VaranisArano wrote: »The quality of the items inside does increase with chests, even more so if you invest in the CP passive. IIRC, strongboxes aren't effected by the CP passive but the quality of items does improve with difficulty of lock.
There's two reasons I see not to bother with increasing the gold reward.
1. Gold itself is extremely easily acquired from other sources, to the point that ZOS implements a number of gold sinks to prevent inflation. If they add gold to the economy, its wise to consider how they'll take it back out again.
2. The items inside strongboxes in are the main reward and are subject to justice system interactions until you get them to a fence, unlike the gold you get. Assuming ZOS wants to encourage justice system play, making the main reward the stolen items makes a lot more sense.
3.
In the case of extra gold for manually lockpicking:
The ability to force locks is a reward for leveling up your legerdemain and investing skill points. It makes no sense for ZOS to reward players for not using Force Lock.
Perhaps it could be implemented as sort of a new, final step in that skill tree so that you must master Force Lock before you get the option to do it manually for more gold, but I suspect that's rather more complicated than ZOS will get with a base game system.
I don’t think this is the number one thing that affects whether players do thieving, I think a much more effective inducement to larceny would be having more houses in game that you could actually break into. Seeing entire towns full of Ptomkin houses, which all look nice from the outside but are inaccessible to even the most determined thief is thoroughly demoralising.
I agree that the entire justice/thieving system needs a bit of a review and clean up. Imagine a revisited thieves guild with better access to houses and grappling hooks to enable you to break in more skillfully. It could make heists fun.
I don’t think this is the number one thing that affects whether players do thieving, I think a much more effective inducement to larceny would be having more houses in game that you could actually break into. Seeing entire towns full of Ptomkin houses, which all look nice from the outside but are inaccessible to even the most determined thief is thoroughly demoralising.
OMG yes. Seeing those chains on the door is a buzz kill lol.I agree that the entire justice/thieving system needs a bit of a review and clean up. Imagine a revisited thieves guild with better access to houses and grappling hooks to enable you to break in more skillfully. It could make heists fun.
Never thought about the grappling hook concept ... very interesting. That would be insanely cool.
VaranisArano wrote: »The quality of the items inside does increase with chests, even more so if you invest in the CP passive. IIRC, strongboxes aren't effected by the CP passive but the quality of items does improve with difficulty of lock.
My idea was around the gold, not the items, but you are correct with regard to item quality.There's two reasons I see not to bother with increasing the gold reward.
1. Gold itself is extremely easily acquired from other sources, to the point that ZOS implements a number of gold sinks to prevent inflation. If they add gold to the economy, its wise to consider how they'll take it back out again.
Sure, you can get gold from a variety of other places. You can get items from a variety of places as well (drops, crafting, guild vendors, etc.). Not sure I understand how this is a problem.2. The items inside strongboxes in are the main reward and are subject to justice system interactions until you get them to a fence, unlike the gold you get. Assuming ZOS wants to encourage justice system play, making the main reward the stolen items makes a lot more sense.
3.
Let's face it, at end-game, do I really care about looting a purple overland robe? Likely not. It's just something else random to decon or sell for 50g. Another twist on the idea would be to perhaps have a chance at getting a gold hoard instead of the usual fare. I mean, you don't really know what is in there until you open it, so ....In the case of extra gold for manually lockpicking:
The ability to force locks is a reward for leveling up your legerdemain and investing skill points. It makes no sense for ZOS to reward players for not using Force Lock.
My suggestion about picking manually was simply to try and avoid quick chest running by players maxed out. I mean comparatively speaking, there is skill involved in manually picking, whereas force picking might simply cost you 1+ picks in the effort, but likely save time.Perhaps it could be implemented as sort of a new, final step in that skill tree so that you must master Force Lock before you get the option to do it manually for more gold, but I suspect that's rather more complicated than ZOS will get with a base game system.
Hmm. Not sure how one can "master" forcing locks.