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If you could break them all with just stats there would be no use for lockpicking at all.
The point of a sandbox game is to have choices. Levelling lockpicking would let you open locks quietly and safely, while levelling strength would let you smash them open and alert everything in the area along with other potential hazards.
So yeah, tools or bust.
This. When they added minimum skill to pick some chest, it greatly limited the sandbox part, because you HAD to train for it before going in the ruins. Or you would go there for basically nothing, since the goodies are in said chests.
When the update was made, they made a reset on the lockpick skills, but since I found it stupid, I cheated 2characters to 50. Since then, I have been running all the content that was added, and I don't have any character outside of the 2 cheated ones that are able to open ruins chests.
Which means, if I went legit, I would have had to train lockpicking by "stealing". I don't want to do it tho, but there are no alternatives.
It's a baby step, but it's a step nonetheless.
I was thinking exactly that yesterday. The reason why lockpick was nerfed was because starting characters where running to the ruins in like day 5, stealth, lockpick the chests, and be rich. Sadly, the patch didn't break that way to do it (you just have to pick more lock prior to go the ruins), but greatly nerfed the "regular" play.
But if lockpick only added a noise reduction, it would nerf the early rush stealth characters the same way, since they would be too weak to survive if they pulled the spiders (which they would), while the non stealthy character would not care at all (dead spiders can't be pulled).
Bash is bash. The resulting noise from such action makes it unsuitable to be used in town houses where the occupants are sleeping/awake. This an in game mechanic where the Players stealth will influence the alert level of the occupants. In a ASL/ATL/LA where either the Player has managed to pull away the Security Bots or killed them, what is stopping the Player from bashing the locks? Why complicate matters? Before this Player cannot bash the safes/locked containers. Introducing lock bashing is excellent especially for players who have characters with 98/95 str without the str vs lock level.
If you want to steal things or go treasure hunting, bring a lockpicker. What RPG doesn't have a thief in the party anyways? :P Or just use tools. The dev has provided alternatives.
Who cares about RL. This is a video/computer games. RL stop in this realm. The only choices are :
1. Level up LP skill in order to open all safes/locked containers. Works fine previously & currently.
2. Use tools. Can open any locks. No need for skill. Should just remove LP skill in Character Panel.
3. Bashing. Limited to weak locks = times 3 str per lock level. Why bother?
Lockpicking for when it requires haste and stealth(like stealing or not getting mauled by security bots)
Tools for raiding ruins and general purpose without having to have a thief guy
Bashing as just a bonus backup thing. Not like strength needs even more value.
Didn't see in patch notes bashing is a bonus backup thing either.
Tools are slower than lockpicking and they're consumables.
The simple fact that bashing has such a hefty requirement should show that it's not meant to be an outright replacement for lockpicking or tools