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What game had the best lockpicking/trap disarming m̶i̶n̶i̶g̶a̶m̶e mechanic?

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Post by Dorateen »

I enjoyed the lock picking and trap disarming from Wizardry 7. First, the thief party member has to Inspect to detect what trap it might be, and then select the correct combination of tumblers. The level of success or failure is governed by the character's appropriate skill level.

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Last edited by Dorateen on October 19th, 2023, 18:11, edited 1 time in total.
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Post by rusty_shackleford »

After thinking on it for a bit, I think the biggest problem with most lockpicking isn't the implementation but lack of penalty for failure. You usually just break a lockpick and keep trying until you open it, therefore lockpicking doesn't actually do anything but waste your time.

Lockpicking in a game that uses a rolling save mechanic(think say, dork souls inspired) could make locks that have a chance of breaking upon failure. I suspect the reason we don't see mechanics like this anymore is because every game is effectively focus-tested with a QA team and developers will quickly realize that people will press reload the moment it happens. So the only chance of seeing it is probably in something that restricts saving to it not being able to easily undermine game mechanics.
Last edited by rusty_shackleford on October 19th, 2023, 19:56, edited 1 time in total.
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Post by Ryzer »

rusty_shackleford wrote: October 19th, 2023, 19:55
After thinking on it for a bit, I think the biggest problem with most lockpicking isn't the implementation but lack of penalty for failure. You usually just break a lockpick and keep trying until you open it, therefore lockpicking doesn't actually do anything but waste your time.

Lockpicking in a game that uses a rolling save mechanic(think say, dork souls inspired) could make locks that have a chance of breaking upon failure. I suspect the reason we don't see mechanics like this anymore is because every game is effectively focus-tested with a QA team and developers will quickly realize that people will press reload the moment it happens. So the only chance of seeing it is probably in something that restricts saving to it not being able to easily undermine game mechanics.
In Wizardry games, failing to pick the lock, especially in early game enables a trap that can kill one or more members of the party which is a huge penalty and the chest remains locked.
This is why you have to be careful to open a chest in Wizardry games or simply decide not to open it, choice and consequences.
Last edited by Ryzer on October 19th, 2023, 20:11, edited 1 time in total.
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Post by Emphyrio »

lockpicking isn't fun. Smashing chests is fun.
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Post by GhostCow »

Emphyrio wrote: October 19th, 2023, 21:18
lockpicking isn't fun. Smashing chests is fun.
Most games make the items break when you do that, which is not fun
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Post by Goth-Girl-Supremacy »

Lockpicking is a gay skill to have.
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Post by BENEFACTOR »

GhostCow wrote: October 19th, 2023, 22:17
Emphyrio wrote: October 19th, 2023, 21:18
lockpicking isn't fun. Smashing chests is fun.
Most games make the items break when you do that, which is not fun
Not in Baldur's gate.
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Post by Bertram_Tung »

I liked Ultima Online's lockpicking system. I click my lockpicking skill and I target the chest, and the chest either gets lockpicked or it doesn't depending on my skill level.
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Post by Vergil »

rusty_shackleford wrote: October 19th, 2023, 19:55
After thinking on it for a bit, I think the biggest problem with most lockpicking isn't the implementation but lack of penalty for failure. You usually just break a lockpick and keep trying until you open it, therefore lockpicking doesn't actually do anything but waste your time.
I had a mod for New Vegas that made lockpicking an automatic dice roll based on your skill level and you could get a critical failure and increase the lock difficulty.
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
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Post by rusty_shackleford »

Vergil wrote: May 28th, 2025, 05:43
rusty_shackleford wrote: October 19th, 2023, 19:55
After thinking on it for a bit, I think the biggest problem with most lockpicking isn't the implementation but lack of penalty for failure. You usually just break a lockpick and keep trying until you open it, therefore lockpicking doesn't actually do anything but waste your time.
I had a mod for New Vegas that made lockpicking an automatic dice roll based on your skill level and you could get a critical failure and increase the lock difficulty.
Probably a good bunch of ideas that could be mined from mods if someone spent a few days just wading thru the muck.
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Post by Oyster Sauce »

rusty_shackleford wrote: May 28th, 2025, 05:45
Vergil wrote: May 28th, 2025, 05:43
rusty_shackleford wrote: October 19th, 2023, 19:55
After thinking on it for a bit, I think the biggest problem with most lockpicking isn't the implementation but lack of penalty for failure. You usually just break a lockpick and keep trying until you open it, therefore lockpicking doesn't actually do anything but waste your time.
I had a mod for New Vegas that made lockpicking an automatic dice roll based on your skill level and you could get a critical failure and increase the lock difficulty.
Probably a good bunch of ideas that could be mined from mods if someone spent a few days just wading thru the muck.
Ideas Guy needs to become an actual position
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Post by rusty_shackleford »

Oyster Sauce wrote: May 28th, 2025, 05:47
rusty_shackleford wrote: May 28th, 2025, 05:45
Vergil wrote: May 28th, 2025, 05:43

I had a mod for New Vegas that made lockpicking an automatic dice roll based on your skill level and you could get a critical failure and increase the lock difficulty.
Probably a good bunch of ideas that could be mined from mods if someone spent a few days just wading thru the muck.
Ideas Guy needs to become an actual position
Good ideas are underrated, it's obvious that developers aren't overflowing with ideas.
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Post by Vergil »

rusty_shackleford wrote: May 28th, 2025, 05:45
Vergil wrote: May 28th, 2025, 05:43
rusty_shackleford wrote: October 19th, 2023, 19:55
After thinking on it for a bit, I think the biggest problem with most lockpicking isn't the implementation but lack of penalty for failure. You usually just break a lockpick and keep trying until you open it, therefore lockpicking doesn't actually do anything but waste your time.
I had a mod for New Vegas that made lockpicking an automatic dice roll based on your skill level and you could get a critical failure and increase the lock difficulty.
Probably a good bunch of ideas that could be mined from mods if someone spent a few days just wading thru the muck.
Bethesda stole an entire quest mod for a ****** questline in Fart Harbor
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
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Post by TKVNC »

Morrowind. Because it's real time.

I don't appreciate games that pause time for things.

Also, Kenshi does it well too, actually.
Last edited by TKVNC on May 28th, 2025, 06:48, edited 1 time in total.
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Post by Norfleet »

Papers Please. At one point someone leaves a bomb on your desk and you have to disarm it or you get exploded.
GhostCow wrote: October 19th, 2023, 22:17
Emphyrio wrote: October 19th, 2023, 21:18
lockpicking isn't fun. Smashing chests is fun.
Most games make the items break when you do that, which is not fun
That's why I like to pick the lock first, and then smash the chest anyway. That way I get both the satisfaction of smashing the chest AND the loot from picking it. And mark the chest as "I WUZ HERE" so I don't accidentally encounter it again.
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Post by wndrbr »

The Long Dark has a decent lockpicking minigame. It's real-time (thus playing into the time and temperature management mechanics of the game), and it sort of makes sense from the point of realism (you're slowly rotating the dial listening to clicking noises the lock makes).
Last edited by wndrbr on May 29th, 2025, 12:32, edited 1 time in total.
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Post by rusty_shackleford »

what about hacking?
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Post by TKVNC »

Unironically, Fallout 3.
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Post by rusty_shackleford »

TKVNC wrote: September 17th, 2025, 07:19
Unironically, Fallout 3.
Is it the same in all the bethouts?
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Post by logincrash »

rusty_shackleford wrote: September 17th, 2025, 07:20
TKVNC wrote: September 17th, 2025, 07:19
Unironically, Fallout 3.
Is it the same in all the bethouts?
I think so.
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Post by TKVNC »

rusty_shackleford wrote: September 17th, 2025, 07:20
TKVNC wrote: September 17th, 2025, 07:19
Unironically, Fallout 3.
Is it the same in all the bethouts?
As far as I know, yes? Never played 76 so can't comment.
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Post by Tadeusz »

I like hacking in VtMB. It's a simple skill check with basically bruteforcing a password but it's quite immersive with a real computer interface. And hacking can be bypassed if you find a password.
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Post by TKVNC »

Shillitron wrote: October 19th, 2023, 14:51
I really like Skyrim's method for traps..
Where they have noticeable levers / trip wires / etc that you can abuse against enemies, or disarm & trip yourself. I think it should be expanded though which mods do quite well.

Skyrim (And Fallout?) are the only games I can think of that have a trip wire that you can walk up to and interact with to cut it yourself. I wonder why more games don't do that..?

EDIT
They even have hanging flammable urns over oil puddles you can shoot down with arrows by hitting the ****. It's kinda depressing no other games (including Beth titles) do this kinda stuff.

--

I really liked Kingdom Come Deliverance for lockpicking & pickpocketing.. the minigame is.. whatever - but:
- it doesn't freeze time and so you get this tense feeling of quickly jiggling a lock open before the home owner notices
- it significantly improves with higher skills, you can lock pick at any skill level but you'll have to struggle a lot to not be a noisy ******* who breaks their picks all the time and gets caught, with better skill investment you can basically crack them with ease.


--

If games don't implement theft systems.. then.. the optimal lockpicking system should be instant picks with a single skill check. Don't make me sit around NWN-style waiting for a loading bar to close when it's just a time drain. Minigames / Timers should exist only when you can have a risk of being caught by NPC's and have to plan / time around that.
Dragon Age: Origins, and BG3 did that for traps though
Last edited by TKVNC on September 17th, 2025, 07:29, edited 1 time in total.
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Post by Havitner »

Picking locks in DDO made a really satisfying sound when you succeeded.
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Post by Tadeusz »

Oyster Sauce wrote: June 6th, 2026, 16:01
after 18 years, a new lockpicking minigame has been created
What an unnecessarily complicated and long minigame. Makes me appreciate Two Worlds 2's lockpicking minigame even more - it's short (there's a hard limit of few seconds for an attempt) and somewhat fun.
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Post by J1M »

Ryzer wrote: October 19th, 2023, 20:10
rusty_shackleford wrote: October 19th, 2023, 19:55
After thinking on it for a bit, I think the biggest problem with most lockpicking isn't the implementation but lack of penalty for failure. You usually just break a lockpick and keep trying until you open it, therefore lockpicking doesn't actually do anything but waste your time.

Lockpicking in a game that uses a rolling save mechanic(think say, dork souls inspired) could make locks that have a chance of breaking upon failure. I suspect the reason we don't see mechanics like this anymore is because every game is effectively focus-tested with a QA team and developers will quickly realize that people will press reload the moment it happens. So the only chance of seeing it is probably in something that restricts saving to it not being able to easily undermine game mechanics.
In Wizardry games, failing to pick the lock, especially in early game enables a trap that can kill one or more members of the party which is a huge penalty and the chest remains locked.
This is why you have to be careful to open a chest in Wizardry games or simply decide not to open it, choice and consequences.
You mean it has the huge penalty of reloading the game and wasting a minute of your time.
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Post by J1M »

Mass Effect (PC) had something that was quick and approximated deftness.

Human Revolution had a good system that integrated character progression.

Uplink is great for the feel of hacking computer networks.
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Post by Breathe »

God I hate it.
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Post by Tweed »

Nothing has come close to Thief's lockpicking in all this time.