Seems like the reward for lockpicking and such ought to just be non-trivial items.
Well, then you get into weird territory - because the game has to be designed assuming you can't pick locks, which means that locked up stuff more or less
has to be trivial.
There is no obligation to implement a skill if you have no idea how to implement it meaningfully. You can always just roll it up into another, make it into an attribute check or just make given activity not controlled by any stat, or have otherwise useful stat have a mostly cosmetic influence on it.
That said I'm pretty sure you can use lockpicking in a meaningful manner.
Still, the reward may just as well involve additional quest solutions and optional goals, with consequences. For example if you need to access some documents that are in a locked box with a guy having the key being currently out of town, lockpicking will allow you to see the documents without alerting the faction owning the documents, while taking the box with you or smashing it open will be conspicuous and may result in shit hitting the fan later on even if you were stealthy otherwise.
Another example, pick lock - get somewhere silently, eavesdrop on important conversation; barge in battering the doors down, you have a fight on your hands, which may result in attempt to exact vengeance on you later on or result in death of NPCs involved who might prove useful later on, and may actually fail to yield the desired information.
Lockpicking can also be useful purely mechanically even in a combat centric game - picture an indoor combat scenario - having a character with lockpicking may allow much more advantageous party positioning before the combat even starts, while knocking down the doors will get the enemies to react before you can position your party. Lockpicking augments stealth, both in and out of combat as it allows passing locked doors without breaking stealth.
My stash has 2000 Fine Maces and the last unique item I got was from a chest on endless paths floor 8.. This isn't enjoyable for me.
INB4 Draq posts a wall of bullshit nobody reads then when he loses the argument posts my joined date instead.
Please show on this inflatable doll where the dragon has butthurt you.
And when they announced Bestiary, Exploration, Lock and Trap XP it was specifically for the purpose of providing a more regular reward structure than even the checkpoint system was able to deliver: (source)
And thus showing everyone that he has no honor (like a woman) and is unable to pursue his vision to its logical conclusion, instead folding like a wet rag halfway through.
Of course Sawyer is ultimately trying to make everyone happy
Which wasn't a realistic goal in the first place. All he succeeded at was making himself everyone's bitch.
If all those people knew how to make a good game they wouldn't have needed Mr. Balance + crew to do it for them.
Not really, I love a WYSWYG loot system.. I just wish the WHAT YOU SEE part was in proportion to what you were fighting.
If I am chased down by this group of grizzled assassins who are well known throughout the world and are an adventuring party themselves, I would expect them to have loot similar to my party. Unique Weapons and Boots and Shields with backstorys.. Of course the challenge should also accompany that gear.. I dont want loot piniatas.
The stash encourages us to vacuum up shit that should just be left on the ground.. The stash should only be usable for reagents and crafting components IMO.. Or not exist at all.
Man, what are you even talking about? Explorer XP is 10-25 points per area/subarea. You would have to explore 240-600 areas to go from level THREE to level FOUR. It's such a small amount it's fucking irrelevant as far as incentives go.
Then there is no reason to have it in the first place.
No reason to have bestiary XP either, maybe for just for observing up to a number of different creatures of given type regardless of whether or not it resulted in combat.
Still, it should mostly provide useful info, like stats and abilities. And not just combat ones, but also ones useful in stealthing around given type of beast or manipulating it.
TES has the best xp system. Get xp for improving skills which actually makes sense. Xp for filling out bestiary information? Great idea. It's just xp for killing mobs called xp for filling bestiary info, that caps when you get it to 100% which is just saying hey, you're level 10, quit killing these level 1 cockroaches that give no xp - which is the way quite a few rpg's do it. Nothing original to see here, and a stupid concept.
TES also proves that such a good system is a bitch to get to work properly.
So, all in all the basic choice revolves around whether making a good use based system would be more work than placing all the XP triggers by hand.
Realised when replaying the game what a bitch it is to just replay game to test new builds when you don't get enough xp from combat and have to bring that ring, find that plate mail, run chores for that boy who wants a dagger, blargh
As opposed to what? Kill a bunch of bears, then kill a bunch of bears and then kill a few more bunches of bears? Any system with character development sucks for just testing new builds, nothing new under the Sun.