On Lockpicking and Rogues
#1
Posté 17 novembre 2010 - 11:41
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
Posté 18 novembre 2010 - 12:00
That said... yes, it was a bit grating that you "had" to bring a lockpicker. It also grated that you never actually found more than random junk, spare change and the odd consumable in any chest. (Yes, I'm aware that this is a self-imposed annoyance. I could just ignore the rogue-collectables and not actually lose out much.)
On a related note, did anyone bother using traps? I found them more trouble than they were worth. (Poison and bombs were good, though.)
Modifié par Stick668, 18 novembre 2010 - 12:09 .
#3
Posté 18 novembre 2010 - 12:06
Stick668 wrote...
On a related note, did anyone bother using traps? I found them more trouble that they were worth. (Poison and bombs were good, though.)
They were quickly outclassed by other forms of damage, which all had a much lower set-up time, so after playing with them for a while to test them out, no, not really.
Modifié par Liana Nighthawk, 18 novembre 2010 - 12:07 .
#4
Posté 18 novembre 2010 - 12:07
Would be sad to see it go.
#5
Posté 18 novembre 2010 - 12:17
#6
Posté 18 novembre 2010 - 12:25
#7
Posté 18 novembre 2010 - 12:27
#8
Posté 18 novembre 2010 - 12:27
#9
Posté 18 novembre 2010 - 12:27
Bruddajakka wrote...
Hawke will be able to open any look using a special type of liquid lyrium with acidic properties that he'll be able to gain from destroying useless gear.
Nah, they removed it on streamlining, doubt they'd bring it back.
#10
Posté 18 novembre 2010 - 12:33
Modifié par kwintessa, 18 novembre 2010 - 12:34 .
#11
Posté 18 novembre 2010 - 12:39
This is pretty much my point of view.ErichHartmann wrote...
Give more meaningful loot then lockpicking becomes more desirable.
(Unavoidable problem: if there are +55 Nucular Sword-like-objects Of Planet-Cleaving in half a dozen rogue-only chests, there will be Spoilers On The Net. And then you have "must bring Rogue to this place to get it". It's tricky, making rogue skills both exclusive and optional. If you see what I mean.)
#12
Posté 18 novembre 2010 - 12:49
The real prize from picking locks wasn't the loot. It was the XP.ErichHartmann wrote...
Give more meaningful loot then lockpicking becomes more desirable.
#13
Posté 18 novembre 2010 - 12:54
I think it'd be a shame if it were lost, but it could be implemented slightly differently. A skill rather than a talent or something similar.
#14
Posté 18 novembre 2010 - 12:55
Sylvius the Mad wrote...
The real prize from picking locks wasn't the loot. It was the XP.ErichHartmann wrote...
Give more meaningful loot then lockpicking becomes more desirable.
Ah yes. How happy I was to find out that on Baldur's Gate II disarming traps and picking locks gave out XP (as opposed to BG I). It validated my rogue choice.
I always thought the sthealthy route should earn more XP than the kill-em-all route.
#15
Posté 18 novembre 2010 - 12:57
Sylvius the Mad wrote...
The real prize from picking locks wasn't the loot. It was the XP.ErichHartmann wrote...
Give more meaningful loot then lockpicking becomes more desirable.
The anticipation of finding good loot is a lot more fun than very minor XP gains.
Modifié par ErichHartmann, 18 novembre 2010 - 12:58 .
#16
Posté 18 novembre 2010 - 12:59
#17
Posté 18 novembre 2010 - 01:03
Bruddajakka wrote...
Hawke will be able to open any look using a special type of liquid lyrium with acidic properties that he'll be able to gain from destroying useless gear.
But in DA 3, they'll remove that for a lockpicking minigame based on Memory.
#18
Posté 18 novembre 2010 - 01:05
or "Probe launched"Maria Caliban wrote...
But in DA 3, they'll remove that for a lockpicking minigame based on Memory.
Modifié par ziggehunderslash, 18 novembre 2010 - 01:05 .
#19
Posté 18 novembre 2010 - 01:23
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.
#20
Posté 18 novembre 2010 - 01:25
Mike Laidlaw wrote...
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.
Good news, and I agree on the talent tree. If there were a wealth of non-combat skills it would make more sense than it did.
#21
Posté 18 novembre 2010 - 01:28
Mike Laidlaw wrote...
Lockpicking and trap disarms are still rogue-only abilities. They're primarily based on cunning this time around (rather than requiring talent points...
A nice change. I must admit I usually opt to simply ignore lock-picking in favour of more useful talents.
#22
Posté 18 novembre 2010 - 01:31
Mike Laidlaw wrote...
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.
Glad to hear it. I support the changes, as well as keeping lockpicking as a rogue-only skill. Quite frankly, if you get frustrated over being unable to open chests while not allowing a single rogue in the party, that's your problem.
#23
Posté 18 novembre 2010 - 01:32
I tend to play through these games many times with all sorts of teams, and sometimes I just don't have a rogue in my party. It seems pretty unnecessary to have to run back to a camp, pick up a rogue, and then run through a completed dungeon again just because, as the OP put it, " just having the locked chests that I couldn't get into made me INSANE."
To preemptively counter what I assume will be Sylvius' opinion on the matter: I realize that I don't "deserve" to unlock things easily without a rogue, as that is a decided benefit of the class, but I am asking that the class is made without said allure in mind in the first place, thus allowing every class to have the ability in a fair and balanced manner.
#24
Posté 18 novembre 2010 - 01:34
Modifié par twincast, 18 novembre 2010 - 01:36 .
#25
Posté 18 novembre 2010 - 01:41





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