I don't really disagree but I'm not sure that really address the serious problems. The article basically says crafting is too easy and if it was harder then it would be fine... no it wouldn't. There is no challenge that once overcome should make every other challenge trivial and meaningless. That's bad design and needs more than a little more "challenge". Nearly every balance problem stems from these crafting skills with probably the sole exception being ridiculously powerful summons from the conjuration tree. Mage's magicka costs and gimped in-combat regen practically forces us to go 100% cost reduction and the difference between wearing "standard" mage gear that the game provides and using 100% cost reduction is with the former you have a worthless pile of trash that would likely have to fall back and rely on the OP summons from conjuration and with the latter you'd have a completely OP character that can chain stagger anything in the game while still dealing good damage.
Thank you. This is all good stuff. I confess I'm limited to my own experience with the game and what I remember from reading on the forums when I write these articles. I agree that a single skill tree shouldn't trivialize the others. This is where people who have the stat numbers can assist by breaking down the relative strengths and weaknesses of various skills/perks. Obviously most of the skill trees could use some tweaking.
My thoughts on non-combat skills.
Lockpicking is awful because it's unneeded. You can argue that lockpicking can get you certain items but you don't need to invest in lockpicking to do that. You can have 15 skill in lockpicking and pick a master lock with little to no difficulty. Hell the skeleton key basically invalidates the entire skill. Speech is just upside down. The skills to boost gold on merchants should come before price increases. If I can sell stuff for 50% more that's great! Except I don't actually make any more money because the damn merchant couldn't afford the original item let alone the 50% better prices one. Pickpocketing is much like lockpicking... there is nothing preventing someone with 15 skill from doing the same thing as 100 skill.
The same could be said for other perks, though. It's not that hard to swing a sword one more time to kill a bandit than it is to break an extra lock pick or two. It's not an even trade: there's no risk in picking a lock; but it's not entirely black and white either. What if I find combat easy but find lockpicking frustrating? It's hard to quantify these sorts of things. The same goes for pickpocketing: yes, anybody can pick a pocket; the game's designed to support that. But if you have perks in picking pockets you're less likely to pay fines or go to prison, which can be a hassle. The skill mechanics aren't perfect obviously, but I give the devs points for trying to balance a system this dynamic. I agree with your observation about Speech, too. I'd never thought of that, since I haven't used it very much, but that makes sense.
Article rises valid reason but does not offer workable solutions, Bethedas isn't going to change all their dungeons to make pickpocket or picklock more viable.
1. To take or slow crafting down, the best way is actually increase material cost and reduce resell value so it is not self sustaining and force players to actually exit the town to mine ores instead of buying from shops and wait for restock. Another way is to make shops respawn gold every day, to reward adventuring looting or stealing and respawn crafting materials slower like only weekly which makes waiting for materials less attractive.
Is that more realistic, though? It's obvious that finished objects are worth a lot more than ingots, so crafting, say, a suit of iron plate should result in earning the player a large profit over the cost of materials. I'd be in favor of introducing a chance of failure based on the player's skill in which the materials are used up but the quality of the finished product is very low or the materials destroyed outright. The chance of failure could be scaled to the difficulty of working the material as well, so steel, for example, is much harder to work successfully than iron. This resolves the issue of supply and demand by tweaking the odds of success and failure rather than intervening in the market. Not that the economics couldn't be improved in some way as well, of course.
2. The way to reduce the impact of non-combat skills on enemy scaling is simply to make combat skills level you more than non-combat skills. For example getting from 40 to 41 one handed can bring you to 20% of a level while the same for pickpocket only gives you 10%.
I hear this a lot but I'm not convinced it's the best way to solve the problem. For starters, it assumes that non-combat skills are worth half as much as combat skills. They may be, as they stand, but all this does is push the series further in the direction of combat and away from other activities. I would rather bring up the value of non-combat skills by making them more useful. Besides, I'd rather level up as a thief and break into the lair of a dangerous enemy that I can't beat, disarm his traps, pick his Master locks and sneak out without being seen than do the same thing in a lair where I could just kill the owner instead. If my enemies are downgraded by my skill and perk selections so that they are the same difficulty for me, as a master thief, as they are for an equally leveled warrior, what's the advantage of being a warrior? Of course, it doesn't have to be 1:1, but it's surprisingly similar to Oblivion-esque leveling only now it's being applied to my skills and perk selections instead of my level. It's a lot more exciting to me, as a thief, if my enemies aren't being gimped by being scaled to my choices. The satisfaction I get by outwitting him may be just as great as the satisfaction a warrior gets by defeating him. The gamplay has to be there to support it, of course, which is my issue.
3. While it is not possible for Bethesda to change the perks in the main game. They can possible add combat perks and applications to non-combat skills. Examples:
Speech perk, Increases the number of companions you can have at any one time by one.
Speech perk, all companions you have are x% stronger.
Speech perk, all opponents are twice as likely to flee from combat when health is low
Pickpocket perk, chance to disarm opponent on staggering them.
Pickpocket perk, chance to puck arrows out of the air
Pickpocket perk, able to open the pick pocket dialog in combat if opponent is staggering, paralyzed, calmed or falls on ground. Allowed to make one single pick pocket attempt.
Picklock perk, able to disable automatons if you can sneak up on them
Picklock perk, doors that you close in combat is automatically locked
Picklock perk, rearm traps to do twice the damage and trigger only on hostile targets
Picklock perk, rebuilt destroyed or disabled automatons (less material cost) to follow you permanently. (similar to undead thall)
These are excellent perks. I'd love to have them as options in my game. I'd still like to see them add more non-combat stuff, though.
A solution I have is to give the alternate routes out of non main quest dungeons expert or master locks instead of barring them from the other side.
Also make locks only pickable by people who are within 1 skill rank from the lock. So novice and apprentice locks can be picked by everyone, adept picked by people with 25%, expert picked by people with 50%, and master picked by people with 75%. If you don't have that level you can't even attempt to pick the lock.
Lockpicking and pickpocket should probably be merged into a single skill though.
There need to be more ways to circumvent combat, period. Either by unlocking a side passage, or by fast-talking someone into not attacking you.
You can solve the problem of people with no lockpicking perks and a 15 skill 'easily picking master locks with only a single lockpick' by including a chance that you're going to break off your lockpick in the lock and make it unpickable. Base the chance on the player's skill and add a perk later in the tree that lets you avoid this. That way players would have to level up lockpicking to avoid fumbling themselves out of treasure. This solves the problem of requiring a minimum level since bad lockpickers trying to pick hard locks will break the lock. If the chance is high enough, most of them will avoid picking the lock all together until they have a higher level.
Also, the traps should go off if you fail to pick the lock. Again, based on your skill and perks.
I thought about 'merging lockpicking and pickpocket', which has been mentioned a lot on the forums but I don't like it. If anything gets merged, it should be sneak and pickpocket, not lockpicking and pickpocket. Those skills are much more closely related. I'd love it if the game tried to simulate real-world pickpocketing, though. Most pickpockets don't sneak up behind you in the dead of night, under cover of darkness. They bump into you at the airport and do it in front of a hundred people in broad daylight. You should be able to pickpocket without sneaking and do it any time, no matter who's around. Just scale the chance to the number of witnesses, etc. Also: where is my ability to disguise myself in a faction uniform and use a Speech test to walk into an enemy fortress?