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"There were some RPG's where skill use could fail, or even critically fail. Removing lockpicks was a way to "punish" the player in a logical way, and to sustain a form of economy, because the player would need to gain some, through buying, crafting, or whatever... But indeed you are right, in such an amazingly reactive world, if you have the skill level, you succeed. Makes things simpler. And at least it should not bug. Wait...."


Thats not a "logical way" to punish the player at all.
Because there is no logic in breaking the lockpicks when you fail to pick a lock. At all.
Nor is it logical to use that to "sustain" some economy, or at least - that kind of economy is not logical at all.

It is all merely a gamey shortcut. And a trope.

- Yes, if you have the skill level you should succeed. Indeed.


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"This is to be used cautiously, in a 1 to 5 range of ability level. Just a +1 would be a huge bonus. Already expressed myself about this. Just a reminder."


Not needed. Of course it would only bring small bonuses - because otherwise it would devalue the skill. I thought that would be understood by itself, but... didnt count on fear logic - alas.

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"Another way to say the whole character "development" is a misery from its very foundations, because it allows very little fine tuning as the various bonus can go. I am pretty sure even the devs are feeling the limits and heaviness of this lack of perspective.
But hey, there are no quest markers, and its possible to kill every NPC's to make money, so the game is great! Who needs a deep character development and interesting world interactions when you have talking shells and funny robots."

That has absolutely nothing with what i said and suggested.

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"I don't approve Hiver's suggestion, because it is narrow minded , boring, and doesn't pay a tribute to the level of details that already went into this game."

Not that anyone or everyone need to approve and like my idea... but, this kind of personal declaratory statements, completely unsupported by any relevant or even seemingly closely connected arguments is completely worthless and utterly nonsensical.
I mean... since we are sharing opinions... i thought to let you know about mine.


@NeutroniumDragon:
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I don't like the idea of damaging or destroying contents if you force the thing open. In practice, forcing open a container (or even a door) would normally involve prying it open with a crowbar or breaking the lock itself, not obliterating the entire door/container a greataxe or fireball (something that is really only done in emergencies); that the game mechanics force the latter on the PC is actually a fault in the design (one common to CRPGs, admittedly).


- Instead, wouldnt it be nice if forcing some container open would result in a big, very loud noise - that would raise a critical alert and possibly foil some specific sneak dependent quest, options therein or both?

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"In fact, it's perfectly reasonable that towns are usually the only place where you'd bother picking a lock - they're typically the only place where getting one open without attracting the attention of the owner and/or guards actually matters. Of course, town is often the place where the key will be in the possession of its owner, which means that picking the lock is an alternative to trying to get the key from that person by whatever method, and that's advantageous enough if you're trying to avoid notice."


- Exactly. Or, if you cannot find the key - because your perception skill is too low, (so pressing ALT key doesnt help for that specific eh, key), or you didnt (or couldnt) search in the right place.



@Stabbey
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"Strict adherence to reality in all things makes for unfun gameplay."

Thats not really true. Or can be true only if one imagines some sort of crude and intentionally boring extreme simulation kind of a game or a feature.

But, its a very long subject in on itself.