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Gothic remake lockpicking backlash raises the fascinating question of whether anybody really enjoys lockpicking in RPGs

7d 21h ago by piefed.world/u/Agent_Karyo in crpg from www.rockpapershotgun.com

Gothic remake devs acknowledge "mixed" reactions to new and fancier lockpicking mechanics, suggest people try upgrading lockpicking skill.

I don't understand picks breaking in all these games. In real life, you can have zero skill and use the same two paperclips over and.over until you finally open a padlock and have nfi why it worked that time and not all the others.

I mean, its a game mechanic. It puts a limit on the player's potential to pick difficult locks.

% success and skill level are fine

breaking durable items while using them properly in a short time is a trash mechanic

looking at you breath of the wild

I never finished Breath of the Wild and didn't by Tears off the Kingdom due to that mechanic. So pointless.

There's a mod. But the game is built with the mechanic in mind, so it's not perfect.

I enjoy it in Skyrim it was satisfying to accomplish a picked lock. But some games make it to difficult and not rewarding.

That was the one game I had in mind too. If you were skilled enough, with a bit of luck you could pick some of the hardest locks in the game at level 1. It got easier as you leveled up, so there was a worthwhile progression, but it was still super satisfying picking a Master lock or what have you on your last lockpick when you're in the single digit levels.

Yes that how I felt.

I think the lock picking in Kingdom Come Deliverance is pretty good. Not too tedious, and usually fairly quick. Plus it doesn't pause the world around you so there's some natural tension baked right in.

Lockpicking shouldn't be a mini game. It's meant to present the player with a decision, opportunity cost, and reward.

IMO Fallout 4 does this best.

Lockpicking shouldn’t be a mini game.

IMO Fallout 4 does this best.

With… a minigame? The same minigame from Skyrim and Fallout 3, lol

What I mean by mini game is the focus on the challenge. Consider hacking in Bioshock for comparison. Or oblivion/morrow wind for that matter.

Fallout presents hacking and level design bypasses as alternates. That's why it does it best.

Regardless my point is that lock picking shouldn't be about the difficulty of picking locks.

In Thief 1 and 2, there a two lockpicks that you sometimes need to switch between to finish opening a lock, but the picking itself is just holding down the use key and waiting until it either opens or needs the other pick. Harder locks just take longer to open, leaving you potentially exposed to be seen longer.

It worked well.

Original Gothic lockpicking was good if I remember it well enough. Personally I love Oblivion system, and I quite like system from Kingdom Come Deliverance, although I feel it was a fucking cliff difficulty wise.

Like, in KCD (at least the first one, didn't play second), you either majorly sucked and had to do mission impossible on the thing..or, when skill raised sufficiently, suddenly the difficulty dropped so much I was doing it absentmindedly.

this and stealth missions in none stealth games. or games that suddenly introduce some sort of tower defense minigame out of no where.

MGSV has the best lockpicking mechanic. Press Square to pick the lock, tap Square to make it go faster but also make more noise. Thats it.