I expect it's to encourage people to play as a different class in different playthroughs.
Modifié par KiwiQuiche, 08 novembre 2012 - 07:55 .
Modifié par KiwiQuiche, 08 novembre 2012 - 07:55 .
Maclimes wrote...
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.
Realmzmaster wrote...
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.
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...
Guest_shlenderman_*
Guest_shlenderman_*
hawat333 wrote...
There is something to think about.
I mean I have an axe that can chop off a dragon's head but it can't open a wooden crate.
You could at least smash it to pieces with some of the rewards inside being destroyed while lockpicking gives you full benefit.
Like it was in KotOR (or KotOR 2, was it?)
Installation17 wrote...
I want skills for all three classes that enable "lockpicking". I understand that limiting it to rouges means that you need a diverse party, but in the DA:O Magi origin you melt a lock with the fire rod, so why can't mages and warriors try to break the lock at the risk of destroying something within. Just a thought.
I agree, but I think it should be enough of a penalty to remove the experience bonus for not using a rogue to pick the lock.Realmzmaster wrote...
You mean like the possibility of breaking a quest item?
Cyberarmy wrote...
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...
Im wtih you on this one but explain me something...
Who the hell is Pete?
Fast Jimmy wrote...
Maclimes wrote...
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.
But yeah... that was one of the best game series of all time. I think the last one may have been the weakest, but they were all still really good.
esper wrote...
I do not see the logic behind the content of the treasure test being destroyed if you aim the lock of the chest and not the chest itself with sword magic. I also don't see why rouge should be the one class with any out of combat use. Unless the warrior is so stupid as to stab though it instead of just carefully bash the other shell/lock I don't see why the destruction are necessary.
Rouge give massive single damage and are medium sturdy also as of da2 they have acces to ranged weapoms, as oppossed to warriors who tanks, and give medium area damage, and mages who gives massive area damge, but is fragile. The massive single damage, with a somewhat okay survival rate is the rouge purpose. Why they alone should be able to open stuff is beyound me and seems like an old rpg cliche, just like mages must wear robes.
Zeta42 wrote...
In Harry Potter, 11 years old kids can pick locks with magic. It's just stupid that mages in DA don't have a spell for that. I totally want lockpicks for warriors and Alohomora for mages. It's unfair that you may miss a lot of XP because you don't happen to have a rogue in the party.
Realmzmaster wrote...
esper wrote...
I do not see the logic behind the content of the treasure test being destroyed if you aim the lock of the chest and not the chest itself with sword magic. I also don't see why rouge should be the one class with any out of combat use. Unless the warrior is so stupid as to stab though it instead of just carefully bash the other shell/lock I don't see why the destruction are necessary.
Rouge give massive single damage and are medium sturdy also as of da2 they have acces to ranged weapoms, as oppossed to warriors who tanks, and give medium area damage, and mages who gives massive area damge, but is fragile. The massive single damage, with a somewhat okay survival rate is the rouge purpose. Why they alone should be able to open stuff is beyound me and seems like an old rpg cliche, just like mages must wear robes.
The reason for the chest items being destroyed depends on the contents. If the chest has the possibility of glass items or items in glass vials then the possibility of breakage should exist. For example the Tears of Andraste are contained in a locked chest with an acid trap. Acid is contain in a glass vial and so are the tears. If a warrior bashes the chests' lock then there is the possibility of destroying the tears and breaking the acid vial. If magic is used to melt the lock or open it then the acid trap should activate harming anyone in the vicinity. Replace the acid trap with a trap like poison gas or poison needle.
Let's suppose the chest contains armor then the armor gets destroyed by the acid.
Bioware has used this possibility in games before like NWN. If a warrior bashed open a chest without knowing its contents there was a possibilty of destroying the contents.
NWN also had a check and balance for the spellcaster. If the chest was enchanted by a wizard of higher rank then the possibility of opening the chest was dependent on the difference between the levels. A first level wizard could not open a chest sealed by a tenth level wizard.
Also some chest have the locks built into the chest not a separate lock. So bashing or pointing magic at the lock meant bashing or subjecting the chest to magic..
Direwolf0294 wrote...
Being forced to bring a character based on their class is one of the worst designs of Dragon Age. I agree, warriors should be able to bash locks open and mages should be able to magic them open.
Fast Jimmy wrote...
It really is depressing to me how games in the past had such advanced systems for dealing with solutions, but these days the "combat/action-only" approach to game design has let all of these types of ideas completely slip into obscurity. NWN, Baldur's Gate, Ultima, Quest for Glory... all of these series took pretty novel approaches to allowing freedom (and consequence for said freedom) into the gameplay itself.
Now when a game has a "cutscene/action fight/cutscene/action fight/dialogue choice!" it is considered the pinacle of RPG game design.