I've been doing some more pondering while working on fishing achievements and came up with a couple of ideas I think would be very beneficial to adjust in the game for the future.
1: Regarding fishing, can we all agree that the mind numbing Pressing E and letting RNG have its course needs to be improved upon? Here's my idea. When you go out to a fishing spot you would be pulled into a minigame that depending on your success and accuracy of the game leads to you getting a single fish likely non rare and reduces the chance of being able to apply the next level of benefits to that fishing hole. Level 2 benefits would be a fishing net being cast on the fishing hole which would yield more rewards (numerous single fish for filet) more likely to contain rare fish for achievements (which these fish IMO need to be able to be filet too with improved chances to perfect roe, but not so high that it hurts markets) as well as special containers and also achieving level 2 instantly drains the fishing hole. Level 3 which would be the highest most desired outcome would be a fishing trap / box. To achieve this your success in the minigame would have to be perfect and your accuracy also perfect. (whatever the minigame may be, <insert further ideas here>). The fishing trap would put a special marker on your map and after <Set amount of time> you come back to the spot and collect your loot. This would be a much larger reward of normal filetable fish, most likely outcome to get special fish for the achievement and also most likely to contain additional special containers. This also would instantly consume the fishing hole upon success.
2: Regarding Lockpicking. I believe we can all pretty well agree as well when we see a "simple" chest we roll our eyes and its like meh not really worth my time. OR we see a "chest" that someone has already looted and left items in it and we >:| am I right? Of course I am.

So what if EVERY chest was a "master" chest? I think this could be obtainable by again introducing an actual lockpicking minigame in which going along with the same general idea of fishing as above depending on your success, accuracy and time spent in the minigame yields what outcome the chest has to contain loot. You could also very easily create a lockpick sink with this system as well in the sense that if you take to much time, your accuracy is off, or cetain parts of the game you fail then additional lockpicks would be consumed. OR you could go the other way and say obtaining perfect master chest would consume more lockpicks thus making the new system more appealable to newer players trying to learn the system. Either way thats for the devs to figure out whats best. Goal of this particular post is to get your guys gears turning of creativity for both of these systems to try and improve upon what we have because IMO both of these systems need a drastic shake up to be more relevant and entice players to participate in them.
Do your thing chat lets hear your thoughts and impressions

Thank you,
Defatank