Lol. I wasnt responding to any particular post or you. I was just leaving a general statement. Theres a lot of complainers out there.
There are a lot complaining about the difficulty of the system but thatbis not what this topic is about. Your general post would be better as either its own topic or actually posted in a topic where thebtopic of conversation is about making the system easier.
It is just like this comment would make no sense in a post stating that the stralth system around certain types of armour is unrealistic (like how chainmail can somehow be silent).
I get it dude and i dont care
Obviousely, which is why no one ever takes people like you seriously. If one can not even post in an appropriate location for their ides/opinions, how can anyone ever take them seriously. You might as well be scribling stuff about China in a bathroom stall in the US. The first step to conversation is being heard by the right people, but they cant hear you when you are yelling in the wrong place.
I absolutely DESPISE this lockpicking system. I literally cannot pass the tutorial no matter how many times I try. Itâs torturously and unnecessarily difficult. I would have an easier time picking a lock IRL. I am completely dreading playing any missions that require lockpicking or pickpocketing. They really need to do something about this cuz itâs ruining the game for casual console players. I play Witcher 3 on Death March with no problems but I canât get past an easy lock in a frickin tutorial in this game. I get going for realism but the whole system is nothing like real lockpicking anyway. You donât rush thru it or fail and shake like crazy. Ugh, these mechanics and bugs are ruining a game I really want to love.
I have to agree 100% with the assessment of the forum design.
It is illogical and cumbersome. Novelty wore off almost immediately.
Ya i know what you mean, but an update is on its way soon which is supposed to helo with the lockpicking difficulty. Although i havent really had any problem with the pick pocketing as of yet, i havent done it a ton but i have been fairly successful.
My tip for it would be to wait for people to go to sleep, and in the beginning only go for one item at a time, this way you dont need to hold the button down for very long and so you have much less of a risk of being caught. I am on xbox by the way. I have a feeling as my character get more pick pocketing levels then it will be easier to go for longer amounts of time and so i will be able to get multiple items at once. But for the beginning since you can just keep going back into their pockets, you can do one item at a time in order to level up.
I am glad lockpicking is being addressed though. I understand many people like the idea of it being challanging/hard, and that is fine, but something like that should scale appropriately. Yes henry is new to lockpick so he wouldnt be very good at it, but easy and very easy locks should not be so annoying to pick since they are meant to be your introduction to the whole system. There is also a fine line between a system being difficult and a system being annoying. It is fine for a system to be somewhat difficult, but when it starts off at very difficult it tends to push people away from ever using that system to begin with. A lockpicking system really shouldnt be one of the hardest things in the entire game, it is meant to be a smaller off shoot mechanic, it is not meant to be something you need to spend hours and hours in real life getting good at. It isnt like combat which is a system which is a focal point of the entire game.
The lockpick position is wrong it should have been the a-hole
Nickel, for all your talk about people needing to go see a scribe to learn how to read, you apparently skipped the video posted from two weeks ago where Dan Vavra specifically mentioned master keys being common back then, and archaeologists finding that it wasnât only the rich people who had locks. Thatâs part of why they tried to come up with something that would involve doing more than just using a single key for a majority (or all) of the locks.
That said, itâs secondary to the point youâre making about how youâd have preferred a different sort of system for lockpicking. Thereâs realism, and thereâs realism/fantasy with RPG mechanics involved. Lockpicking is commonly a skill-based thing in many RPGs, and they often result in some sort of mini-game players have to solve. Basing it on sound and whatâs around you is a direction they could have gone with, but they didnât - at least, not entirely on its own. That does factor in, however.
The point is this is not something they just had no clue about, leading to an âunrealisticâ mini-game. This is the choice they made, which is the part you donât like.
Master keys and skeleton keys are the same thing, once again they are not a one size fits all kind of deal. Again a kind of game could have been made around that fact. Due to their being so many different types of locks there were many types of skeleton keys. Also while locks werent exclusive to the rich, it was by no means common for the poor to have actual locks. The poor would instead use things like wood beams to lock their doors and window. We actually see this in kingdom come when it comes to windows, but not their doors. But again making it so that everyone has an actual lock on their door and every single chest is a liberty that makes sense to take for the sake of gameplay.
I never once said they didnt know anything about locks from that time period, i simply questioned why the whole lock picking system was not realistic. Whether itnis by accident due to lack of knowledge or on purpose, it still makes no sense. The system is not realistic, which can be overlooked if it was made less realistic for te sake of gameplay (taking another liberty), but it isnt an interesting gemeplay mechanic either, in fact it is a very boring and lazy feeling lock pick system. So it ends up failing on both accounts. I dont care whether or not they know about locks from the time period, i care about what is in the game.
Also dont see your stretch of a link between me telling people who obviousely didnt read the very post they are reply to, to actually learn how to read, and me not going off to find some random developement video that just makes the excuse of âwe knew this system wasnt accurate but we made it this way anywaysâ.
Did you see me or anyone else mixing up skeleton or master keys? Obviously theyâre the same concept. They could have programmed in a few different types of master keys, but that still would have made the whole lockpicking mechanic extremely easy overall. They could have based the difficulty on sound or proximity to others, yes, but like I said - thatâs already in there in some form.
The point is to have a skill-based element for Henry to learn and improve in.
And who said you were supposed to go off and find a random development video? It was linked right here after your initial post, yet you continued to act like they didnât know their history. Yes, you would have known about it had you followed their videos in the past, but not everyone knew about the game while it was in development.
If you were just here to nitpick, so be it.
Again never once said they didnt know what the history. this entire post has nothing to do with what they did or did not know it has to do with what they put in their game. Never once did i state they didnt know what locks from that time were like. I questioned why the developers who claim to make a game with a large focus on realism decide to completely ignore reality for a system that isnt even good gameplay wise. They have taken certain liverties for gameplay sake, and that is fine and understandable. But that was not the case with this lockpicking system. So it must be asked why they completely ignored realism.
If you want a minigame and skill based system; simple, you buy lock schematics, a lock of that type from the millers and then at a forge you examine the schematic which comes with a drawing of the locksmithâs crest and a drawing of the key that would fit the lock in the from the drawing of the key and the schematic from that you would work out how to make a skeleton key that throws the bolt without catching on wards in the lock.
Poorly made skeleton keys would make a scraping sound as they were turned, they could be improved by filing down the edge that causes them to scrape, though filing too much could cause the key to break in the lock.
As Henry gets better at the skill of keysmithing he will level up, be able to identify locks (requires day/torch light or one of the nightsight potions) and takes time depending on your skill. Or you can use a piece of paper and a candle (the light may alert guards) to add lampblack to the seal on the lock and then place the paper against the seal and rub it with the candle, creating an inverse image of the bookmakers seal, you could (if you have the reading skill) then mark each rubbing with the type of lock and location. You could eventually try making keys without any sort of schematic (for example a.hard lock from the same smith) by making a key blank, coating it in a thin layer of beeswax and then inserting it and turning it, once it catches the beeswax will leave an impression of the internal some of the locks internal workings. This trick may take a few tries to get a working key however and wouldnât be the quietest.
This is a great idea. This is the kind of thing that i would have hoped a game like this would have. It is inovative, fits with the time period, and actually interesting and unique. Far better than a generic boring and inaccurate lockpicking system like what they have now.