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DerDuderich

Lockpicking: Minigames yes or no

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Ok guys :)

 

So for everyone that isn't up to date: Apparently will will get lockpicking very soon, in the newest devblog there is a new item mentioned, a "Lock Picking kit" (here).

 

Now obviously this is going to be a first step into barricading: Locked doors that you can unlock with the above mentioned item.

 

Now we do not know exactly how locking doors and lockpicking is going to work, but there are basically two possibilitys for lockpicking:

 

1. Plain trial and error

 

This is the most "basic" version: The lockpicking kit has a certain % chance to unlock a door, depending maybe on the quality of the lock (5% breaking a pristine lock, 20% breaking a damaged lock, and so on). When you find a locked door, you look at it, you select "Pick lock" from the menu and you repeat this (smash the F key) until the door is open.

 

Propably there will be a cance, you'll break one of the wrenches and destroy your lockpicking set, let's say 1%.

 

Now this system would be pure luck, basically without any player impact on the result.

 

 

2. Minigame(s)

 

Now the other option would be to implement a "lockpicking minigame" as we know it for example from Skyrim or the Mafia series:

 

Picture 1: Breaking into a car in Mafia 2

ASPoWDt.jpg

 

Picture 2: Picking a lock in TES: Skyrim

8SgnYzO.jpg

 

This kind of system would allow players to actually "impact" the result by directly influencing what is going on. The downside is, that after a little practice, everyone knows how to pick a lock and locks do not provide any "secure protection" anymore (consider though that one could break the lock with an axe anyways).

 

 

Now my question is: Which version of lockpicking would do you guys want to see in DayZ? In terms of realism, which one do you consider better?

Edited by DerDuderich
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I dont think that they will ad a minigame . It will be more like %of Lockpick vs % of Doorlock = % Chance that you sucseed . Shot in back of the head while stuck in minigame dont fits DayZ in my eyes.

Edited by Krawallkurt
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I dont think that they will ad a minigame . It will be more like %of Lockpick vs % of Doorlock = % Chance that you sucseed . Shot in back of the head while stuck in minigame dont fits DayZ in my eyes.

 

Agree!

 

But I feel like there should be some kind of "skill variable" in the equation. Picking a lock takes a lot of practice and by making it pure luck you can't improve or learn...

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I dont think that they will ad a minigame . It will be more like %of Lockpick vs % of Doorlock = % Chance that you sucseed . Shot in back of the head while stuck in minigame dont fits DayZ in my eyes.

So you have never been shot playing inventory tetris??

 

I doubt they would add a mini game, but i certainly wouldnt complain if they did id just make sure i had a look out ready while i played unlock the door as i do when i play inventory tetris or now its time to eat and drink...

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I'm behind the minigame one hundred percent.  Imagine people playing it on PS4 or a game controller for the PC getting a little vibration when the pin gets rested on the shelf.     I like the idea.  It takes a lot of concentration to pick a lock under stressful situations.  It should be something that holds you in place until you've finished.  Not everyone can pick a lock or has any idea what's inside one, so yeah, it should take more skill than just mashing F repeatedly.  There should be different kinds of locks as well; Car door locks shouldn't have the same locks as door locks, for instance.  

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From everything I seen in Dayz, lockpicking seem like a crazy novelty. Realisticly we should be able to force our way into every building easily and quickly as can be seen in the vid.

ETA: One use for such mechanics can be where force isn't an option like hotwiring a car.

I dont think that they will ad a minigame . It will be more like %of Lockpick vs % of Doorlock = % Chance that you sucseed . Shot in back of the head while stuck in minigame dont fits DayZ in my eyes.

On the contrary, Mini-game or not, lockpicking should take time in which you are exposed and vulnerable for such opportunistic headshots.

I like the idea.  It takes a lot of concentration to pick a lock under stressful situations.  It should be something that holds you in place until you've finished.  Not everyone can pick a lock or has any idea what's inside one, so yeah, it should take more skill than just mashing F repeatedly.

I have no doubt that many people will agree with you, going by the 'skill based vs button mashing' logic. However, it should be considered that this is NOT a single player, after few tries everyone would be an expert locksmith making locks useless. Edited by Mor

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Shot playing inventory tetris? As in "lets sort my backpack in this unsafe spot, whats the worst that could happen"? Well you just lost at inventory tetris! In my opinion being shot while playing a minigame fits DayZ very nicely (one of the reasons inventory tetris is a good thing to have). And its more exciting than just standing in front of something spamming F until you succeed. For my part we could even have a berry/apple picking or blood transfusion minigame.

Now my question is: Which version of lockpicking would do you guys want to see in DayZ? In terms of realism, which one do you consider better?

The minigame version - though a lot less easimode than in Skyrim. In fact it should be pretty damn fiddly so most people would most likely give up or get shot in their backs. Also no lockpicking skill - this should be determined by player skill. With tools much more rare than in Skyrim breaking them on failure would probably be a major setback. Unless...

I also want to see Krawallkurts suggestion in game. The Masterkey is called this way for a reason. Should not work everywhere though.

Edited by Evil Minion

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What I think about lockpicking, doesn't it require a very sensitive hand and maybe a good ear?

You need to feel when the pins are in place.

I'm thinking multiple little pins, jam em all into the lock. Small minigame click on a pin and drag it down very slowly, when you hear the pin in place with a quiet little tic. Then you leave it and move onto next bobby pin.

Depending on on lock quality will be how easy the pins are to get perfect, and dependent on what type of lock determines how many bobby pins are needed.

With several bobby pins and something to turn the lock you can make a improvised lock picking kit.

You can find a precessional kit but it should be very rare.

Bobby pins could spawn in residential on little paper card things like IRL.

Bobby pins break over time, professional kit pins shouldn't break.

If you don't have the time or don't mind making noise a shotgun or a few rifle bullets should be the best option.

But I think making a lot of noise should soon be a problem around towns and villages.

Maybe you should have to drag and drop bobby pins into keyhole in the middle of the screen, newbs would take the time to try sticking another on 1-2 maybe many more times. They're then confronted with what they hell they do with these pins, do I twist it like Fallout?... No it only moves up and down... Moves up and down, if they're perceptive enough they'll hear the tic.

Some people will be smart enough to figure it out on their own, others will not. The way it should be in DayZ.

Edited by AP_Norris
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Dear god. Leave this qte/minigame crap that riddles last generations of videogames out of dayz.

I would rather mini games that require some knowledge and skill than crappy random chance.

Edit: works everytime is also something I don't think fits in dayZ.

Small things like opening cans that anybody knows how to do is fine.

Edited by AP_Norris
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I love the idea of locked doors and lockers etc that spawn good loot, lockpicking isn't a skill everyone knows but being able to break through locks with sledgehammers, shooting the lock or for harder locks a small amount of plastic explosive would be cool, and add another element to the stealth aspect of the game as these actions would make considerable amount of noise

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I have no doubt that many people will agree with you, going by the 'skill based vs button mashing' logic. However, it should be considered that this is NOT a single player, after few tries everyone would be an expert locksmith making locks useless.

 

That's a good counterpoint, but consider this:  What if picking locks was so hard, nobody wanted to do it except people who WANTED to do it?  

 

What I think about lockpicking, doesn't it require a very sensitive hand and maybe a good ear?

You need to feel when the pins are in place.

I'm thinking multiple little pins, jam em all into the lock. Small minigame click on a pin and drag it down very slowly, when you hear the pin in place with a quiet little tic. Then you leave it and move onto next  pin.

 

Personally, I've tried picking locks, and it is very very difficult and time consuming.  Especially when there's a lot of noise.  It's not something that can be done easily with thrown together materials like a bent paperclip and a flathead screwdriver.  

 

No twelve-year-old CoD kiddie would want to sit still for that long and fiddle with something like that, so naturally I'm all about it 'bout it.

 

EDIT:   Also, Breaching Rounds might be an interesting take on forced entry.

Edited by nettles
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That's a good counterpoint, but consider this:  What if picking locks was so hard, nobody wanted to do it except people who WANTED to do it?  

 

 

Personally, I've tried picking locks, and it is very very difficult and time consuming.  Especially when there's a lot of noise.  It's not something that can be done easily with thrown together materials like a bent paperclip and a flathead screwdriver.  

 

No twelve-year-old CoD kiddie would want to sit still for that long and fiddle with something like that, so naturally I'm all about it 'bout it.

 

EDIT:   Also, Breaching Rounds might be an interesting take on forced entry.

Yes, I know a guy with a shotgun in the military is usually also expected to be breaching doors so maybe this would be a surprisingly common round.

Would be good to be able to have a door breech slug, then 4 or 7 rounds buckshot depending on tube size.

Maybe you could also have a guy with a flashbang ready to throw in.

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Unless you make it reflex based mini-game (which will likely penalize some older players) you should assume that soon after EVERYONE will be smart enough to figure it (or google out step by step instruction\video and likely have somewhere where they can practice it). Hence everyone will be an expert locksmith, which in an MMO will make a locksmithing mini-game mechanic the equivalent of extra 10sec or so to opening doors.

Then it becomes a question of where something like this will be implemented, if locks will be commonly used outdoors, then it will soon become the top most repetitive time consuming task and useless tasks.

If it will be only used rarely (one bases, or player bases), then lockpicking will the silent alternative to breaching, in which case it should be severely handicapped i.e. very rare items and or IMO combination of first and second approach so its not only skill bases aka time delay.

EDIT:

Yes, I know a guy with a shotgun in the military is usually also expected to be breaching doors so maybe this would be a surprisingly common round.

Would be good to be able to have a door breech slug, then 4 or 7 rounds buckshot depending on tube size.

Where I live something like that wouldn't make a dent in any entrance door. While in cherno, you shouldn't need a crowbar to be able to force your way through a house door\window. Edited by Mor

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