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#1
Redwolf Skydragon

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1. Warriors and Mages being able to open locked chests. I mean really; a Warrior that can't just break open the meager chest or a Mage that can't just open it with magic. It's annoying to be limited to always having to have a rouge in the party (despite how useful they are in combat), just so I can open a chest that might or might not give me junk anyway. I was thinking something similiar to SW:KOTOR and SW: KOTOR2, where you can attack the locked annoyance to break it open, but at the cost of damaging the items.

2. I bet you are gonna laugh at this, but I don't care. I want the the Talkative Man, from the Hanged Man in Dragon Age 2, to be put in Dragon Age Inquisition. And, as if this request wasn't silly enough, I want him to be more handsome!! I mean, come on guys, that was one of the saddest things about the game was hearing him wish to be more handsome. It was just a simple wish that I feel he deserves for being so awesome. Maybe give him a story or minor quest explaining how he got more handsome? I was thinking that he went into the sewers during the end-game and came across the Mirror of Transformation. Don't ask me how he got in, that's not for me to decide. I just want him to get his wish of being more handsome along with a good explanation of how it happened. Maybe have him have changed his fortune and became a noble because of his improved looks. He would have a name now, instead of Talkative Man, so the player wouldn't be able to recognize him. Then, have some sort of quest involving him and during it (or at the start/end) he reveals that he is actually the Talkative Man, but in a subtle manner; not a direct declaration.

Anyway, I'd like to see these things in DA:I
You can agree with me or not, they're just somewhat minor things that I think would improve the experience. Always been a fan of characters like M'aiq the Liar; it's the little things that improve the game to me. Like having the added romance (though I wish it could go a little deeper, but again, not for me to decide.) just makes the game that much for enjoyable. ^_^


READ THIS PART BEFORE POSTING.

I apologize that I was not clear in my suggestion as to what the real problem is. Though I have stated it more clearly on page 3 (as well as stating my reasons for the particular suggestion stated in #1). But I will save you the reading.

The actual suggestion is that Warriors and Mages also have class specific out-of-combat activities/ways to obtain what the other 2 classes cannot. I do not find it fair that only Rogues have any viable use outside of combat. I would like to see Mages and Warriors have their own things that only they can do, when outside of combat. My suggestion in #1 is simply for the fact that it keeps Rogues viable to have in the party, but also allows other classes a way to open locked chests.

Now, I would suggest you go read through the thread to gain more of an understanding of what is being discussed, as well as what ideas have already been presented. Make your opinion/judgement based on what the thread has become; not what it has started as.

Modifié par Redwolf Skydragon, 13 septembre 2013 - 04:36 .


#2
Allan Schumacher

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I can't really answer definitively (or even really speculatively) on what we'll be doing for DAI, as that is outside of my coverage, but it did lead me to a question.

If all classes have the ability to unlock locked items, is there much value in even having locked chests?

#3
Allan Schumacher

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Having a rogue should guarantee that you can open the chest perfectly
(if the appropriate skill is high enough). It might be that warriors and
mages could get the same skill, but at a higher cost, meaning they'd
have to sacrifice more to get it. Or they might have to spend an extra
feat to get it as a "class skill" to be able to buy points it easier.
I'm not sure how applicable those examples are to how it'll work in
DA:I, but you get my point?


How about a mage?


Of course there is. Countless games have locked chests that any class can unlock. That's the norm rather than the exception.


This is not an answer to my question.

Modifié par Allan Schumacher, 13 septembre 2013 - 07:47 .


#4
Allan Schumacher

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David7204 wrote...

Even if the chest is no actual challenge at all, the mere existence of the chest and lock adds a little bit of happy anticipation to the loot. Adds a bit of atmosphere, a bit of mystique. I know I always got a pleasant trickle of anticipation to seeing the big boss chests in the dungeons in Skyrim.


Does it need to be locked to still have the anticipation? I ask since, presumably, you wouldn't know it was locked until after seeing the chest.

Just trying to determine where/when the anticipation begins.

#5
Allan Schumacher

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Fair enough. My original inquiry was specifically about the locked aspect, which evidently wasn't as clear as I thought.

Than why were you arguing for the lock and chest system earlier? If it
doesn't serve a point, as you have said, and you wouldn't mind it being
scrapped, why argue for it?


I suspect because the way he read my comment was more about the inclusion of chests period, rather than simply locked chests.

Modifié par Allan Schumacher, 13 septembre 2013 - 07:57 .


#6
Allan Schumacher

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Simmer down you two.

It seems clear to me after David's comment that it was a misunderstanding in how he read my question.

#7
Allan Schumacher

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Deleted some posts and issued some time outs.

In some cases it's best to not keep escalating things. Thank you.

#8
Allan Schumacher

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I am on my phone but will respond to the larger post when i return from the orthodontist.

#9
Allan Schumacher

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Anyways, here goes.

What is the point of a locked chest, if a rogue can open it?

It
is even stated in DA2, among one of the loading screens: "Rogues are
the only class that can unlock locked chests you may have on your
travels. So, having a Rogue in your party is a near essentiality."


Does the loading screen actually say "having a a Rogue in your party is a near essentiality?"

In any case, for your question, the point of a rogue opening it is that it provides a degree of utility for that class.  They can provide something unique that another class cannot provide.


So, it is not by being mistaken that Warriors and Mages miss out on loot
within locked chests; it is because it is programmed that way. If you
do not wish to have a Rogue in your party, you are punished by not being
able to obtain loot from locked chests. It is your choice, yes. But it
is not your choice to miss out on loot, that is made for you. Warriors
do not have such a special purpose. Neither do mages. It is benefical to
have such classes within your party, but it is not "near essential".
You can go through the whole game without just Rogues and Mages or
Warriors and Rogues, and you would not be at a disadvantage in obatining
anything. Rogues have been made "special" by being able to be the only
ones capable of unlocking a chest or disarming a trap.


Is the solution necessarily to allow warriors/mages to open locks, or would it be better to provide some level of unique utility to each of those classes?


But no, I disagree that I must take someone/some class, just so I can
open a chest. Greater things? Like taking them because of their ability
to heal (as you mentioned Wynne)? Yes, I agree. (But I must also point
out that in DA2 if a member was needed to be in the party for a quest,
it told you so and made it so they could not be removed.)


What is considered okay to be separate, and what is not?

Modifié par Allan Schumacher, 13 septembre 2013 - 06:59 .


#10
Allan Schumacher

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I think this would be the answer. You could just make different kinds of locked chests that only a certain class can open(ie. a "reinforced chest" for warriors and a "Warded chest" for mages). You could keep rogues as the only class that can pick locks, but maybe warriors can bash open some doors that can't be picked and mages could find hidden doors and chests.


An interesting, and frankly creative, approach to the problem actually!  Thank you for sharing :)

#11
Allan Schumacher

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@Avejajed

It's a difficult balancing act, because on the one hand I can see an advantage of allowing such a thing (a small reward of slightly unique content for picking a rogue).

Note that Mike sounds like he is MUCH more open to the idea of having mutually exclusive content for DAI (and certainly with the idea that some player decisions will open/close other areas), so a full on 100% completionist playthrough on a first pass may not be possible (of course we'll see how well we deliver come release).

Just a heads up in case you need 365 days or so to prep for that state of mind ;)

Modifié par Allan Schumacher, 14 septembre 2013 - 04:50 .