almost 4 years ago - Shurenai - Direct link
It's a moderately popular request, but, there are certain doors in the game that the devs just don't want picked, and there's not a particularly good way to implement it such that only those doors are unpickable while others are- given that the same door is used in every place throughout the gameworld. Not to mention the question of 'should player doors be pickable'.

In general they're sitting on the fence of whether to or to not allow, and so defaulting to not allow. You're totally welcome to mod it in though.
almost 4 years ago - Crater Creator - Direct link
I’ve noticed a standard emerge in many POIs, where the doors that are locked are also barricaded, while the doors that are unlocked aren’t barricaded. It is rare to find a plain door where the lock is the only obstacle. This visual design helps reinforce the ‘one true path’ concept: either you’re intended to go through that door or you’re not, with nothing in between to confuse things. It seems like a sensible approach, even though I agree that common sense would dictate that lockpicks work on door locks.

A simple fix would be to change the text, so instead of saying “Wooden Door (locked)” it said “Woden Door (jammed)”.
almost 4 years ago - Shurenai - Direct link
Originally posted by Weyrling:
Originally posted by Shurenai: It's a moderately popular request, but, there are certain doors in the game that the devs just don't want picked, and there's not a particularly good way to implement it such that only those doors are unpickable while others are- given that the same door is used in every place throughout the gameworld.
They can just add a type of locked door that cannot be picked.
Last I checked there was literally a mod that does this, it's not complicated.

The devs can make whatever design decisions they want, coming up with such a weak justification is unnecessary.
'Easy' and 'worthwhile' are two very different things. Yeah, it's easy to just replicate the door items in the XML and make the second batch pickable and the first half not.

But then you have to go through every POI, find every door, figure out which ones you want to be picked or not to be picked; It's not just 'add pickable door, hurr durr'.

And when you're already on the fence about the idea in general since you're not sure if you want ANY door in the dungeon to be pickable while also knowing that for sure there are doors you don't want to be pickable, It's the safer bet to sit on the fence and wait to see player feedback while considering your options.

It may not be the bet people would prefer; But, from a development standpoint, if I was half for and half against something, I'd just wait and see; Why put in effort I'm not sure I even want yet?

And mind- The reasonings listed above are just the reasons I'm personally aware of for why they opted not to; It's very possible that there are other more meaningful reasons they had for not doing it yet, or not doing it at all.
almost 4 years ago - Shurenai - Direct link
Originally posted by Weyrling:
Originally posted by Shurenai: snip
I didn't say it would be easy or worthwhile, I said it's not complicated. As in it's extremely straightforward and simple to implement, if a bit time consuming.
I also didn't say they should or shouldn't do it. My point was that coming up with excuses is unnecessary.
A reason given to one is an excuse to the ears of another.

When asked why in one of the dev topics, The devs gave some reasons why; That does not inherently make it an excuse. It's just words meant to help explain the reasoning behind a decision.