1. Post #1

    January 2014
    253 Posts
    https://trello.com/c/g9rdYBjF/204-locked-backpacks

    I think this is a horrid idea. Backpacks magically stay locked for a predetermined duration of time. The only way to open them is with a lockpick or wait 5-10 minutes. I believe this is probably to allow an opportunity for the dead player to grab his gear back. This game is starting to cater towards people that cry about losing gear at a cost of survival and danger that originally was intended. Maybe if this is the direction they're deciding to go, they should implement a system where when you die your gear is teleported back to your base so you never lose it.
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  2. Post #2

    January 2014
    138 Posts
    It is only stupid to me for one reason. If I saw a lock on a backpack, I would just use my knife to cut it open.
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  3. Post #3

  4. Post #4

    January 2014
    253 Posts
    It is only stupid to me for one reason. If I saw a lock on a backpack, I would just use my knife to cut it open.
    I agree....maybe if it was a crafted upgraded backpack, I'd be okay with the idea...but reading the trello, it appears it's for backpacks in general. And furthermore, why have it unlock magically? If you're going to implement a lock system, have it stay locked permanently.


    Edit: Thanks...I missed that.
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  5. Post #5

    January 2014
    416 Posts
    Disable it server side

  6. Post #6

    January 2014
    14 Posts
    ... I hope this will be an optional feature to have enabled. It sounds like a terrible idea to me.

  7. Post #7

    January 2014
    338 Posts
    Why is it bad? All it means is you might not waste a lock pick or the ammo to kill/loot a fresh spawn that has 3 wood on him. It just means you'll use the lockpicks for the geared people, i dont think it is going to be RIDICULOUSLY hard to get lockpicks, they will probably cost a few metal fragments and maybe you can fail at picking the lock a few times. I don't see what the big deal here is?

    Again all this does it make it so you don't loot the rock of a fresh spawn and you choose when to use the lockpicks. It's no different then how you probably won't use C4 on a shelter with a metal door but you would use it on a bigger house because there is a chance of better loot inside.


    *Edit*
    I mean honestly i don't care to much one way or the other. I think having to pick someones backpack lock would actually add a little adrenaline because im sitting there worried about someone else or the person i killed creeping up on me. It would just be nerve racking to sit there staring down at it longer then i already do when i have to loot someone. I mean that's why we play these kind of games right? The little adrenaline rush we get from them? The entertainment you get when you feel like you just successfully killed someone and took there stuff. Right now its pretty easy to do that with little to no consequence. If they add a timer/lock pick feature it is just going to feel that much more rewarding when you successfully kill/loot someone.
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  8. Post #8
    Sally's Avatar
    January 2013
    3,166 Posts
    It is only stupid to me for one reason. If I saw a lock on a backpack, I would just use my knife to cut it open.
    You dont even need a knife a pen against the zipper does the same job.

  9. Post #9

    January 2014
    63 Posts
    All of the bandits are butthurt. Now they actually have to choose their battles wisely? Killing noobs won't be worth the 5 minute wait to get their stuff. Maybe people will quit treating this game a little less like an open world Call of Duty.
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  10. Post #10

    January 2014
    16 Posts
    This will not affect the bandits; they will have plenty of lockpicks. It will affect the lower and middle classes of players. Previously, if you got lucky and got a kill on an established player, you were well rewarded for your efforts (if you made a quick escape). Now, you will not have lockpicks (though he will), and you will not have 5-10 minutes to sit there and wait (he and/or his buddies will come back and kill you). Thus, the bandit and the wealthy player is protected by this change, while the new and poor players are not.

    They complain about the wealth gap between players, but fail to consider how things like this will make it worse. One must always consider the unintended consequences of new regulations. Terrible idea, destined to be rolled back or reformed away in the future, though I doubt we can do anything to change its course at this point.
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  11. Post #11

    January 2014
    10 Posts
    We now know who all the bandits are.
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  12. Post #12

    January 2014
    63 Posts
    Where were lockpicks mentioned? Don't have lockpicks. Make people wait 5 minutes before they can open a bag. Period.
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  13. Post #13

    March 2009
    50 Posts
    The solution is, when you die you get your stuff back wherever you respawn, but the player that killed you can get random stuff from your bag (like what a zombie drops, but just base it randomly around the tier of equipment the person APPEARED to have, i.e. kill a naked person who has a m4 in backpack and maybe you get a piece of cloth from his bag, but kill someone with full kevlar + gun and you get a rpg or something). To fix the problem of a clan hiding in their base like little bitches farm-killing each other for drops all we do is log who killed who and when the same names start showing up the game can just take that into consideration. Also, don't spawn a backpack if a player died to something like fall damage or a animal or spikes and that should sure up any loose ends with this idea.

    This solves the problem that locked-backpacks hilariously attempts to solve IMO, i.e. reducing the killing of naked players.

    O one last thing, if a player has a weapon in their items bar, it should show up on the player model as if slung or holstered. Just saiyan.
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  14. Post #14
    Sunrock's Avatar
    January 2014
    103 Posts
    Well if it instant pick lock so you just to have it in your inventory I'm ok with it. Other wise a very stupid idea.
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  15. Post #15

    January 2014
    16 Posts
    Lockpicks are on trello. See:

    https://trello.com/c/g9rdYBjF/204-locked-backpacks

    Is there something particularly wrong with the current implementation? If the issue is new players start with a rock, and losing everything constitutes a major setback, then start them with a stone hatchet or improve the rock. Alternatively, my buddy suggested they just make one or two belt slots "protected", such that they do not drop on death. In nay case, backpacks as designed are a perverse solution to the problem of new players losing their items on death.

    However, eliminating lockpicks at some later date is, I suspect, an inevitable attempt at "reform" if Facepunch insists on retaining the idea.

  16. Post #16
    Sunrock's Avatar
    January 2014
    103 Posts
    The solution is, when you die you get your stuff back wherever you respawn, but the player that killed you can get random stuff from your bag (like what a zombie drops, but just base it randomly around the tier of equipment the person APPEARED to have, i.e. kill a naked person who has a m4 in backpack and maybe you get a piece of cloth from his bag, but kill someone with full kevlar + gun and you get a rpg or something). To fix the problem of a clan hiding in their base like little bitches farm-killing each other for drops all we do is log who killed who and when the same names start showing up the game can just take that into consideration. Also, don't spawn a backpack if a player died to something like fall damage or a animal or spikes and that should sure up any loose ends with this idea.

    This solves the problem that locked-backpacks hilariously attempts to solve IMO, i.e. reducing the killing of naked players.

    O one last thing, if a player has a weapon in their items bar, it should show up on the player model as if slung or holstered. Just saiyan.
    YES lets dupe every item in the game so we all have a bazzilion 556 ammo in 5 sec

  17. Post #17

    January 2014
    17 Posts
    The solution is, when you die you get your stuff back wherever you respawn, but the player that killed you can get random stuff from your bag (like what a zombie drops, but just base it randomly around the tier of equipment the person APPEARED to have, i.e. kill a naked person who has a m4 in backpack and maybe you get a piece of cloth from his bag, but kill someone with full kevlar + gun and you get a rpg or something). To fix the problem of a clan hiding in their base like little bitches farm-killing each other for drops all we do is log who killed who and when the same names start showing up the game can just take that into consideration. Also, don't spawn a backpack if a player died to something like fall damage or a animal or spikes and that should sure up any loose ends with this idea.

    This solves the problem that locked-backpacks hilariously attempts to solve IMO, i.e. reducing the killing of naked players.

    O one last thing, if a player has a weapon in their items bar, it should show up on the player model as if slung or holstered. Just saiyan.
    They're already working on showing equipment on the player model.

    I doubt this would reduce the killing of naked men. There's a lot of people who travel around the map naked to appear inconspicuous. My group has a huge tower w/ m4, kevlar, etc. but we always farm/travel naked to increase the chances of people leaving us alone. This would quickly make your initial idea of spawning what the person "appeared to have" pointless. If I have m4/kevlar/c4 in my backpack but am naked w/ only a hatchet, bow and arrow, and bandages in my item bar it would be pointless to kill me even if you KNEW I had those good items on me.

    Why should I be careful if I know I'll have all my important stuff when I respawn? It completely loses the survival aspect of the game.

  18. Post #18

    December 2013
    150 Posts
    yeah , i agree the locked back pack system seems rather immersion breaking.

    i get locks on doors and houses , but locking a players corpse ... nah that is stupid.

    if anything we need more bandits and less raiders. atleast you can fight bandits in open combat.

    you cant do shit to raider who take everything you have while you are logged out

    (because being able to raid a persons place while they are logged off is so realistic in a survival game) said no one.

  19. Post #19

    January 2014
    22 Posts
    Yeah, it's a pretty bad idea.

    Bandits are going to have plenty of lockpicks, it's just going to shift the power even farther away from new players.

    I think a better idea would be to implement an actual weight limit instead of just inventory slots. It's more realistic than putting a lockpick on a backpack (why wouldn't they just pick it up and walk away with it?) and it will cause people to be more careful about how much ordnance they bring.

  20. Post #20

    December 2013
    33 Posts
    I will make sure i kill every naked player if this gets added, and i will also put a shelter over each bag.
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  21. Post #21
    Dennab
    December 2013
    95 Posts
    That's stupid.

  22. Post #22

    December 2012
    237 Posts
    Where were lockpicks mentioned? Don't have lockpicks. Make people wait 5 minutes before they can open a bag. Period.
    Why do people never read before they make ignorant comments?

    Edited:

    Well if it instant pick lock so you just to have it in your inventory I'm ok with it. Other wise a very stupid idea.
    Because you can totally pick a lock instantly.

  23. Post #23

    September 2013
    615 Posts
    This will not affect the bandits; they will have plenty of lockpicks. It will affect the lower and middle classes of players. Previously, if you got lucky and got a kill on an established player, you were well rewarded for your efforts (if you made a quick escape). Now, you will not have lockpicks (though he will), and you will not have 5-10 minutes to sit there and wait (he and/or his buddies will come back and kill you). Thus, the bandit and the wealthy player is protected by this change, while the new and poor players are not.

    They complain about the wealth gap between players, but fail to consider how things like this will make it worse. One must always consider the unintended consequences of new regulations. Terrible idea, destined to be rolled back or reformed away in the future, though I doubt we can do anything to change its course at this point.
    but we dont know hoe much it will be to create lockpicks so for all you know the lower people may create them first and be able to get the stuff

    i think this is a good idea as it will introduce a new type of player which will be the scavenger which will kill the person who may be LPing or waiting to get the loot

  24. Post #24

    January 2014
    14 Posts
    Lockpicks are on trello. See:

    https://trello.com/c/g9rdYBjF/204-locked-backpacks

    Is there something particularly wrong with the current implementation? If the issue is new players start with a rock, and losing everything constitutes a major setback, then start them with a stone hatchet or improve the rock. Alternatively, my buddy suggested they just make one or two belt slots "protected", such that they do not drop on death. In nay case, backpacks as designed are a perverse solution to the problem of new players losing their items on death.

    However, eliminating lockpicks at some later date is, I suspect, an inevitable attempt at "reform" if Facepunch insists on retaining the idea.
    .. How is it an issue that they get killed? It is literally part of the game. If people are that worried about it make some sort of small tutorial for new players with emphasis on - RUN FOR YOUR LIFE, or BUILD A GOD DAMN SHACK, or DON'T TRUST ANYONE

  25. Post #25

    October 2013
    111 Posts
    This will not affect the bandits; they will have plenty of lockpicks. It will affect the lower and middle classes of players. Previously, if you got lucky and got a kill on an established player, you were well rewarded for your efforts (if you made a quick escape). Now, you will not have lockpicks (though he will), and you will not have 5-10 minutes to sit there and wait (he and/or his buddies will come back and kill you). Thus, the bandit and the wealthy player is protected by this change, while the new and poor players are not.

    They complain about the wealth gap between players, but fail to consider how things like this will make it worse. One must always consider the unintended consequences of new regulations. Terrible idea, destined to be rolled back or reformed away in the future, though I doubt we can do anything to change its course at this point.
    I agree.

    Change "backpack" to "crate" and "5-10 minutes" to "forever", you have a good idea. Locked crates take metal shards as well as wood to craft. TA-DA! You have a slight gap closer.

  26. Post #26

    March 2009
    50 Posts
    YES lets dupe every item in the game so we all have a bazzilion 556 ammo in 5 sec
    Read it again. Your not gonna be able to dupe because no dupe is made. If they kill you it's no different then if they killed a random zombie essentially (they will get randomly generated crap), even if your guys backpack was filled completely with 556, you get the 556 back when you respawn and back at your old-dead body they get some tuna or other random stuff.
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  27. Post #27
    zrtec1's Avatar
    January 2014
    119 Posts
    I don't like the idea of locked backpacks because what if I was a player with a rock who killed a full kevlar person and I didn't have access to their stuff. I would like to grab it and get out before the player comes back and kills me to get my loot and his loot as well.

  28. Post #28
    TornadoAP's Avatar
    June 2010
    1,307 Posts
    NO NO NO NO NO

    Horrible idea even though I'm not a bandit (I actually usually give stuff to people because I'm so rich with what I need I don't care, and usually people are nice enough not to kill me with the stone or iron hatchet I give them). This is like restricting you from playing the game. The majority of the meat in this game and other games like it (DayZ) is the interaction with other players, with the biggest one being taking all there shit. This removes this fun interaction.

    I will not let this happen and do anything I can to do stop it because most who support this are people who can't take them losing all their stuff. Those kinds of people should not play this game.

  29. Post #29

    December 2013
    70 Posts
    but we dont know hoe much it will be to create lockpicks so for all you know the lower people may create them first and be able to get the stuff

    i think this is a good idea as it will introduce a new type of player which will be the scavenger which will kill the person who may be LPing or waiting to get the loot
    ...how does it make sense in your brain that "the lower people may create them first" because "we dont know hoe much it will be to create lockpicks"? there is no resource that poor players have more of than rich players.
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  30. Post #30
    dnqboy's Avatar
    July 2013
    180 Posts
    The whole rich/poor thing isn't the problem here. I feel that anyone who knows how to play conservatively enough can reach a "rich" level easily. I've done it on plenty of servers without many setbacks. If there are bandits in one part of the map, move to another part.

    Nobody wants locked backpacks because it's a pointless feature. That mechanic would be better on storage boxes or doors or something -- anything but backpacks...
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  31. Post #31

    January 2014
    8 Posts
    I think (and maybe i'm wrong, i'm not one of the devs) they want to use this in conjunction with "players can bee looted withot killing them". This way bandits will be encouraged not to kill people but to rob them instead?
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  32. Post #32

    June 2005
    14 Posts
    I have discussed this with my group I play with and we all agree on how we feel about the locked backpacks idea...

    First I would like to state that we all think it is a bad idea and here is why:

    1) Killing becomes a thing of rich dominating the poor. Yes there will be lockpicks, but it most likely will not be the most accessible thing in the world. By this I mean that unless you're given 1-4 lockpicks on spawn or they're laying all over the ground across most of the map, they will simply be owned by the rich players. Thus creating a lifestyle of kevlars running around killing everything with no chance of being looted.

    2) Discourages PvP: I enjoy going out and doing PvP when I am equipped (which is much harder, see above). Essentially, nobody will ever go out and PvP in the hopes of getting lucky or gaining some good gear that another player decided they didn't want, couldn't carry. Why would I go out with early-medium level gear when I know if I kill someone, I can't loot them? I sure as hell am not going to stand around a guy's body waiting for 10 minutes for the unlock timer to end since the dead guy is just gonna spawn at base and run back to his body fully loaded again and kill me.

    3) Randomly coming across backpacks with loot disappears: One major thing a new spawn loves coming across is a backpack of a guy who recently died from a player, animal, zombie, etc and searching his backpack hoping to find some resources or other gear to help set him ahead of other fresh spawns. You can kiss this goodbye with the locked backpacks. Assuming fresh spawns won't spawn with lockpicks and they won't be easily available in radtown (even if they are... radtowns will just be owned by people with guns to keep all lockpicks for themselves), fresh spawns will be entirely out of luck on this aspect of the game. This will lead to fresh spawns farming resources to get started, unless they are killed by geared guys who know naked guys always are easy kills and easy ways of getting lots of basically free farmed resources.

    *For low-medium geared players: Possibly be able to loot a couple found backpacks here and there, but will those players really want to possibly waste their few lockpicks they might have on a backpack that may or may not have something in it other than a rock and torch? Sure, it could have 1000 wood planks and 20 m4s in it, but it probably won't. This will mean those players save lockpicks for killing geared players, unless the other guy wins, in which case it wouldn't make a difference anyways. (And you can be sure that other geared guy just looted your backpack, so no need to run back and check)

    4) Will turn the game from a survival and PvP oriented game to an AoE game where you just run around and gather resources and build a wooden house tower: What's the point of even attempting to kill people and hope to get good loot when the above 3 concepts are applied?


    I know I am missing a couple points, but long post is long and you get the idea hopefully.

    Thoughts? Feel free to add your concerns as well.
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  33. Post #33
    dnqboy's Avatar
    July 2013
    180 Posts
    The players have detested the idea for a while now. That hasn't deterred the devs the slightest, so maybe there's more to it than they're letting on.

    All we can really do is test it out once it's all said and done, and then we can see if it's really as bad as it currently sounds.

  34. Post #34
    Bigstivie's Avatar
    November 2013
    184 Posts
    ... I hope this will be an optional feature to have enabled. It sounds like a terrible idea to me.
    Hopefully you mean an option for servers or you'd be stupid
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  35. Post #35

    January 2014
    6 Posts
    I dont get this at all tbh. I love how the game is right now. You're never safe. Its actually a challange to build your house now, which I like. Stop cry. If you dont like games like this, go play something else. PERIOD
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  36. Post #36

    January 2014
    16 Posts
    I don't PvP at all and I think this is a terrible idea. It takes out a lot of the tension and would make me not want to play the game at all.