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On locked chests


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#51
RipleyArcher

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I can relate, OP. Those chests in Ostagar, Arl Eamon's estate and the one in the beginning of DA2 annoyed the completionist in me, but I agree with others that it would be cool to have some chests that can only be opened if you are playing a mage or a warrior to balance out the ones that can only be accessed if PC is a rogue.

Also, what TMJfin said, it would be nice if the second rogue had at least some chest opening ability as soon as you get them. Same goes for disabling traps I guess.

#52
thebatmanreborn

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Shouldn't mages be able to have a spell that can open chests? And warriors can bash a chest to pieces, breaking some of the contents? I don't know. Just thinking outside the box.

#53
Maria Caliban

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thebatmanreborn wrote...

Shouldn't mages be able to have a spell that can open chests? And warriors can bash a chest to pieces, breaking some of the contents? I don't know. Just thinking outside the box.

Suggesting something that's been in DnD for 30 years is not 'thinking outside the box.'

#54
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Plaintiff wrote...

I don't think there's anything wrong with gating small amounts of content like that. It would be neat, though, if Warriors and Mages had similar abilities unique to them. Maybe Warriors could knock down weak walls to access hidden rooms, and Mages could remove magical barriers that prevent the party from reaching certain places/items.

I like your idea. They could include awesome loot that coordinated with whatever class you needed to be in order to access it.

Modifié par discosuperfly, 27 juin 2013 - 03:19 .


#55
mopotter

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That irritated me too.

Mages should have "unlock or knock" or the ability to use some kind of spell on whatever is locked, fire works. And warriors should have "bash" I don't mind if some things are destroyed occasionally if I'm not playing a rogue that studies how to use a lockpick or hair pin, but I would like the opportunity to open anything that is locked.

#56
mopotter

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scyphozoa wrote...

I am pretty sure those chests are placed there very specifically to emphasize the value of that specific skill set. I think it is like a tutorial to show you, "see, this is what rogues get to do." It is not like the contents of the chests are remotely valuable. And I don't think many people see that chest and think "I rolled the wrong class" - that seems a bit ridiculous.


Except Daveth was my rogue at the beginning and he couldn't open it which was very very irritating.    Later I set up Leliana or Zev to open things, but  opening chest is something I enjoy even if it's just junk.  smashing a chest is also fun.

#57
mopotter

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n7stormrunner wrote...

as long as I can have/be a rogue at the point I don't care. I mean it's not like I didn't know what I get when I choose a warrior or mage.


Well, my first game, I assumed that the mage and warrior would be like the ones they did in Neverwinter Nights and BG where I had the knock spell or scroll to open things and could smash them if I were a warrior.  I was rather disappointed to find out I had to have a rogue character with me unless I was one.  

After I picked up the pc version I downloaded mods to fix this but my 360 copy I'm stuck.  

#58
mopotter

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Brenden7 wrote...

I'd actually like it if you are playing as a mage/warrior and you click on a locked chest then the rogue in your party will automatically go and open the chest without you having to select them everytime.


Tomi Undergallows used to do this for me.  It was very nice.  He also took care of the traps as soon as they showed up.  

#59
Eveangaline

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I don't get why people want mages and warriors to be able to open boxes. What's the point of different classes if you don't let the classes have special things other ones can't do?

I can understand the frustration of putting boxes somewhere where you don't have the option to take a rogue, but taking away one of rogues class defining features is silly.

#60
esper

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Eveangaline wrote...

I don't get why people want mages and warriors to be able to open boxes. What's the point of different classes if you don't let the classes have special things other ones can't do?

I can understand the frustration of putting boxes somewhere where you don't have the option to take a rogue, but taking away one of rogues class defining features is silly.


There is not reason to have that as a class designing features. Rouges are not thieves in da. (They can be, but they are not automatically) which means there is not reason for them to all be able to open a lock.

Rouges are warriors that foces on speed and single damage. Whereas warriors are warriors that focus on tanking and area damage.

It is also irratating that you must have a rouge in the party else you lose out on, not items but experience.

There is really no justification for it. It is the only out of combat skill and only one class have it. It is silly.

If they bring out of combat skills back I hope lockpicking is a skills amongst others that all classes can invest in.

#61
iOnlySignIn

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This is why an early Rogue companion will join you.
http://social.biowar.../index/16894443

Anyway, I find chests far less annoying than traps. Even with Rogues of sufficient skills in your party, your companions (including the Rogues themselves!) will still step onto traps unless directed otherwise. Why? Why maintain such a silly mechanic?

Modifié par iOnlySignIn, 27 juin 2013 - 05:12 .


#62
mopotter

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Eveangaline wrote...

I don't get why people want mages and warriors to be able to open boxes. What's the point of different classes if you don't let the classes have special things other ones can't do?

I can understand the frustration of putting boxes somewhere where you don't have the option to take a rogue, but taking away one of rogues class defining features is silly.


I enjoy and play all three classes.  I enjoy breaking things as a warrior, especially things that are locked and I enjoy using a knock spell that my mage has studied.  It's why she has studied long hours for so many years.  And my rogue also spent long hours learning how to pick locks and shoot straight with their bow.  

Healing others, my rogue and warrior have health potions usable by anyone who needs it.  My mage had a strength spell, and my rogue was fast.  Each of my character has qualities that make them unique but that doesn't mean they can't find another way to do something that one of them can do easily.

These options just add to the variety of my games, it does not take anything way from other characters I play.:)

#63
Plaintiff

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iOnlySignIn wrote...

This is why an early Rogue companion will join you.
http://social.biowar.../index/16894443

Anyway, I find chests far less annoying than traps. Even with Rogues of sufficient skills in your party, your companions (including the Rogues themselves!) will still step onto traps unless directed otherwise. Why? Why maintain such a silly mechanic?

I've been saying for a long time that I want to be able to set up a rogue party member's tactics so that they will detect and disarm traps automatically as first priority.

I don't understand why it's not already available.

#64
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It is okay for there to be something that the player cannot access. The premise of this request seems to be based on "I don't want there to be anything, not even a single chest, that I can't have."

Not everything has to be available, not every single whim of the player has to be fulfilled. The player does not lose out on anything by missing a single chest at the beginning of the game. The experience of Dragon Age games is not lessened or changed because of a single chest in the opening of the game.

#65
Eveangaline

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esper wrote...

Eveangaline wrote...

I don't get why people want mages and warriors to be able to open boxes. What's the point of different classes if you don't let the classes have special things other ones can't do?

I can understand the frustration of putting boxes somewhere where you don't have the option to take a rogue, but taking away one of rogues class defining features is silly.


There is not reason to have that as a class designing features. Rouges are not thieves in da. (They can be, but they are not automatically) which means there is not reason for them to all be able to open a lock.

Rouges are warriors that foces on speed and single damage. Whereas warriors are warriors that focus on tanking and area damage.

It is also irratating that you must have a rouge in the party else you lose out on, not items but experience.

There is really no justification for it. It is the only out of combat skill and only one class have it. It is silly.

If they bring out of combat skills back I hope lockpicking is a skills amongst others that all classes can invest in.


I don't really see the difference betwene in combat our out of combat benefits. If other classes get the ability to pick locks, rogues should get the ability to heal/buff others and tank.

#66
philippe willaume

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discosuperfly wrote...

Plaintiff wrote...

I don't think there's anything wrong with gating small amounts of content like that. It would be neat, though, if Warriors and Mages had similar abilities unique to them. Maybe Warriors could knock down weak walls to access hidden rooms, and Mages could remove magical barriers that prevent the party from reaching certain places/items.

I like your idea. They could include awesome loot that coordinated with whatever class you needed to be in order to access it.

seconded

#67
Gileadan

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Eveangaline wrote...

I don't really see the difference betwene in combat our out of combat benefits. If other classes get the ability to pick locks, rogues should get the ability to heal/buff others and tank.

It's apples and oranges here, I think.

Healing and buffling is a mage's combat role in DA2, tanking and killing things is the warrior's, stealthing and high single-target damage (or ranged attacks) that of the rogue.

On top of that, rogues alone have the ability to open locks and disarm traps. This is an out-of-combat ability, something they have in addition to their role in battle. Mages and warriors have no special ability like that.

An equivalent for mages would be a dispelling ability like Kingdoms of Amalur had, or an ability for warriors to create or repair equipment. 

#68
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Yeah, I think giving mages and warriors different out of combat skills is a great idea. I think giving mages and warriors their own ways to pick locks just trivializes the entire point of lockpicking.

#69
Eveangaline

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Gileadan wrote...

Eveangaline wrote...

I don't really see the difference betwene in combat our out of combat benefits. If other classes get the ability to pick locks, rogues should get the ability to heal/buff others and tank.

It's apples and oranges here, I think.

Healing and buffling is a mage's combat role in DA2, tanking and killing things is the warrior's, stealthing and high single-target damage (or ranged attacks) that of the rogue.

On top of that, rogues alone have the ability to open locks and disarm traps. This is an out-of-combat ability, something they have in addition to their role in battle. Mages and warriors have no special ability like that.

An equivalent for mages would be a dispelling ability like Kingdoms of Amalur had, or an ability for warriors to create or repair equipment. 


And I disagree. I really don't see the difference between class abilities out of combat and ones in combat. It's all special class abilities to me, and if you want the class specific ones you have to pick that class.

#70
Xerxes52

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Ser Bard wrote...

TsaiMeLemoni wrote...

I can't remember if they' fixed this in DA2, but my only request is that you don't make me cycle to my rogue companion to unlock chests. It's tedious and annoying; if someone in my party has the capability to unlock the chest, then just let me unlock it with the PC.


Or let me set up the rogues tactics so they automatically open locks out of combat. 

If the class restriction is staying a least have the rogue do their exclusive stuff without prompting. 
The amount of times Varric warned me about a trap after I actived it is ridic. 


Agreed.

I would be fine with:

1. The PC clicks on a chest (up close or at a distance) as the wrong class, they order the rogue to open it for them.

2. Trap detection radius needs to be expanded significantly.

3. Party AI should avoid detected traps automatically, in or out of combat.

4. Open chests/disarm nearby traps (say, within the same room as the PC) should be available in the tactics section as non-combat actions.

Modifié par Xerxes52, 27 juin 2013 - 07:17 .


#71
nijnij

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scyphozoa wrote...

It is okay for there to be something that the player cannot access. The premise of this request seems to be based on "I don't want there to be anything, not even a single chest, that I can't have."


But if the player can't access it, why is it there :) ? It's certainly misleading... You're right, it's no big deal ; still it's a pet peeve of mine, and apparently some other players.

@Esper I agree with your wole post :) !