The Lockpicking perk tree is a joke. I do not need any perks to open Master locks and the last thing I need in this game is more gold. So the perks are completely useless.
If it was like Morrowind, where you just automatically fail harder locks until your skill (or perks) are increased, it would be worth something. But the problem then is that it would then seem required, because who in their right mind would want to leave a Master locked chess unopened? Even now, I always save before trying a Master lock, just in case. I am never going to leave one unopened, ever. Course I did in MW before I could get my skill up and find some Master lockpicks, so I suppose I could live with it.
But as it is now in Skyrim. Broken, Lockpicking perks are a complete waste. I would add that I find little use for Speechcraft also as I don't fail that many persuasion checks and again, I don't need more gold.
To that, I will add this:
In Morrowind, there were some locks that were highly, highly difficult to open. They were "trapped" with very powerful spells, locked with a "Master" lock, and they were guarded by high level creatures or NPCs (to make sneaking difficult). Specifically, I'm referring to the Vaults of the Great Houses, which usually contained ungodly amounts of loot in them.
Now, it was perfectly likely that you would come across the vaults on your first trip to Vivec, and be utterly and completely incapable of even
planning to open them. To me, that was glorious. It gave the thief character something to look forward to. You had to build up skill, make preparations, maybe even come back and try again and again and again at different points in the game, to see if you could manage it.
Some of those locks couldn't be opened until the player was nearly a demi-god.
In Skyrim, all locks and all treasures can be unlocked or found with a few lockpicks, a bit of patience, possibly a quicksave. Inside these "master" locks you find a gem and a few hundred gold. Maybe an enchanted dwemer mace.
Bland.
Skyrim needs to seriously buff up their locking system. I have no problem with encountering master locks that I have to "leave unopened." At least for a while. Besides that, I would love to see the return of vaults, instead of just boss chests. Why aren't we finding entire rooms full of loot that are ridiculously hard to get into? I don't understand the regression in the security aspect of the game, while watching combat and magic get so much forward movement.
Yes. TES doesn't arbitrarily restrict players from using things based on skill. It hasn't since Daggerfall. You could have a strength of 1 and a two-handed skill of 1, and you could still wield a Daedric Warhammer. You'll absolutely svck with it, but you can still take it up if you want.
That would be one way to do it, I suppose. But what would be it be tied to? Lockpicking is a rather stand-out skill that doesn't have much in common with other skills or abilities. Bashing is obviously tied together with strength or weapon skill (which is tied up with damage output and combat prowess), and Open Lock is closely tied with alteration (which is tied up with things like shield spells, light spells, etc). Lockpicking would be tied up with security, but what else is security tied with? There's not much there that I can think of, which is where the problem arises.
I suppose we have different standards of "minimal", then. To me, something like Neverwinter Nights or Dragon Age is on the "minimal" end of the player input(/feedback) spectrum. There's some, but not that much. In comparison, Daggerfall and Morrowind had quite a bit more.
Two things. Firstly, we could tie some of the "thief" skills back together like they used to be. I wouldn't be entirely opposed to a security skill that mixes pickpocket and lockpicking again. That's unlikely though. Bethesda split them for a reason. Also, I think you have good thoughts on traps in an http://www.gamesas.com/topic/1368268-lockpicking-minigame-too-easyskill-worthless/page__view__findpost__p__20703578 above this one.
Rather, would I think would be better for all of us, is a security system that utilizes all three "classes" at the same time.
- Complex mechanical locks that can only be opened by the clever "thief" lockpicker and his picks.
- Powerful wooden chests that could be smashed open by "warriors" and their heavy object of choice.
- Enchanted safes and strong boxes that can only be opened by carefully weaving through the sealing magics by a mage or wizard.
And of course, combinations of these.
- Locks that could be opened by any of bashed, picked, or opened with magic.
- Locks that can only be opened by picks, smashing, or magic.
- Locks that require more than one of these combined.
Lastly, there needs to be more variety in the things that you open.
- Entire dungeons should be locked, and instead of using those impenetrable "needs a key" locks, just put a heavy, heavy lock on it that requires more than one skill. That way, I'd at least have a chance to break into labrynthian to get that Radiant Quest item that was put in there by the fighters guild or something, without needing to go and join an entirely different guild to get in.
- Vaults and Treasuries should exist and be locked up with ridiculous, high security locks. However, the player should, eventually, be able to get in.
- Boxes, Chests, Safes, Crates, Ship Cargo Holds, Jails, Jail Cells, I could go on and on. All of these should have locks, varieties of locks, for different purposes.
Now then, you can tie the perks and skills in this "security" concept into the same tree. Have all three classes share a skill tree.
Besides, there's no logical reason that a skill tree can't do cross-tree checks for its perks. Before you can get the high level bashing perk (to reduce damage to contents), you have to have a 2-handed skill of 50 or a 1-handed skill of 65. What's wrong with that?
Before you can unlock those enchanted security skills, you have to have an alteration skill of 70, and have also unlocked the [insert random alteration perk]. Nothing seems to be wrong with this concept, despite my having encountered vehement opposition to it.
I rather think pidgeon-holing each skill into it's own "tube" of a skill tree is actually the weaker option. There should probably be
more cross-skill checks in the perk system.
An arbitrary restriction is "you can't use that knife because you picked the fork class." Strength requirements are hardly arbitrary. They accurately reflect whether or not your character is physically capable of wielding a certain weapon. This is only if we're assuming a binary system. Strength requirements just as often impose penalties rather than simply disallowing an action altogether.
Like Drake said, tie it back into a security skill which would govern both lockpicking and pickpocketing.
Really, if Beth wants to make each option (stealth, combat, magic) meaningful, then they need to start implementing different lock classes. A magically locked chest can't be picked. It can be magically unlocked or it can be bashed to pieces (the latter option being more difficult, possibly destroying chest contents, and possibly igniting the magic placed on the chest which would deal damage to the player). A conventionally locked chest could not be opened through magical means. A wizard lacks the understanding of the mechanism to properly manipulate it. In this case, using a convention pick would be easiest, with bashing being an alternative option (again with the chance of damaging the chest contents). Further, implement traps in the same way, with certain ones being magical and others mechanical.
I'd also say that they should either remove the minigame entirely or impose a time limit on locks. If you can't pick it within X seconds, then you simply are not skilled enough. Increasing your skill/perks would then allow you to pick locks faster and open them within the allotted time.
Firstly,I think you and I substantially agree on this. I've outlined my thoughts above, perhaps you'd care to comment. We have more or less the same concept of lock "classes" that can be mixed, or purely within, a particular class.
Secondly,I disagree. I actually think the mini-game is a nice idea, it just need to be much, much harder. The odds of actually solving it need to be placed more squarely on player skill. I wouldn't even object to a random chance of the mini-game being impossible (no solution) if your skills are too far from the required skill. However, the "representation" of character action is always nice, instead of just a silent, invisible dice roll in the background.
To build on that, I think they need two more mini-games. I think unlocking enchanted chests should have it's own arcane mini-game, and another for the bashing mechanic.