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On Lockpicking and Rogues


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#76
Darkhour

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In Exile wrote...

PsychoBlonde wrote...
In past party-based games, I was okay with the "rogue in party" thing.  (Assuming they EFFING GAVE YOU A ROGUE NPC SOMEWHERE THAT DIDN'T SUCK.  Which I'm assuming won't be a problem here.)  What really got me in DA:O were the sections where you had no possibility of having a rogue party member (Ostagar, Arl Eamon's estate), but there were STILL LOCKED CHESTS.  WTF.  Due to that one love letter being inside Arl Eamon's estate in a locked chest, you could not finish that Correspondus Interruptus quest unless you were playing a rogue.  ARGH.


I'm pretty sure that was the point: rogue PCs should have some bonuses in-game. I liked that in DA:O, even if I never played a rogue PC.


Why exactly should a rogue have a bonus that other's don't?

#77
PsychoBlonde

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Darkhour wrote...

Why exactly should a rogue have a bonus that other's don't?


Cause they suck in comba--oh, wait.  Cause they can't wear heavy armo--wait.  Cause they get ****ty hit poin--wait.

I agree that the rogue abilities should open up new WAYS to do things, but shouldn't provide a benefit that other characters can't obtain.  I mean, there weren't any mage-specific or warrior-specific quests.  Hmph.

#78
RinpocheSchnozberry

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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.




Can you make it so that if my Hawkette is a warrior or a mage, when she clicks on a locked chest the NPC either automatically unlocks the blasted thing?  I mean... unless you have a situation where there are locks you don't want to pick...  having to swap to the other character and make them open the lock is tedius.

God, that was such a whine.  :pinched:

Modifié par RinpocheSchnozberry, 18 novembre 2010 - 05:57 .


#79
Eveangaline

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So long as your rogue companions don't talk about opening it for you, I'm ok. It was so annoying whenever they would offer.



Especially if I had higher lockpicking skill then them.





Especially Zevran.

#80
Aermas

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I hate the fact that rogues are becoming more & more combat worthy & the mages & warriors get nothing utility-wise like the rogue does, I agree with others that having a rogue opens up more choices. There used to be a day when rogues were the ones with skills rather than daggers & backflips

#81
Ceridwen

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So long as your rogue companions don't talk about opening it for you, I'm ok. It was so annoying whenever they would offer.

Especially if I had higher lockpicking skill then them.

Especially Zevran.


Oh, I know. "Perhaps I could have a try at that." Zevran, perhaps I need to shove a sock in your mouth! Because most of the time he couldn't even unlock it.

Modifié par kwintessa, 18 novembre 2010 - 06:58 .


#82
Realranger55

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You only actually needed about 2points into lock picking if you used a cunning rogue. But rogues unlock things, its what they do, deal with it imo

#83
Ryzaki

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Rogues better be more squishy this time around. The last thing we need is a rogue being able to do nearly everything a warrior can do but better for some reason.

#84
StingingVelvet

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I beat the game with a rogue and it was far from hard... their duel weapon abilities plus backstabbing owned everything.

#85
Revan312

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Rogues were junk though compared to a full magic/con Blood Mage. If I could pit my lvl 25 rogue vs my lvl 25 Blood mage, my rogue would die soo fast.. 700 hitpoint mages are overpowered, rogues are about where they should be and warriors need to be buffed going off of DA:O

But really, that's the thing, it's a single player game, not an MMO, balance shouldn't be a crazy concern imo..

Modifié par Revan312, 18 novembre 2010 - 10:15 .


#86
PsychoBlonde

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StingingVelvet wrote...

I beat the game with a rogue and it was far from hard... their duel weapon abilities plus backstabbing owned everything.


Momentum FTW.

My str dual-wield rogue killed stuff so fast I stopped using anything other than auto-attack.

#87
Arrtis

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Lets just make 2 classes.

Fighters and mages.

rogues and warriors are really just fighters with different methods.

Mix them together.

#88
Knal1991

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Liana Nighthawk wrote...

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.


I recently began using that out of curiousity, and imo despite all the negative drawbacks it is more fun imo.... trying to lure the opponent in your trap you have set up so tactically, If it were to return in a more improved version I would gladly use it again...

Hope it does...:D

#89
Lord Gremlin

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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.


So you purposely mangle the experience of those who don't play as rogue. I just can't understand why would you keep this obnoxious crap from the first game.

#90
StingingVelvet

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Lord Gremlin wrote...

So you purposely mangle the experience of those who don't play as rogue. I just can't understand why would you keep this obnoxious crap from the first game.


If every class does everything then what is the point of classes?

#91
Aermas

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Arrtis wrote...

Lets just make 2 classes.
Fighters and mages.
rogues and warriors are really just fighters with different methods.
Mix them together.


But see, that would actually make sense.



We can't have that now, you know.:whistle:

#92
Maria Caliban

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PsychoBlonde wrote...
I mean, there weren't any mage-specific or warrior-specific quests.  Hmph.


IIRC, there are class specific quest in Dragon Age II.

Modifié par Maria Caliban, 18 novembre 2010 - 11:18 .


#93
Selene Moonsong

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I disagree with the two classes concept since it would mean less variety, which doesn't make sense to me at all.

#94
Ortaya Alevli

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It's nice to get moderator comment on a topic related to locks.

Uh...

#95
Revan312

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Selene Moonsong wrote...

I disagree with the two classes concept since it would mean less variety, which doesn't make sense to me at all.


But apparently that's what half the community wants.. Less variety, less flavor, less distinction, less customization and less RPG..

I wonder why many of the forum goers play these sorts of games at all and they don't just stick to FPS's and Action/adventure titles as more complexity is seemingly a bad thing to many people on the boards :blink:

#96
DPB

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Revan312 wrote...

Selene Moonsong wrote...

I disagree with the two classes concept since it would mean less variety, which doesn't make sense to me at all.


But apparently that's what half the community wants.. Less variety, less flavor, less distinction, less customization and less RPG..

I wonder why many of the forum goers play these sorts of games at all and they don't just stick to FPS's and Action/adventure titles as more complexity is seemingly a bad thing to many people on the boards :blink:


I prefer them being split into two classes, but if the proposed fighter class had all the same options as rogue and warrior, would it really be any different?  The Fallout series, along with many other RPGs, has a classless system but I don't see that it makes it any less of an RPG.

#97
Aermas

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Less classes does not mean less variety. If they had enough depth to explore different fighting methods & ways to solve a problem, a fighter that could take a blow & backstab, a man in plate fighting with twin short swords, as long as it's deep & broad one class could fill in for both rogue & warrior.

#98
Arrtis

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Selene Moonsong wrote...

I disagree with the two classes concept since it would mean less variety, which doesn't make sense to me at all.

You would lose the barriers but keep the same amount of skills and so on.
So you can have a greater variety of builds and fighting styles.
Balancing it would be quite hard though.
OF course you may need to add more to the mage class to compensate.

#99
tmp7704

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Revan312 wrote...

But apparently that's what half the community wants.. Less variety, less flavor, less distinction, less customization and less RPG..

Let's please not turn this into "what's an RPG thread"?

Aside from that, I'm not sure how having two narrowly defined classes means any more variety, flavour, distinction and customization than having the same range of choices under a single label -- after all it's not like the resulting combined class cannot be shaped into either the default warrior, default rogue or any combination of these... which would actually mean potential for more customization and variety than the alternative, not less. Wouldn't it?

Applying this way of thinking to DAO -- if the DAO mage class was taken and split into 4-5 individual mage classes, each with custom name and access to only one of the spell schools that DAO mages get to choose from... would you consider game shaped like this to have more variety, more flavour, more distinction and more customization? If so, why?

Modifié par tmp7704, 18 novembre 2010 - 11:33 .


#100
Maria Caliban

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Revan312 wrote...

But apparently that's what half the community wants.. Less variety, less flavor, less distinction, less customization and less RPG..

I wonder why many of the forum goers play these sorts of games at all and they don't just stick to FPS's and Action/adventure titles as more complexity is seemingly a bad thing to many people on the boards :blink:


I would appreciate it if you:
1) Stop characterizing people with different tastes than you as wanting 'less RPG' and as being FPS and action gamers who are tromping on your playground.
2) Stop bringing this argument into every thread on the board. There are a half-dozen threads on the first page already filled with petty bickering and your comment has nothing to do with Lockpicking and Rogues.