The0.50 version now lets us lock doors by using the lockpick which I think is a nice addition and a good start for barricading. Sadly the effort involved for breaking doors and the effort involved for locking them are in a very bad relation.
To lock a door you have to first find a lockpick and then use one of its limited uses to lock it. To break a locked door you need to find a melee weapon and hit the door a few times or you have to shoot it once. This makes locking doors not worth the effort involved as they can be broken in mere seconds by almost everyone. It took me around 14 hits with a Kitchen Knife and around 20 hits with a Screwdriver to open a locked garage door.
So to make locking doors actually worth the effort the damage required to break a door should be increased drastically. No melee weapon should be able to break a locked door with a single hit and most firearms should not be able to do this either. The weapon that should be able to break a door instantly (aside from explosives) should be the shotgun at point blank range - soldiers aren't carrying around the "Masterkey" for no reason.
I do agree that "small" melee weapons such as the kitchen knife and screwdriver, should have a hard time opening the door, although a screwdriver can be jammed into the edge of the door, and open most doors, quite easily :)
Also, i would like to see increased degradation of melee weapons that aren't meant to be used to smash doors. Screwdrivers, knives etc should reduce their condition rapidly when you try to open a locked door with them. Fireaxes, crowbars or sledgehammers however should work quite well without any notably increased degradation.
it should depent on the door. A wooden door should be very easy to open, but this metal doors of a jail or the backdoor of the firestation should be very hard to open. The wattle of the jail building should be only opened by a hacksaw + a firefighter axe.
Well, it depends on the size of the screwdriver, but i bent and simply broke many screwdrivers until today by using them in abnormal ways. I hope you dont think about what ways that could have been. ;)
If the game design team sticks with the realistic route every door will stay easy to open unless it is barricaded. They will probably add traps that can be disarmed from outside of the house in a selectable, secret spot (hoping.)
What they should do is add some unbreakable doors where you need a lock pick to open them from the outside. Like the door which doesn't open on the second floor of the police station and the door on the second floor of the military command/jail building. It would make the lock pick something useful when looting.
I never said it was easier then a sledge hammer, i just said pretty much every single firearm in this game can blow out a lock (provided its not a security lock, just a regular one ofc) within minutes.
Ofc, if they do something clever, like putting "security doors" into the game, it would be alot more interesting. Those bastards are near impossible to get in to, without an explosive breach of sorts :)
Not spawn inside - this was brought up elsewhere as well - you should only be able to spawn inside barricaded areas if you logged out inside after the barricading already took place. This would prevent "catching fish" by barricading rooms and also intentionally ghosting inside barricaded areas. You could still ghost outside though but this should come with the usual penalty for server switching.
Also the stuff should break. Even when using your fists. It should just take long enough to be worth the effort of locking in the first place. If the damage required matches the damage done by 9 shotgun pellets hitting at point blank range it shouldn't be too hard to break an average door if you really want it.
But be careful shooting a lock point-blank with "any kind of firearm" - you risk having bits of the lock come back and stick in your face. And no, I don't think the welding mask would do enough to stop a jagged chunk of bronze or shattered steel, and those long splinters of old oak can be nasty to extract from your thighs. This is like that old movie thing where someone shoots open the chain on a pair of locked handcuffs: Don't try it at home kids, he might not ever play the piano again.
Not many doors can be broken open by one blow of a sledgehammer, unless they are hardboard internal doors (not even real wood) with tin locks for show.. Our own British police force can't open any external door with one hit of a sledgehammer, I've seen them try, and they train at it too.. and USA SWAT teams have the same trouble. Check the news and Youtube.
People who want to very seriously open a door IRL use a chunk of plastic explosive and stand out of the way. But that's in reality - Today I heard in DayZ you can open any door in the game just by punching it enough times. That's an interesting idea for Police Buildings and jail cells, supermarket sheet-metal backdoors, barracks gates, and those heavy old wooden doors on big town houses. They were built to survive.
Mainly - opening a locked door should take at least a short period of time (not one shot) - or three or four hits with something reasonably solod, and it should make good loud noises while it happens, so the people who locked the door on the inside inside know what's coming, and that's when it should begin to be interesting.
This discussion depends on your point of view on what lock picking mechanic is supposed to be. If you believe that it will lead to some kind of base building then yes it is to easy to break. However, if you believe that its used as tactical tool that can be used anywhere e.g. give you fair warning if someone is trying to flank you, or make sure somone won't run off, I think its well balanced.
I just found out this a while a go. Try to open the door I locked but somehow I failed. Wondering what's going on until I check the lock pick and it was ruined. Scared the shit out of me as I being locked inside a house and not able to come out. Until I finally figure it out by breaking the door using my fire axe. phewwww!!
OK have molded a few scripts together to get this to work so will give credit to the right people before posting.
Still a few bugs to iron out will upload when they are fixed.
But have the exit point working, the position you enter, you will return to that position on exit
Useitem to start the break in lockpick use from inventory.
All steal points inside house run off a random list, there is a 60/40 to find something from each place
and there is 8 different items in the list.
a pawnshop script has been added so you can sell the items you find.
also the script works on lockpicking cars too.
there is a 10% chance to use a lockpick/break
will do a sql for the items.
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