Blast these locks!
#1
Posté 07 novembre 2012 - 09:48
#2
Posté 07 novembre 2012 - 09:54
#3
Guest_EntropicAngel_*
Posté 07 novembre 2012 - 09:54
Guest_EntropicAngel_*
Realmzmaster wrote...
You mean like the possibility of breaking a quest item?
If breaking it makes sense, sure.
Plus, Bioware has not to my knowledge ever put a quest item in a lock-picked chest. Main quest, anyway. THey're always either simply unlocked or you get a key.
Modifié par EntropicAngel, 07 novembre 2012 - 09:57 .
#4
Posté 07 novembre 2012 - 09:57
#5
Posté 07 novembre 2012 - 09:59
Otherwise, if anyone can open a locked chest, why even bother having them?
Modifié par thats1evildude, 07 novembre 2012 - 10:03 .
#6
Posté 07 novembre 2012 - 10:06
thats1evildude wrote...
I think the easiest solution here is to simply trap all locked chests. Warriors and mages can still open locked chests, but they end up setting off a trap. The penalty for setting off a trap is to suffer one injury.
Otherwise, if anyone can open a locked chest, why even bother having them?
Because you'd still presumably have to level up an unlocking skill to a certain point, even for warriors and mages. You couldn't just take a level 1 warrior and bash open an expertly locked chest for example.
#7
Posté 07 novembre 2012 - 10:10
It's a false obstacle. It's throwing a tennis ball through a hula hoop from two feet away. The only way to fail is to be blind, two years old or an idiot.
Either leave it the way it is, introduce the concept of trapped chests or simply do away with locked chests entirely.
Modifié par thats1evildude, 07 novembre 2012 - 10:15 .
#8
Posté 07 novembre 2012 - 10:10
#9
Posté 07 novembre 2012 - 10:15
#10
Posté 07 novembre 2012 - 10:16
What quest item requires a rogue to get?Realmzmaster wrote...
You mean like the possibility of breaking a quest item?
#11
Posté 07 novembre 2012 - 10:20
thats1evildude wrote...
And what stat would that be? Strength for Warriors, Magic for Mages? You mean their primary stat that they should be building up anyway? Or should it be another non-essential stat that will hamper your character and force you to make the rogue your primary lock-picker?
It's a false obstacle. It's throwing a tennis ball through a hula hoop from two feet away. The only way to fail is to be blind, two years old or an idiot.
Either leave it the way it is, introduce the concept of trapped chests or simply do away with locked chests entirely.
Yes. Let those stats determine the difficulty of locks they can get through and cunning determine their chance of not destroying what's inside.
#12
Posté 07 novembre 2012 - 10:22
Yes. Often I romance a mage, am a mage, and my best friend is a mage. I should be able to have my dream team without missing out on loot.DarkKnightHolmes wrote...
No.Seriously, are we gonna keep taking everything special about the rogues just because some people can't be bothered to use different classes in their team?
#13
Posté 07 novembre 2012 - 10:22
thats1evildude wrote...
And what stat would that be? Strength for Warriors, Magic for Mages? You mean their primary stat that they should be building up anyway?
It's a false obstacle. It's throwing a tennis ball through a hula hoop from two feet away.
Either leave it the way it is, introduce the concept of trapped chests or simply do away with locked chests entirely.
It could just be an optional skill like it was in DA:O. I'm not against removing locked chests entirely, but I think the idea of RPGs having locked chests is so ingrained in peoples minds that many would find it jarring if they were completely gone. At the very least, it makes sense from a lore perspective and may help the game feel a bit more immersive. If you've got a chest stuffed with valuables you're going to lock it after all.
If it is tied to strength or magic levels, it still serves as a way to gate rewards based on characters overall level. Gating content sounds like a bit of a poor move, put it can have it's benefits. For one, it can entice people back to explore areas they've already been through. You find a chest at level 5 that you can't open so you come back at level 10, open it and get a cool new sword or something.
Also, we have no idea how BioWare's planning to have stats and abilities work for DA3. Maybe they'll build the system so strength and magic aren't the must have stats for warriors and mages. That there will instead be other viable alternatives that offer their own benefits and giving the warrior or mage the ability to unlock chests is one of the benefits strength and magic have. Like putting points into willpower would increase the damage a mage's spells can deal a lot more than than putting points into magic can but unlike if you put points into magic you can't use your willpower to open chests.
#14
Posté 07 novembre 2012 - 10:27
Quest items could break! Quest items could be sold. Gamers had to make the choice to hang on to an item or decide to discard or sell it. Sometimes they sold a quest item and the quest could not be finished.
The way around that was to find the person who had the key to the chest. Traps were also more lethal. Traps are more of a joke now since they only at best render the character unconscious.
#15
Posté 07 novembre 2012 - 10:32
Todd23 wrote...
thats1evildude wrote...
And what stat would that be? Strength for Warriors, Magic for Mages? You mean their primary stat that they should be building up anyway? Or should it be another non-essential stat that will hamper your character and force you to make the rogue your primary lock-picker?
It's a false obstacle. It's throwing a tennis ball through a hula hoop from two feet away. The only way to fail is to be blind, two years old or an idiot.
Either leave it the way it is, introduce the concept of trapped chests or simply do away with locked chests entirely.
Yes. Let those stats determine the difficulty of locks they can get through and cunning determine their chance of not destroying what's inside.
If the charcter uses brute force to open a chest why should cunning be allowed to migate the damage done to the contents? If the mage's melt lock spell has only one power level how can the mage control the amount of force used? Since right now all mages spells are all or nothing.
#16
Posté 07 novembre 2012 - 10:46
#17
Posté 07 novembre 2012 - 11:15
Fast Jimmy wrote...
<sigh> How is it Quest for Glory, an RPG made by Sierra (of all people) figured out how to do skills, stats and showcasing multiple solutions for many classes over two decades ago, and games are still struggling with the most basic of mechanics? For Pete's sake...
Best game series of all time.
Also, had save imports.
#18
Posté 07 novembre 2012 - 11:23
..if you do have class specific abilities like lock picks - I think they need to be used to open up alternative options / paths / dialogue etc through the missions - if you have a rogue that is high in stealth and lock picking, there should be doors that lead to rooms that get to your path alternatively.
Really I think want I'm asking for here - is either total character freedom or real differences beyond a few extra gold coins for select builds.
#19
Posté 08 novembre 2012 - 12:46
Todd23 wrote...
Yes. Often I romance a mage, am a mage, and my best friend is a mage. I should be able to have my dream team without missing out on loot.
Oh, so you want an already ridiculously overpowered party (and frankly, at least in Origins 3 mages´ party IS overpowered) to be even more lame? Afraid you won´t win the game without that loot? Please. It´s Obsessive Compulsive Looting Disorder.
Modifié par Bernhardtbr, 08 novembre 2012 - 12:48 .
#20
Guest_krul2k_*
Posté 08 novembre 2012 - 01:34
Guest_krul2k_*
but times move on i guess an games just dont get made like they used to
Modifié par krul2k, 08 novembre 2012 - 01:35 .
#21
Posté 08 novembre 2012 - 01:35
#22
Posté 08 novembre 2012 - 01:41
#23
Posté 08 novembre 2012 - 02:33
If a warrior or mage can do what a rogue does why would anyone use a rogue?Wifflebottom wrote...
Give every class a lockpicking skill tree, bring back noncombat skills. Only characters with enough points in lockpicking can pick the lock regardless of class.
#24
Posté 08 novembre 2012 - 06:07
Because if so, then there is a serious problem with your view of game design.
Lockpicking is just a skill. It's a skill anyone can learn. You don't need to be a 'Rogue' in order to learn it. Perhaps Rogues can be better at it than other classes, but there is no reason that other classes can't do it. Or have their own methods of getting through locks.
Lockpicking is far from being the 'signature' skill of a Rogue.
#25
Posté 08 novembre 2012 - 07:24
StarcloudSWG wrote...
Are you saying that a Rogue's *only* useful skill is being able to pick locks, and *that* is the only reason you bring a Rogue?
Because if so, then there is a serious problem with your view of game design.
Lockpicking is just a skill. It's a skill anyone can learn. You don't need to be a 'Rogue' in order to learn it. Perhaps Rogues can be better at it than other classes, but there is no reason that other classes can't do it. Or have their own methods of getting through locks.
Lockpicking is far from being the 'signature' skill of a Rogue.
That my be true, but the main reason many of the gamers on this forum bring a rogue is for lockpicking and trapmaking/removal. By removing the need to have a rogue pick locks or set/remove traps they can then do without the rogue and still get all the loot.
The way many crpgs handled it was to require classes that wanted to pick skills out of a different class to pay a higher penalty in skill points because it was not their primary area of study.
The problem I have is that mages can have a skill that mimics a rogue lockpicking ability (lock melt or whatever) but in no way can a rogue or warrior acquire a skill that can mimic a spell due to lore. The mage simply becomes more overpowered than it already is.





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