You're the on choosing to abuse the system by going 'try and reload'. Which, might I add, is still very much present in Fallout 3, although the amount of fails is much reduced.ferrety said:Using your lockpick skill a couple dozen times in a row in the originals got old pretty fast too. At least with the lockpicking mini-game + feedback on a PS3, you can control the amount of feedback you get (as well as the 'success' area for the lockpick) based on character skill and make a lock either 'simple' or 'a lockpick insta-breaker' pretty easily.
I can understand not liking mini-games, but even 'hit lockpick 100 times till you get it right' is a sort of junk mini-game, so I view this one as a serious improvement. Also, any 'if you fail the skill check, reload' type mechanic is a bit flawed. By making a mini game influenced by skill, but not dependent on reflexes, there is a chance of killing two birds with one stone.
Also, locks got jammed in Fallout on a critical failure limiting the amount of times you can retry without reloading.
Your character choices don't really feel like useful choices, though, simply because you never get the feeling that you're missing out on something because you ignored skill X. Almost everything is possible regardless of skill level, with the exception of getting extra loot/bypassing small parts of the game through speech/science/lockpick.ferrety said:What you're talking about is a rebalance within the actual game itself. Make lockpicking harder, make guns more inaccurate at lower levels. That I can get behind, even though I haven't noticed a problem (then again I'm not at level 20 yet)
There's no point in having useless skills, ever. Well, unless you feel like intentionally screwing over the player.