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       #Post#: 13--------------------------------------------------
       Lockpick bug and Favor dynamic
   DIR By: pjcnet
       Date: June 9, 2016, 4:47 am
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       I have the thievery skill level 2 and have noticed a ridiculous
       amount of failed lockpicks so I started recording stats, the
       problem seems to be on a particular player's copper lock without
       a trap.
       I have now attempted to lockpick this particular lock 28 times
       and failed 25 times which is just under a 11% success rate and
       thievery 2 is supposed to increase my chances too. On my 28th
       attempt I even broke a lockpick.
       In return I have the best trap (spike trap) and had the best
       trap for my level before that (poison) trap, but have still had
       items regularly stolen from my chest with a copper lock from
       other pirates who haven't even got the thievery skill.
       This is now getting so ridiculous that there has to be something
       wrong with the game, especially since lock picking used to work
       normally where as expected I would manage to pick just under 50%
       of copper chests without a trap and less if there was a trap,
       but I'd still get a lot more than this. Perhaps there's a fault
       with the thievery skill, or perhaps when learning as this has
       occurred while learning thievery 3, hence why I keep trying?
       This is constructive criticism. While I'm here I'd also like to
       comment on the new system where it sets the captain to low favor
       if they get too far ahead. In my opinion this is ruining what is
       otherwise a great game, it's preventing progression and making
       earning doubloons pointless which is the objective and you have
       to constantly throw doubloons away if you win anyway. For
       instance I won the lottery, you'd think brilliant right, WRONG,
       because of low favor I had to throw it down the drain as
       otherwise I would had just been mutinied for having low favor,
       in fact I'm often wasting doubloons and are unable to do
       anything else. The other problem is lower players are even
       attacking players in the 2nd and 3rd place entirely so it
       creates a gap putting the captain to low favor to mutiny.
       Another trick is to throw doubloons away in 2nd or 3rd place on
       purpose so the captains favor turns poor and then mutiny. This
       game dynamic desperately needs changing in my opinion. You may
       say that it's because of the lack of players on our particular
       game instance, but I can't see how this would work well even
       with more players. I would like to see this round completed so
       there's a chance of getting more players again for the next
       round, but this dynamic has slowed progression down to a crawl.
       Thanks for an otherwise excellent game.
       Update: Now failed 26 out of 29 picks on copper lock without a
       trap. That's now only just over a 10% success rate with thievery
       2 skill.
       Update: Now failed 27 out of 30 picks on same lock.
       #Post#: 14--------------------------------------------------
       Re: Lockpick bug and Favor dynamic
   DIR By: mruno
       Date: June 9, 2016, 2:01 pm
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       Lockpicking:
       In the past day or so I corrected a bug that was increasing the
       difficulty for lockpicking for thievery levels 2+. Please keep
       in mind thievery level 2 will only give you an extra 5% chance
       of picking a lock and does not count towards getting past a
       trap.
       Copper locks effectiveness is set at 49%. If you have a chest
       trap, then the difficulty is increased.
       Here is how lockpicking works:
       If player has a trap, you must get past it before working on a
       lock. For example, poison is 36% effective so you have a 36%
       chance of triggering it.
       If you get past the trap, then the lock's effectiveness will
       come into play.
       If you have thievery level 2, the lock's effectiveness is
       reduced by 5. For example: Copper is 49% and would be reduced to
       44% effectiveness.
       In the future, the thievery skill may help reduce the
       effectiveness of both traps and locks, but that is still to be
       determined.
       Captain Favor:
       So far the Captain Favor system is working well on networks with
       at least 10 players. I have heard no other complaints about the
       system, but will reevaluate it if there are complaints. I try to
       make changes to the game on trends.
       Remember, Pirates is just fer fun 'n is in development.
       #Post#: 15--------------------------------------------------
       Re: Lockpick bug and Favor dynamic
   DIR By: pjcnet
       Date: June 9, 2016, 6:04 pm
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       Okay thanks, I'm up to 29 fails out of 32 lockpicks on a copper
       lock, none with traps and not picked a single one successfully
       again today and must be close to using all my goes. Failed a few
       more times since the fix, hopefully this is a coincidence.
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