those ideas sounds more stat based than skill based @Heishi. I would agree that just outright bashing should be based on stats IF lockpicking was also. I already have the Awl and Hammer suggested, which bypasses the skill portion of the lockpicking.... if there is a separate stat based bash mechanic it should also have an associated minigame. Same for Magical unlocking. There needs to be parity between the systems as well as a synnergistic component.
So it would be possible for one player to use all three skills to:
-remove trap with magic
-attempt a lockpicking and seize the lock
-bash lock open
OR a player could specialize and use magical, lockpicking, or bashing skills exclusivity!
I think I'll work up some ideas and update the OP. These are some good ideas!
As long as it still allows the lock to be opened using other methods (breaking the lock or using magic), or perhaps requiring a special item to "un-seize" the lock.Seizing Locks
Currently, when a player fails picking a lockpick they have the option to try again. This concept adds the chance of the pins seizing and the lock not being able to be picked again by that player. This could also happen if a lockpick is broken, but at a much lesser percent chance.
Much like the 4 levels of difficulty, and the pin stability, a lock’s chance of seizing could also be broken up into 4 categories.
- Pristine: This lock will never seize
- Tarnished: This lock has a low chance of seizing
- Dirty: This lock has a moderate chance of seizing
- Rusted: This lock has a high chance of seizing
I disagree here. I don't think something like the Skeleton Key should ever be available in an MMO. I can see it being easily abused to farm high level chests and such. If it is made available, it should be very hard to come by and have a very limited number of uses (no more than 5 or so), and as you said, not sellable/tradeable to other players or even to alts.One additional lockpick style,The Skeleton Key, should only be able to be obtained through the highest levels of the Theives Guild (once that surfaces) through a specific mission. The Skeleton Key should have a 100% chance to open any non-booby-trapped lock immediately. If the Skeleton Key is used on a lock with a trap it will set off the trap and unlock the lock. The Skeleton Key should have a limited number of uses before it breaks, but should be a high number of uses (50 or so). They should be hard to get, unsellable, and easy to use.
Well @onlinegamer1. Chest rewards could be increased depending on the difficulty of the lock. Not every lock has to be a multi-stage reseting rusted lock. Some could be exactly as they are now.
This concept was a sister concept to my Player Driven Treasure Hunting concept.
http://forums.elderscrollsonline.com/en/discussion/150629/player-driven-treasure-hunting-concept