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its good for ammo and XP
Would it have killed them to change it up? Give us some new minigames to break up the action? What about a different kind of lock? Maybe something physically based, like a minigame to bash in a door, or whatever? I don't know. I have about 150 picks at this point, and I'm nowhere near close to done with the game.
But yeah, putting in boring utility rewards in all of the rando safes makes it that much more stale.
I don't find that to be a problem really.
The bigger problem is that safes generally don't have good loot compared to Fallout 3 and NV. It feels like a waste of time and a perk. I don't feel like I'm being rewarded for taking the levels of Lockpick that I have so far. I've never played a game that had lockpicking make me feel that way.
Even at level 37ish though, Basically every master grade safe has the same handful of .38 bullets and a generic pipe gun as lesser safes for me (I don't have any loot or economy perks). The only times master grade safes have things of note are bank vaults where the advanced and expert safes have as much, or more, loot in them.
I'm sure there are some preplaced setpiece loot things (like the cryolator) but for the most part, I knew I was investing those talents purely for "I want to open this door the easy way, instead of jumping through whatever hoops" (you know, when it isn't a key based door or chained from the other side). THOSE are the times it feels worth it.
I even found the turret hacking holotape. But if it's a place with a TON of of turrets linked to one computer (such as the water purification plant), it won't let you load the holo tape to hack them, just turn them off.
This.
I agree with the original post, though, that even Expert level safes are usually a standard weapon, 3-4 ammo types (each of which has 20 or fewer shells/bullets), and pre-war money/silver junk.
The non-unique safes are largely useful on higher difficulties, where it takes more ammo to bring stuff down and you end up needing ammo more often. That said, there are particular safes that are named for the NPC or enemy that owns it, and those tend to have better weapons at times. By the way, the worst thing about safes is that they almost never have anything for a melee build... I've found most of the better melee weapons I have from enemy corpses... which makes me glad I didn't go melee build (though I do collect melee weapons to have a few toys to kill radroaches with).
But like the quote indicates, most of the time Lockpicking is good for getting through doors, not safe-cracking. In fact, some of the best loot in the game is locked behind doors: many suits of Power Armor are behind Advanced, Master, or Expert doors. So, Lockpicking is more about picking doors for magazines, power armor, and unique items than it is for safecracking.
I wouldn't be surprised if someone comes out with a mod to do just that. Kind of takes the suspense out of it though.