Using the lockpicking skill seems to have no effect on looting, even in the case of locked storage sheds.
Hm, I meant for that to only work if lockpicks and the lockpicking skill were used together. I wonder if I left "just lockpicking skill" as an option?I'll check that out!
Dan Fedor - Founder, Blue Bottle Games
Ah! I understand. That makes sense, now that I know that lock picks actually exist (I have yet to encounter any!). I just assumed that it was more like Fallout 1/2, where your skill at picking locks would work even without any tools on-hand (while having tools would increase your chance of success).
I actually considered that. I just wasn't sure if it made sense. I'm not an expert lockpicker in real life, so I just assumed one needed something to pick the lock with :)
Custom-shaped fingernails? ;)
Lol. I was gonna say something like, "you show me a youtube vid with someone picking a lock with his fingernail..." and, silly me, OF COURSE there is already a vid like that!http://www.youtube.com/watch?v=gdFTN9kS5b4 (shaking head)Still, he needed a tool (vice grips) to create tension, so no fingernail lockpicking yet (phew)!
Having dabbled with lockpicking (after reading too much Feynman), I can confirm that you need tools. For a simple enough lock, you <em>may</em> be able to use improvised tools; I'd say at a minimum two hair pins (bent with a pair of pliars), or two table knifes )re-shaped with a file). But that's always going to be much less useful than an actual set of picks. In game terms, it might give you, I don't know, 25% or 50% of the benefit of a set of actual picks.Note that a "set" really only needs to consist of two tools, a pick and a tensioner. And in real life, lockpicks are not something that "breaks" when you use them, unless you have absolutely no clue what you're doing with them. Slow wear-and-tear is fine, just none of this "the pick snapped off in the lock" stuff.
Cool, thanks for the real-world info! Admittedly, I have little experience with the art. Watching the fingernail video actually helped me understand a bit more about how the tensioner helps hold the pins up once they're pushed there, but I'm far from knowledgeable on the subject :)The lockpicks in NEO Scavenger do wear over time with use, and degrade into the same small parts they were made from, for the most part. Hopefully, that's a reasonable approximation for home made junk lockpicks!
well, found out how you can make lockpicks ingame from a recipe sheet, spoilers ahead :P8xassorted screws etc + lockpicking skill
Urgh, creepy video!
Is the lockpick recipe spos to be non existent for the demo???
I think it is for now .... never saw any in the demo but when i changed for the beta they were relatively all over the place
What always crossed my mind while playing- why multi tool does not count as a lockipck tool? I mean, it's not that hard to find a piece of wire near the lock, in a abandoned building-bend it with tools, etc. So multi tool kinfe must count as a lockpick, albeit a little worse than a set of lockpicks.
This isn't a bad idea, although it might be getting excessive to have multitools, lockpicks, crowbars, and the lockpick skill itself all appearing in the scavenge options window. Perhaps instead of having lockpicks show up in the window, using the lockpick skill just uses the best tool you have available in your inventory or on the ground? So selecting "Lockpicking" would just automatically use lockpicks if you've got them, a multitool if you don't, or just use "improvised" tools if you don't have either. The loot chance bar would reflect your odds with whatever tool it selects.
I prefer the crowbar + night vision skill :)
If you're going to use a crowbar, hiding helps (that is if you think avoiding encounters is a good thing).
Actually, using a multitool plus wire/pin is a pretty good idea. I'll add that to my list. It might get crowded in the encounter items window someday, but not too crowded yet!In fact, someday I'd like to add a "substitution system" to the crafting/encounter systems. I think it'd be cool to have some items work as "good enough" substitutes for other items when crafting or choosing encounter responses. It might be a while before I get time to do it, but it's worth considering.Oh, I almost forgot why I came here to post in the first place: I think I figured out a way to make the encounters only show items if you have everything you need, instead of just a partial list of inputs (like lockpicking skill, above). It should make it into one of next week's builds.Also, @Dastot, the lockpicks only show up in the beta. However, there are a few other ways to get around locks in the demo, such as Fusek's solution :)