SCUM
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Zerg Mar 15, 2023 @ 2:29pm
Dial lock protection is a terrible implementation and will absolutely ruin SCUM
So far the documentation on dial lock protection is minimum, but I don't see any limit on the # of dial locks you can have on your base. These are clearly superior to gold locks, which can be easily picked by a master lockpicker.

The devs yet again show that they have no clue what they're doing. You can put THREE dial locks on a prefab door (which can't be destroyed) with advanced lock protection. Each of these locks can have different codes, and you don't even need to remember the code!!!!!!!!!!!!!!!!!!!!!!!

Yes, I needed that many exclamation points. Let me repeat that, you don't even need to remember the code you set. You can just open/close the door like normal, and remove the dial lock without the code (and you can change the code without knowing the previous code).

That means to open a single prefab door, players will need to guess 1/1000 numbers three times while enduring advanced shockers. Good luck with that. These devs are taking the game in a direction of far too much base safety and anti-raiding meta, and it will kill the game.
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Showing 1-15 of 60 comments
CrankyOldMan Mar 15, 2023 @ 2:33pm 
I disagree
Good this will slow down on the base raiding problem. It always took a lot more effort to build a base and craft the locks and zappers than it did to lock pick your way through.
This is a step towards balance.
It feels like they should've implemented these mechanics into regular locks (by having them reskinned into pin positions) instead of adding a new lock that ignores the broken picking mechanics to make up for the picking mechanics being broken.
Zerg Mar 15, 2023 @ 2:37pm 
Originally posted by CrankyOldMan:
I disagree
Good this will slow down on the base raiding problem. It always took a lot more effort to build a base and craft the locks and zappers than it did to lock pick your way through.
This is a step towards balance.
It's funny to see all the non-pickers complain about lockpicking. Do you have any idea how much time/effort it takes to get good at lockpicking?

Also you should be building bases with 50-60 doors. If you're not, that's your own fault. SCUM should not be a game where you can throw down 3x dial locks on a prefab with an advanced shocker, and have it be almost unraidable. That's bad game design. SCUM is about raiding.

You want the game to be boring and safe? It will die.
Zerg Mar 15, 2023 @ 2:38pm 
Originally posted by Paucity_Luxuriance:
It feels like they should've implemented these mechanics into regular locks (by having them reskinned into pin positions) instead of adding a new lock that ignores the broken picking mechanics to make up for the picking mechanics being broken.
I'd be fine with dial locks as they are IF players had to enter the dial lock combination every time they wanted to open the lock.

You want more security and pick-proof locks? You get inconvenience in return. That's fair and balanced.
AzhalveK Mar 15, 2023 @ 2:42pm 
Originally posted by Zerg:
Dial lock protection is a terrible implementation and will absolutely ruin SCUM
So far the documentation on dial lock protection is minimum, but I don't see any limit on the # of dial locks you can have on your base. These are clearly superior to gold locks, which can be easily picked by a master lockpicker.

The devs yet again show that they have no clue what they're doing. You can put THREE dial locks on a prefab door (which can't be destroyed) with advanced lock protection. Each of these locks can have different codes, and you don't even need to remember the code!!!!!!!!!!!!!!!!!!!!!!!

Yes, I needed that many exclamation points. Let me repeat that, you don't even need to remember the code you set. You can just open/close the door like normal, and remove the dial lock without the code (and you can change the code without knowing the previous code).

That means to open a single prefab door, players will need to guess 1/1000 numbers three times while enduring advanced shockers. Good luck with that. These devs are taking the game in a direction of far too much base safety and anti-raiding meta, and it will kill the game.
C4 will solve the problem, but will destroy the facade of the bases.
We will no longer attack the doors but the foundations, walls and roofs.
Problem solved, there will just be more tears.
Last edited by AzhalveK; Mar 15, 2023 @ 2:42pm
Hardwater Mar 15, 2023 @ 2:44pm 
Originally posted by Zerg:
It's funny to see all the non-pickers complain about lockpicking. Do you have any idea how much time/effort it takes to get good at lockpicking?

Just because someone decides to engage with the tedious lockpicking mechanic and get good at it, it doesn't mean they should then just be able to offline raid any base in less than two minutes haha.
I do however feel sorry for anybody who put themselves through the pain of dealing with the atrocious lockpicking system long enough to get good at it, well, aside from the macro users.
Zerg Mar 15, 2023 @ 2:46pm 
Originally posted by Hardwater:
Originally posted by Zerg:
It's funny to see all the non-pickers complain about lockpicking. Do you have any idea how much time/effort it takes to get good at lockpicking?

Just because someone decides to engage with the tedious lockpicking mechanic and get good at it, it doesn't mean they should then just be able to offline raid any base in less than two minutes haha.
I do however feel sorry for anybody who put themselves through the pain of dealing with the atrocious lockpicking system long enough to get good at it, well, aside from the macro users.
Yes it does. This is SCUM get good.
Zerg Mar 15, 2023 @ 2:48pm 
Originally posted by AzhalveK:
Originally posted by Zerg:
Dial lock protection is a terrible implementation and will absolutely ruin SCUM
So far the documentation on dial lock protection is minimum, but I don't see any limit on the # of dial locks you can have on your base. These are clearly superior to gold locks, which can be easily picked by a master lockpicker.

The devs yet again show that they have no clue what they're doing. You can put THREE dial locks on a prefab door (which can't be destroyed) with advanced lock protection. Each of these locks can have different codes, and you don't even need to remember the code!!!!!!!!!!!!!!!!!!!!!!!

Yes, I needed that many exclamation points. Let me repeat that, you don't even need to remember the code you set. You can just open/close the door like normal, and remove the dial lock without the code (and you can change the code without knowing the previous code).

That means to open a single prefab door, players will need to guess 1/1000 numbers three times while enduring advanced shockers. Good luck with that. These devs are taking the game in a direction of far too much base safety and anti-raiding meta, and it will kill the game.
C4 will solve the problem, but will destroy the facade of the bases.
We will no longer attack the doors but the foundations, walls and roofs.
Problem solved, there will just be more tears.
If they changed C4 to 1-shot door frames, I agree.

The problem is bases are already difficult enough to raid. Players can delete their stairs in modular buildings. They nerfed C4 so it doesn't do AOE damage but still takes just over 2 C4 to destroy concrete. Concrete is still too easy to make because they still sell it in the trader.

The devs just keep pushing the game towards easier and easier base defense. The population is taking a nose dive as a direct result.
Siamese Mar 15, 2023 @ 2:48pm 
I mean they did actually quadruple the number of options for destroying a wall though. So they’ve hardly made bases safe really.
Hardwater Mar 15, 2023 @ 2:50pm 
Originally posted by Zerg:
Yes it does.

Lol, the dial locks indicate otherwise :)
CrankyOldMan Mar 15, 2023 @ 2:52pm 
Originally posted by Zerg:
Originally posted by CrankyOldMan:
I disagree
Good this will slow down on the base raiding problem. It always took a lot more effort to build a base and craft the locks and zappers than it did to lock pick your way through.
This is a step towards balance.
It's funny to see all the non-pickers complain about lockpicking. Do you have any idea how much time/effort it takes to get good at lockpicking?

Also you should be building bases with 50-60 doors. If you're not, that's your own fault. SCUM should not be a game where you can throw down 3x dial locks on a prefab with an advanced shocker, and have it be almost unraidable. That's bad game design. SCUM is about raiding.

You want the game to be boring and safe? It will die.
:::::::::::
I have 5800 hours in scum man I have a very good idea!
Rust is a game about raiding scum is a game geared toward survival with a pvp element. In the start it was easier for them to create the pvp part, now they are moving towards the survival aspect as it was intended.
Since you think I don't know how to play this game and don't know the lock pick requirements.
Go find a rag to dry your tears kid!
Last edited by CrankyOldMan; Mar 15, 2023 @ 2:56pm
Siamese Mar 15, 2023 @ 3:01pm 
Originally posted by Zerg:
Originally posted by CrankyOldMan:
I disagree
Good this will slow down on the base raiding problem. It always took a lot more effort to build a base and craft the locks and zappers than it did to lock pick your way through.
This is a step towards balance.
It's funny to see all the non-pickers complain about lockpicking. Do you have any idea how much time/effort it takes to get good at lockpicking?

Also you should be building bases with 50-60 doors. If you're not, that's your own fault. SCUM should not be a game where you can throw down 3x dial locks on a prefab with an advanced shocker, and have it be almost unraidable. That's bad game design. SCUM is about raiding.

You want the game to be boring and safe? It will die.
If you have a system that makes building 60 doors a meta then you have a broken system. Nothing says imbalance like 60 doors to stop 1 picker. Just imagine an image of a scale with those two things on opposite sides of each other.

The work involved in building like that isn’t really how people want to spend game time by and large. That’s really the reason you rarely see it done.

I can totally understand your point of view here though. It does seem they’ve basically nerfed pickers into irrelevance and I agree that’s probably not the best outcome. However it’s hard to ignore the sheer volume of posts about and around picking as something people broadly have issue with.
Zerg Mar 15, 2023 @ 3:04pm 
Originally posted by Hardwater:
Originally posted by Zerg:
Yes it does.

Lol, the dial locks indicate otherwise :)
The dial lock system is a result of the devs being dumb and not understanding the problem.

You want to know the real problem? Cheaters. When you come back and your base was completely picked with no land mines set off, 99% chance it's a cheater. And the devs have consistently refused to acknowledge the problem or deal with it.

The insane irony is that cheaters will easily bypass combination locks. They have a hack where they cut any wire on the bomb defusal and win the mini-game, or pick anywhere on a lock to unlock it. Before long, they'll have a hack to put in any combination and unlock the lock. There is also admin tools which will allow them to simply remove the lock without putting in a code.

This dial lock system won't fix the problem of cheaters raiding bases. It only hurts legitimately skilled lockpickers that spent months to get good at that aspect of the game, and will cause entire raiding squads to quit.
Zerg Mar 15, 2023 @ 3:06pm 
Originally posted by Siamese:
I mean they did actually quadruple the number of options for destroying a wall though. So they’ve hardly made bases safe really.
They nerfed C4 hard. C4 used to do area damage, now it doesn't. They temporarily buffed its damage to compensate, but reverted that. Now C4 only 1-shots metal, and takes more than 2 to destroy concrete.

TNT is rare. Pipe bombs are actually a decent option given how easy they are to farm + create, but if the player is online they can just repair.

But trust me, these padlocks are going to kill the game for good. Just wait and see.
Hardwater Mar 15, 2023 @ 3:13pm 
Originally posted by Zerg:
The dial lock system is a result of the devs being dumb and not understanding the problem.

I agree, cheaters are the problem, but I also think the lockpicking system itself is ridiculous, its not fun, its not realistic and raiding shouldn't be as easy as it is by 'skilled' lockpickers.

Either way it doesn't make much of a difference to me, I don't have the game installed anymore, I keep checking on progress because I like the idea of the game, and really enjoy alot of aspects of it but in practice there are just too many misguided design decisions that make it not fun to play.

It has potential to surpass DayZ, but every update seems to make the game worse and doesn't ever seem to tackle the actual fundamental problems with the game, it's a shame, but I still have hope that eventually they get their ♥♥♥♥ together and improve it.

It seems to have an identity crisis, at points it wants to be a realistic survival simulator, but then it has things like traders removing any need for actual survival, and unrealistic mechanics like a lockpick breaking after 3 seconds even when you don't put any pressure on it (although for some reason you can lockpick a lock whilst lying on the floor despite the character not even being able to physically reach the lock, let alone pick it from such an uncomfortable position), or cutting a backpack up destroying everything inside the backpack like some sort of fantasy game.
Last edited by Hardwater; Mar 15, 2023 @ 3:15pm
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Date Posted: Mar 15, 2023 @ 2:29pm
Posts: 60