Elvarlyn wrote:
The balance challenge here is to create some incentive to use a less than perfect lock. Personally, I'm still of the opinion that thieving and theft are best left as a 'PvE' or 'Global War' things. Have each city/town have a safe or bank or lockbox or something, secured by one of Sani's locks. Having a Phantom/Marauder sneak in and steal what's inside could be a quest, could have some impact on the war effort and could bring some personal reward to the rogue.
Logging in to find that some Phantom got absurdly lucky with your 1/45,000 lock at 3am and now has your life savings isn't fun. It's not fun precisely because you did EVERYTHING right and still lost whatever you were trying to protect.
Ultimately I was envisioning house breaking for the purpose of execution more so than stealing. Houses don't typically have much of worth to steal, and one presumes that the cities bank/safety deposit box would be unbreakable as far as life savings go.
Sure there exists the chance that someone'll pick your 45,000 chance lock, but if one of your barrels contains a spring loaded needle of poison death, are they really all that likely to keep trying?
As for incentives to use less than perfect locks, if the time to craft them was annoyingly high, and the comm cost ridiculously expensive (The price of a house type expensive) as well as some level of durability loss through use, then presumably they'd be the property of the elite and few others.
I agree that theft should be left as much out of the picture as possible and that npc lockbreaking would be the prime use of it, I just see the potential for entertainment that goes beyond WoW/TES lockpicking, especially in a 'build a better mousetrap' fashion.