» Sat Oct 23, 2010 11:41 pm
Morrowind's lockpicking is... well... I don't have much GOOD to say about it other than "there were more than 5 locks in the game". It's pretty much "point turny thing in general direction of lock and ATTACK until you win" or "get a better lockpick and try again". That's it. Traps are even worse. I don't exactly think Oblivion or Fallout 3 did GOOD, but at least opening a lock wasn't "change from weapon to pointy thing and attack".
Persuasion... Morrowind = useless and frustrating, Oblivion = useless and boring. Take your pick which is worse, neither has any gaming-wise redeeming value. Morrowind -> Bribery is ordinary and successful. If you're rich enough, you can be as loved as you want to be. Oblivion = "Gee, how can I get the big wedge on X, then the small wedge on Y?" That accomplished, someone who necessarily hates your guts will adore you. svck and MORE svck, in my opinion.
The general idea of persuasion overhaul is pretty much "golden", except for one thing I'm not sure about. (Confession: I never get around to downloading and installing it). It's not too clear (to me) whether PO ties your persuasion options to anything outside of the minigame. For me, it's sort of a breaking action to come fully loaded with jokes, compliments, and threats out of the gate. Or gain more just because I've kissed butt well. If that could be tied to the game world (so you can tell Dar Jee's jokes, for example), I think the idea is both intuitive and immersive: want to impress someone, go accomplish... something. Want to make someone pale with fear? Don't assassinate the Toughs. Let them taunt you a bit and see if something good slips. Want to tell jokes? Save up for a joke book at the local bookshop. As your skill increases, people can be persuaded to offer new material, thus expanding your horizons. (Of course, if PO works this way, Bethesda should go for it).
Lockpicking, on the other hand... yes, we need the varied difficulty from Morrowind... and that's about it. If you want traps back, go play Return to Krondor. You'll see why I really can't call Morrowind's "traps" anything other than "random reason to carry extra objects". It will also give you a few ideas about why the interactive ones aren't that great, either.
For those who can't track it down, it's like this: In Morrowind, Oblivion, and Fallout 3, a lock is a lock. In Morrowind, it might also require you to switch to a second device and stab the door or container with that until you succeed. In RtK, a lock is a lock (booooo! Betrayal at Krondor did better), but a trap is a complex mechanism that can be deactivated with special tools. Complex, as in "has many parts", many as in "not identical" (and for RtK, it also means 3). You need a full toolkit to disarm most traps effectively (there are 5 tools available, and you have all or none, though).
Here's what I'd propose: Locks can be of multiple types, not strictly pin-tumbler. That means combination, wafer (generally similar to pin-tumbler, but it gives Beth a good excuse to require additional gear to really be a thief), pin-tumbler, and other locks are all present in various ranges of difficulty. A given lock will have both a complexity and a sensitivity that combine to make an overall difficulty. For example, a lock with 7 pins, but a matched set ofparticularly poor springs is probably easier than a three-pin lock that has two very sensitive springs and one normal spring. In addition, there can be multiple types of pins present in some locks, requiring two distinct lockpicks to open it. The number of pins should be between 3 and 10, in my opinion, unless some particularly easy locks are required. As character skill increases, you should get a finer degree of control in how you move the pins, rather than just "slower pin rebound". In addition, you should have multi-stage traps. Now, here's the key balancer: areas well off the beaten path are where you'll find the sick 10 pin locks that need every possible lockpick AFTER you disarm a very complicated trap. We shouldn't be subjecting people to that in the main game, but putting it out there as a challenge for the people who enjoy that sort of thing.
Speaking of difficulty, assassins and thieves should have to face locks that are noticably harder than what you'd need as a Fighter or Mage. Not the top-of-the-line locks. We want to save them for SPECIAL occasions, of course. However, it should be "really freaking hard" to be a high-level thief with low security. You'd need to master a game that no longer has fixed rules and you'd need to do so without picking too many "unnecessary" locks. Unlikely, to say the least.
On tools: Lockpicks should break, but not as easily as in Oblivion, nor as regularly as Morrowind (ie, no fixed uses). Different kinds of lockpicks should break easier or harder. Actually breaking a lockpick should be BAD, but not Fallout 3 failed Force bad. You've broken off a pick... part of the pick is still inside. Solution? a tool to remove the debris. Don't have it? Can't pick it. Do have it? back in business! There should not be full toolsets available in-game. Period. No one-stop shopping, either. Instead, you should have to obtain your toolkit in the following ways: kill a master thief and take it, collect indiviudal pieces as you find them (there should be at least one full set spread out as fixed loot), or earn the trust of various persons dealing in questionable goods and deeds to buy the less common parts. Basic lockpicks shouldn't be rare, but should be less available than Oblivion. (Think Shady Sam if he only sold for a few hours at night and only sold 5 picks a day).
For the hardcoe sneak, each pick attempt could take a certain amount of time and make a noise for a certain number of feet, although by default both should be 0. Sliders to configure these options would be entirely in keeping with the traditional difficulty slider, and therefore shouldn't be a problem to implement. It won't make everyone happy, but it's not the magic rotating wand of open lock, and it requires a bit more effort to be a lockpicking god than per-pin pattern finding.