this gimmick that looks more like a placeholder. You just click, wait for the timer to run out, and lose 20 lockpicks because haha random chance. I don't really understand why they dropped their original idea for lockpicking.

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2 minutes ago, Xtrakicking said:

Yeah, I agree. I remember when madmole talked about the lockpicking mechanic for the first time. They said it was gonna be this fun circle with spinning arrow minigame where players would need to click at the right time in order to open safes and stuff, and that maybe one day they would use that minigame for deactivating mines as well.

 

Instead we got this gimmick that looks more like a placeholder. You just click, wait for the timer to run out, and lose 20 lockpicks because haha random chance. I don't really understand why they dropped their original idea for lockpicking.

Something akin to this mod for Payday 2 would be way better, though assumedly you'd have the pick break if you missed a gate. Lockpicking skill could reduce the number of gates + give you a chance the lockpick doesn't break.

 

https://streamable.com/bryhcl

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Lockpicking, for me at least, is just broken and infuriating. I'd rather whack away with a stone axe until I break it then break 20+ lockpicks at 0.4 sec to go.

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I don't like the fact that if the lockpick breaks below 4 seconds, no matter what it resets to 4 seconds with each subsequent lockpick used until you finally open it or you just run out. 

 

Other than this I don't mind it too much. Would be better to have sort of minigame or something instead of the randomness. 

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Ultimately is I like a lot of new features in principle, but I ignore them in favor of inventory space. By the time I have a bandages, sewing kit, splint, lockpick, 2-3 types of candy, I could carry that or 2k worth of stuff to sell. (Vendor stuff usually gets dedicated to last). I only started using lockpicks in my last game when I had 200k in savings and 12 level 6 solar panels. 

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On 8/17/2020 at 8:46 PM, Gideon said:

I wish you could pick locked doors.

That would be a nice feature for them and it would also make more sense than just using them for the few locked safes.

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