i'm not advocating the removal of the mini, at all! but, to treat the skill of lockpicking like it's a combat skill that anyone can use like swinging a weapon or holding a shield makes no sense. i'm talking about treating it like the skill it is and has been in past games. i'm talking about further developing the lockpicking mechanism within a game. with no lockpick leveling the ease of opening a lock with the real-time mini renders it useless and a regression.
i have no problem with someone without any lockpick leveling attempting to open a master lock, but, they better break the pick (and eventually lock) at a super high %. the mechanics of a real-time mini just doesn't allow for that to happen and makes it a worthless skill that could have been dumped without any relevant change to the game (due to the relatively useless perks).
at a minimum, they should have added penalties to the gameplay to counter the real-time mechanic.
Having the mini-game does not add complexity, just annoyance when one breaks yet another pick on a difficult lock. What it does add is player interaction, however I would argue that this is one area where less is actually more, since the odds of success should be based on the character's skill rather than the player's. Then again, I don't mind not actually seeing the interaction with the lock, as I'm used to it since many of the games I grew up playing didn't show it.
The problem is that adding player interaction with the lock removes the character from the equation, unless said player doesn't have good hand-eye coordination, and IMO (and I'm not the only one who feels this way) that's a bad thing, as it makes the character's skill level meaningless. It doesn't help that the mini-game is impossible to fail unless you run out of picks, since there is no mechanism in place to allow for the chance of jamming the lock, which means that having picks break is essentially meaningless due to how easy it is to amass hundreds of them.
Honestly, the only way I see to make lockpick perks meaningful is to remove the mini-game and allow character skill and ability (perks) to govern the success or failure of the activity, as then you'd actually need those perks to have a decent chance to open a Master-level lock without permanently jamming it. Concurrently with this, overhaul the loot tables such that the contents of a container are commensurate with the lock behind which they are sealed, so that there would be an actual impetus to try those same Master-level locks when one had a high chance to fail and jam the lock.
Okay, let me be perfectly clear about this: I don't think the mini-game should replace your
character's skill. If your character is good at picking locks, the mini-game should be easier to reflect that. I'm pretty sure it's already like that, but it needs a little more juice. I also think there should be an auto-pick option. There's no reason to remove it, so leave it in. I also like real-time lockpicking. I think that's a great idea. I think traps should have a chance of being activated if you break a pick. I think you should be able to jam locks (and maybe have a perk to unjam them at higher skill levels). I think picks should be more expensive and harder to find and come in various levels of quality. I think trap levels should reflect the rewards contained inside. I'd also love to see Elven, Dwarven, etc., traps with their own interfaces. I think these are all great things.
I
do object to arbitrary skill limits because they break immersion for me. They did that in FO3 and I don't want it back. I know
why they do it, but I think you could achieve the same effect just by making the game more challenging. And it
is exactly like swinging a weapon or holding a shield. I don't see the difference. If you let
player skill determine combat, which is largely does, then you can't very well argue against it affecting lockpicking. Tell me that archery isn't determined largely by player skill. Your ability to hit a moving target has everything to do with hand-eye coordination and almost nothing to do with the character's skill level. The fact is there is never going to be a 1:1 relationship between player skill and character skill unless you go back to turn-based combat. The game just has to be flexible enough to make character stats noticeably impact your chance of success so it feels 'about right' when you play. There should be a noticeable difference between how easy a character with a 15 Lockpicking skill picks a lock and how easy a character with an 85 Lockpicking skill picks a lock. The mini-game wouldn't be worthless if it was a worthwhile challenge in its own right and it could be made into a worthwhile challenge with a bit of work. Just as real-time combat has been made into a worthwhile challenge.