Blue Prince

Blue Prince

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Very minor Lockpicking skill wish
Just a really feature request I wouldn't mind seeing in the game, but it would be fun to somewhere be able to see either or a number or guage indicating your Lockpicking skill. I say that mainly because there is a way to "permanently raise your Lockpicking skill" in the game, but there's no actual way to visibly see it other than just the message "Your lockpicking skill has improved" when it happens.

What was it to start with? How much did it improve? How long does it take to max it out? Who knows? 🤷‍♂️ Don't get me wrong, I like the idea that my skill has improved, but honestly it's really hard to tell how much it has even after raising it a bunch of times now. It just would feel a little more satisfying if I could actually sort of view the progress.
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Showing 1-9 of 9 comments
Yah having a number or gauge would be nice.
Silyon Jun 2 @ 10:11pm 
I've dumped dozens of activation triggers into it myself, and managed to go from ~2 Great Hall doors to ~4 doors opened on average. Yes, the upgrade definitely exists and works, but it's an unbearably minuscule amount that needs far more triggers than you'd expect to see a notable change. Which to me means the change for each individual upgrade is in the area of 0.01% or less.

A gauge showing such a minuscule amount changing would be more discouraging than helpful, I'd think. If it's a nebulous skill up rather than one given by straight numbers, you can kinda trick yourself into thinking "oh, I'm just unlucky" or more likely not think of the odds at all.
It probably only goes up by 1
Silyon Jun 3 @ 9:26am 
Originally posted by PersonalC0ffee:
It probably only goes up by 1

Missed the % sign. I'm talking end effect, not number entered into whatever obscured formula the game uses.

Point I'm making is that I've upgraded Simon's lockpicking skill over 100 times in my playthrough, and even if I lost count at some point certainly well over 70 times. If that translated into a flat 1% increase per trigger, the lockpick kit should be functionally equivalent to the Master Key in my file. It is not, therefore the increase to skill must be less than 1%.

You won't get solid numbers without datamining.
Originally posted by Silyon:
Originally posted by PersonalC0ffee:
It probably only goes up by 1

Missed the % sign. I'm talking end effect, not number entered into whatever obscured formula the game uses.

Point I'm making is that I've upgraded Simon's lockpicking skill over 100 times in my playthrough, and even if I lost count at some point certainly well over 70 times. If that translated into a flat 1% increase per trigger, the lockpick kit should be functionally equivalent to the Master Key in my file. It is not, therefore the increase to skill must be less than 1%.

You won't get solid numbers without datamining.

Hypothetically another possibility is the skill is capped at, say, 50% or 75%.
Originally posted by Silyon:
Originally posted by PersonalC0ffee:
It probably only goes up by 1

Missed the % sign. I'm talking end effect, not number entered into whatever obscured formula the game uses.

Point I'm making is that I've upgraded Simon's lockpicking skill over 100 times in my playthrough, and even if I lost count at some point certainly well over 70 times. If that translated into a flat 1% increase per trigger, the lockpick kit should be functionally equivalent to the Master Key in my file. It is not, therefore the increase to skill must be less than 1%.

You won't get solid numbers without datamining.

So then do it and tell us
Originally posted by dmeister:
Hypothetically another possibility is the skill is capped at, say, 50% or 75%.
Aren't the doors progressivly harder to pick the higher the rank of the room they are in?
What would a cap like that even mean in that case?

Edit: damn typo
Last edited by Gorlom[Swe]; Jun 3 @ 7:37pm
sethsez Jun 3 @ 6:34pm 
Originally posted by GorlomSwe:
Originally posted by dmeister:

Hypothetically another possibility is the skill is capped at, say, 50% or 75%.
isnt the doors progressivly harder to pick the higher the rank of the room their are in?
What would a cap like that even mean in that case?
To vastly simplify, let's say you had to reach a certain number on each rank to successfully lockpick. 5 at rank 4, 7 at rank 5, 10 at rank 6, and so on.

Now, let's say you were given d20 to roll to determine your success. Roll higher than the set number, and you win!

To increase lockpicking skill, you could either lower the requirements with each level up (so you'd only have to roll a 4 on rank 4, rather than a 5), or you could add a die on each level up (so you'd get two d20s and combine the totals of each).

To keep it from eventually just negating locked doors entirely, you'd just limit how much one could level up. So each rank is still easier than default, but never an entirely sure thing - the possibility to get a low roll is still there.

Again, these numbers are purely demonstrative.
We don't even know if we can negate locked doors entirely or not.
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