Didn't read more than this because it's late and I'm too tired to read a lot of detailed text.
But whatever.
Then why did you use save exploit?
If you jammed the lock then you jammed the lock. Let it stay jammed? :huh:
Are you really only going to read the first sentence of my extensive post and then ask for clarification I already gave in the same post? That's kind of insulting.
I didn't mind lock picking or terminal hacking for quite awhile, but things got ALOT more fun when the http://www.fallout3nexus.com/downloads/file.php?id=2917 mod was added and then later integrated with FWE (which I used religously for a long time). That way if I break the lock, I still have a way in with enough explosives and skill. Sometimes I would blow a door or lock just because I was tired of picking and always enjoy a good Boom. I wish they would have added this to New Vegas - it certainly seems like a realistic thing that people would do with all that explosives laying around everywhere, and doesn't violate "Canon" rules of Fallout.
As it is I'm sure the mod will get added into FNV so I'll be good to go at that point - but it would have been neat to have the professionals make a version! :nuke:
I agree that kicking down a door or blowing a lock should be an option. Such things were available to you in FO1 and FO2. But such an action should come with a penalty - alerting the nearby NPCs of your larceny, initiating combat (because kicking in a door or setting off explosives in a civilized area could certainly be considered agression), and a chance that some or all of the contents of the container are broken by using such tactics, leaving only Junk to loot.
I was thinking about that (in a way) just before I logged in... I was wondering to myself if the PC could work on the lock in a continual attempt to open it. (rolling a skill check every 5 seconds) until the player "canceled" the action... and then just advance the game time 5 minutes per each of attempts that he'd made.
Sounds like it would be a good option, and would prevent the baby-stepping I mentioned.
But why exactly? I'll give you an example of lock picking done right [IMO] in a first person real time game. In Arx Fatalis, the PC walks up to a lock, grabs his picks from his inventory and uses them on the lock. We hear a tinkering/picking sound and he comments... The comments might imply that he almost got it, that he did get it (along with the click of an opening lock), or that he damaged his tools, or that he realizes that the lock is too complicated for him (meaning further attempts are a waste of time until he improves).
It sounds like an excellent way of handling lockpicking without a minigame, but it still sounds like skill gates are involved. 3rd Edition Dungeons and Dragons had an interesting mechanic where if you failed on a lock you couldn't try again until you gained a level. I don't know if anyone used it in practice (since few campaigns are going to have adventures revisit the same area as a lock after character levels have come and gone), but it would probably work much better for a video game.
With computers this is usually the case, but there are random fortuitous events that can allow things to happen. This is true of manual locks as well.
* I once opened a combination lock to the swimming pool supply shed in our apartment building. I did this blind (because at the time I was about nine years old, and was not tall enough to easily reach the lock, and had to stretch above my head). I twisted the lock at random for about 12 seconds, and it opened. This was a fluke, flukes happen. I opened that lock with only enough skill to turn the nob and pull. This equates to a PC with base skill in locks, actually rolling success.
I would prefer there to be some small chance at success always, but I see no good way of doing it in a video game. As I said, before, such chances and dice rolls work amazingly well in a PnP game, but in video games, it simply encourages baby-stepping your way to success. If a player knows that there is, let's say, a suit of T-51b power armor behind a locked door, and the player knows that they have a 5-10% chance of picking the lock to said door, most are going to be unable to resist trying and trying again until they succeed - the potential payoff is just too great to ignore. If what is behind the door is not known, the mystery may even add to the need to get in and see. In a PnP game run by a human, the GM could simply tell them that the lock has proved to be beyond the current skills of their character if they failed the first roll, and the player has to except that.
In my case, it annoys because I know how to pick open a lock, but my PC might not. That just by itself is enough. Some player characters should not be able to pick locks :shrug:. Having a PC that easily picks locks should be a development choice where the player has put the points there (and not elsewhere). Skill gates are... well... are they really needed at all? I mean, if you are going to code a mini-lock pick game, why not just add cylinders (and or other measures), and just let the player work with the lock?
I think skill gates are needed if you are going to have a RPG that uses a mix of player skill and character stats. In the end, it does come down to whether or not the player is going to have the commitment to role-play the character the way they designed them, but skill gates help.
Just having the mini-lockpick game for the player to attempt to open regardless of skill becomes game breaking when player skill outstrips any possible ability of the character. We all know that this is what happened in Oblivion, and was the reason skill gates were added to FO3. No one invested in Lockpicking in Oblivion after their first playthrough, because even with a skill of 5, a skilled player could pick Very Hard locks with ease. That doesn't make any sense at all in an RPG.
Skill gates are a compromise that allow player skill and character stats to both matter.
And thank you, Gizmo, for reading my entire post. Sometimes I wonder if it is worth typing out such long and thought out posts if people are just going to read the first sentence and run with it.