Lockpicking Mechanic

So, the Alpha dot3 updates been out for long enough now; what’s everyone’s thoughts on the lockpicking mechanic that’s now been introduced in-game?

I personally liked the fact that it’s a fresh and new take on the notion, which was indeed refreshing… However the process itself did seem far too easy. I’d expect it to be quite a hard skill to learn let alone master.

I mean, I wouldn’t imagine even with a simple medieval lock mechanism (like the chest locks and doors probably would have been) that anyone could just pick up some lock-picks and straight away be able to unlock just about any lock presented to them… which is kind of how it felt to me. I think we need to find some more balance somehow.

Thoughts, opinions… ideas for improvement?

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From my perspective, once we know how to lockpick, it should become easy. If we are able to successfully do it, it should gradually become a simple task that is only a mere hindrance in me achieving my goal (breaking open something).

Variations in locks can become a change of pace with some more complex locks used by those who are willing to pay for complex locks.

Other than that, once we figure it out, lockpicking should be an easy task.

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yeah i agree it does represent the two prong pick rather nicely.

as for difficulty, i think it’s only a beginner’s lock, that’s why it’s easy. later locks might contain more difficult mechanics. might reset if you don’t keep it in the sweet spot the whole way. right now it’s very forgiving. you can fall away from the sweet spot for quite a long period.

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Yea agreed. The tolerance is quite high at present, and is very forgiving. I think that’s what was probably the most noticeable for me.

But as @carvine1 says;

Obviously the more wealthy someone was, the more expensive the things they could purchase, and the greater the need for better security. They can afford better quality, more complex fixtures… So it’s almost a certainty that there will be some variation in the types of locks, and their respective difficulty level for picking.

In video update #10, Dan says :

Our goal was not to make it
impossible, but kind of prolong the way you are opening the doors. It’s very flexible
in terms of difficulty, so can be very hard or very simple
[…] When we’ve researched this topic, we realize that back then the lockpicking was quite simple. Usually they made some kind of master key and then it could be used in most of the locks.

I guess lock picking will be more difficult in the future, when we have to go by different locks in different contexts.

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There is a harder lock in the forest if you haven’t tried it yet.

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Yea. That’s pretty hard. Ask my shaking hand :smile:
It is true, that chest has two locks? Graphically yes, so i suppose…
What’s in skilled one?

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Greetings friends… I am glad that you all at least seem to like the Lock picking minigame! I do! :slight_smile: But right now it’s very easy and forgiving as you already pointed out! :slight_smile: Don’t miss the Tech Alpha idea of showing you mechanics just with the purpose to show and get feedback! :slight_smile: The hard nuts will come with the finished game! There will be even chests and doors with several locks! :slight_smile:

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What is about door knocking? If a door is looked and we wanted to speak with someone on the inside, maybe in the middle of the night. Will we be able to knock on the door or are we forced to pick the lock and wake up the stranger in a very creepy way?

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Let’s say we have door knocking animations! :smiley:

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I love the idea of the minigame but even the harder lock in forest seems rather easy. Perhpas the smaller spot or less forgiving would help… I dont know.

As far as I know there were differenet principles of medieval locks. Having different minigames for poor and expensive locks could represent that, hovewer that would be perhaps too much consider this isnt another Thief game : - )

I was thinking about the finding the “sweetspot”. Right now, you can find it quite fast just by moving your cursor quickly. I didnt even noticed that the cursor is growing as help until I read it recently. I think that this shouldnt be possible. If you move your cursor too fast then there shouldnt be any help.

What you think about: you would have to hold LMB to found the sweetspot and if you then move your mouse too fast, you would broke your lockpick?

There will be an RPG system connected to it. Finding the “sweetspot” in a difficult lock will be very hard… also to turn it around… since the right area, you need to stay in, will be very small. The hard part is not to find the right spot… but to stay in the area while turning the lock.

But creating another minigame for that is off table! :slight_smile:

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That was my thought at the system.
But actually (in modern gfx games)
I like more the system of Oblivion or the Thief 4 beta.
But the point could be more resistant for every lock! :blush:

But do we have door smashing animations?

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Sounds good Tobes :smile:

I think based on that feedback alone, you guys are on the money. Which is no surprise. Really enjoyed this update

Sweet!

Well yes, but my aim was to increase compexity. You can allways make it harder by increse numbers like turning speed etc… but makeing the eaiser part harder works better IHMO.

I know! I was higly teoretical at this part :- )

I think this is a great idea! It would add difficulty and new layer to the minigame, it would make sense authenticity-wise, and it should be quite easy to implement. You should definitely consider this, @warhorse!

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Where is said lock in the forest?

It’s very close to the invisible wall in the forest in a bush behind one of the herbalist structures.

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Is there a spotting indicator planed? How do I recognise other people are seeing me while I’m picking a lock…