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On Lockpicking and Rogues


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#1
PsychoBlonde

PsychoBlonde
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  • 5 130 messages
I'm a bit curious about how lockpicking will work in the new game.  I really didn't like it in DA:O (I eventually downloaded a mod to let me bash chests with mages/warriors), but I wonder how specific this was to me.  Even if the chests contain nothing but my 400th Blank Vellum, just having the locked chests that I couldn't get into made me INSANE.  But it also made me a bit INSANE having to put 4 of my ability points in those stupid lockpicking abilities for my rogue.  Or always have a rogue in the party with said skills.  Especially since there were sections where I didn't have this option.

So, I'd like to hear people's opinions on this, and I think it'd be fun to brainstorm options to the whole locked boxes/doors mechanic, which seems more like an RPG "tradition" than an actual fun game mechanic to me the more games I play.  I mean, what does it boil down to?  Congratulations, you jumped through the hoops we arbitrarily threw in for "rogue flava"!  Here's your treat!  But it can't actually be a GOOD treat because that'd be cruel to all the sad non-hoop-jumping people.  Argh.

#2
Mike Laidlaw

Mike Laidlaw
  • BioWare Employees
  • 765 messages
Lockpicking and trap disarms are still rogue-only abilities. They're primarily based on cunning this time around (rather than requiring talent points, which I felt was a little unbalanced with the otherwise combat-focused talent tree structure), though certain magical effects from equipment can help.

Similar to Origins, party-member rogues can disarm traps and pop locks if your main character is not a rogue, and also similar, there are XP rewards for the party for doing so.