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Locked chests in starting area's


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#26
Mes

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The main lure of the rouge for me is unlocking chests and dual wielding blades.

 

Thaaaat's a good and kind of depressing point. Maybe if they made the rogue class more interesting overall, they wouldn't have to restrict opening chests to them. Maybe they worry that if they introduce lock bash, people won't play as rogues anymore.

 

*thinks again of the amazingness of strider/assassin in Dragon's Dogma... *


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#27
Crow

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Or replace it with a lock picking tool that every class can use. It's really annoying when you have to switch toon just to unlock a chest.

 

They should just give the rogue class some summoning ninjas skills or a shadow stepping skill (even a cloning skill) similar to Guild Wars 2 thief and mesmer :)



#28
Eralrik

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Today I rolled up a Dwarf Noble Fighter and Holy Cow there are so many locked doors with locked items behind those doors and then all the chests in the deep roads and traps it was like the origin story was yelling at me to roll a rogue and taunting me, even when the scout joins you he hasn't got lock pick.

 

I really want to experience the other classes but I see I will probably be a Rogue 99% of the time just to get my completion of an area but hopefully Bioware will augment with an npc rogue with lockpick or have the chests unlocked in the starting area.

 

Sigh!!



#29
Nightwriter

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Resource acquisition is something I have always seen as a universal interest, so I tend to get annoyed that any non-rogue character I play seems to somehow decide that it just isn't a skill worth pursuing. I get that lockpicking is supposed to be roguish but there are mage and warrior spins you can put on it. 



#30
Turnip

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I think having a "bash open" option would be nice. You could bash stuff open and run a small chance of breaking one or some or even all of the items. It worked for kotOR.

#31
Googleness

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in NWN you could "bash" the lock and may break stuff inside or if you were a mage to use open lock spell.



#32
Monoten

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I agree, you have this sequence in DAO where you talk with Riordan just before the final battle. You can look around the place, and there is a locked chest. Problem is that if you're not a rogue, and you don't have your companions with you. 



#33
Eralrik

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In DnD Mage's can cast a spell called Knock and of coarse fighter's could smash the lock and get 50% chance some items were destroyed like health, stamina potions since their in glass containers.

 

I was trying to figure out ways when your hero is doing a solo mission with no help or your companions are not in the group but fighting independently from the hero to be able to unlock chests or doors.

 

Because a Warrior with strength should be able to knock a door down if it's locked and in his way, I can't picture a Qunari walking up to a door finding it locked and walking away, I see them smashing in the door.



#34
AkiKishi

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It's a perk of being a rogue. While it generally does not matter how you kill something, A rogue is the only class that can do locks. 

 

Mages are already OP as it is. They don't need a knock spell. Likewise smashing open a chest will destroy things like potions and damage the contents.



#35
Silcron

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yeah, it'd be nice if they gave us the bash lock option. I remember a game that gave you the option. Star Wars Knights of the Old Republic. It also allowed you to wield any weapon or armor if you had the stats. If only Bioware took a hint or two from the devs of that game. :whistle:



#36
Riny

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That really annoyed me in DA2 when you come down the road & there's a chest, but uh oh you can't open it cos you're a mage. I can't remember any locked chests in Origins starting zone but I hope that there isn't one for DA:I.



#37
Guest_Caladin_*

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Lock Chests have become irrelevant, much like licked doors mostly, due to the fact only rogues can open them, there is no sense of excitement,or better,anticipation anymore simply because nothing good/awesome can be placed in them because as i said only rogues can open them.

 

If one mentality needs to change it needs to be "only rogues can open locked things" we either need to have universal lock tools again or spells that can open locked things or brute force, it really is a shame as-well i loved the anticipation of opening a chest to see what was in it, nowadays i know there wont be anything much



#38
Captain_Harkness

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It has always bothered me that in many rpgs only a rogue could open locked doors or chests. obviously as a thief type class they will be the best and it makes sense for them to unlock the really hard stuff but, lore wise what's to stop a warrior or mage from learning basic lock picking skills. For warrior the lock bash makes perfect sense lore wise and mechanics wise. Just give a a % chance of breaking the item based on the lock difficulty and one the the warriors stats. In the elder scrolls games mages could get a unlock spell which i think would work as a skill or talent for the DA games. It just doesn't make any sense to me to make rogues only able to unlock things. i want a rogue in my party for their attack style or unique skills like stealth or backstabbing. Not because I need them as a lock-pick.



#39
Guest_Guest12345_*

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It is a way to introduce lockpicking to rogues at the start of the game. Its okay, you can miss a few chests or you can choose to play a rogue. You don't always need to have your cake and eat it too.


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#40
Fetunche

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Playing Witch hunt is also annoying unless you are playing a rogue as you never get one as a companion. I'd be happy for locked chests/ doors to go altogether as they seem to only be there to justify having a rogue in your party.

#41
Realmzmaster

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Playing Witch hunt is also annoying unless you are playing a rogue as you never get one as a companion. I'd be happy for locked chests/ doors to go altogether as they seem to only be there to justify having a rogue in your party.

Really? I always thought locked doors and chests were there to  prevent just anyone from stealing stuff or to keep people out of an area..  



#42
Realmzmaster

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So basically gamers want a bash lock/door or knock spell so they do not have to suffer the consequences of their decision to not have a rogue in the party. How is that any different from making the decision not to have a warrior or mage in the party? You suffer or benefit from that decision which I thought is part of role playing.

So if the characters you want as companions are not rogues that is a decision you made regarding party makeup. Part of role playing is dealing with limitations.

 

The way that the bash or knock spell worked was that the door or chest had a strength (or percentage chance to open) assigned to it. If the character's strength was to low the door/chest could not be bashed. If the chest contained fragile items there was a percentage chance they would break. If the level of the caster of the knock spell was not high enough to overcome the strength of the door or chest it stayed locked. There was also a percentage chance that the lock would jam on the door or chest making it impossible to open until the caster leveled up and the knock spell was strengthen.

 

Let's say that Bioware allows any character to lock pick using a lock pick skill. The gamer would have to put points into getting increasing levels of the skill to overcome more difficult locks. The gamer is still in effect creating a character to specifically open locks in effect creating a rogue like character without the other benefits or detriments of being a rogue. Also note that putting points in that skill must come at the expense of not putting points in another skill which may or may not gimp that character's potential.


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#43
Eralrik

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When I make a Mage I put points into Int, Will, Dex and Con and Dex + Int would work for a Knock spell with the chance of failure or a Critical Failure depending on how many points you place in stats or it just say's your skill isn't high enough to unlock this chest.

 

Coarse all this could be solved if you play a Mage or Fighter and have a Rogue follower at the start of the game, in DA:O in the Dwarf Noble campaign you get a Rogue but he doesn't have lock picking, At Ostagar in the wilds you get Daveth a Rogue no lock picking, while I understand there's junk in the chests But I see it I need to unlock it.

The only consequence I can see if you don't have a Rogue in the party to unlock that chest is the Mage casts a Knock like spell and crit fails fubaring the lock, the fighter steps up to break the lock and ends up smashing the chest and breaking some or all the items thus the importance to bring a Rogue instead of sending him on that Intelligence gathering mission.



#44
Sylvius the Mad

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You could have locked chests in the starting area, but allow the player to go back to that area later? So the rogue gets to get the stuff earlier, but everyone can get it eventually?

I love this idea. I'm a big fan of the idea that Rogues should get some non-combat advantages, and quicker access to loot would be one of those.
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#45
Todd23

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It was a bigger deal on the other games when there wasn't that much, and you could go through one playthrough collecting every single item and getting every bit of experience possible. But now they don't even expect us to fully experience a single large area, I don't think missing out on a few cheap chests at the beginning would be such a big deal.

#46
QueenPurpleScrap

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So basically gamers want a bash lock/door or knock spell so they do not have to suffer the consequences of their decision to not have a rogue in the party. How is that any different from making the decision not to have a warrior or mage in the party? You suffer or benefit from that decision which I thought is part of role playing.

So if the characters you want as companions are not rogues that is a decision you made regarding party makeup. Part of role playing is dealing with limitations.

 

The way that the bash or knock spell worked was that the door or chest had a strength (or percentage chance to open) assigned to it. If the character's strength was to low the door/chest could not be bashed. If the chest contained fragile items there was a percentage chance they would break. If the level of the caster of the knock spell was not high enough to overcome the strength of the door or chest it stayed locked. There was also a percentage chance that the lock would jam on the door or chest making it impossible to open until the caster leveled up and the knock spell was strengthen.

 

Let's say that Bioware allows any character to lock pick using a lock pick skill. The gamer would have to put points into getting increasing levels of the skill to overcome more difficult locks. The gamer is still in effect creating a character to specifically open locks in effect creating a rogue like character without the other benefits or detriments of being a rogue. Also note that putting points in that skill must come at the expense of not putting points in another skill which may or may not gimp that character's potential.

Respectfully I think you are missing the point. If I am mistaken I apologize. The complaint has more to do with the beginning of the game where you are unable  to choose your companions and their skill sets. On the PC I use mods to get around it but before I found those mods I was always annoyed that my mage or warrior could not unlock chests even if the goodies inside were meager. And if it's your first playthrough those extra coppers can be important. So I would say that yes, in the beginning of the game, before we are allowed to create/build our companions either no locked chests or have one of the forced companions be a rogue who has at least rudimentary skills. Heck, even have some carelessness with the keys.

 

Your point is more valid, IMO, once we reach Lothering or are actually in Kirkwall. I myself have no problem in the rest of game with having a rogue in my party. I use abilities of the lock bash mod in the beginning and then once I recruit Leliana I use her. Or if I choose not to recruit either her or Zevran then I lose their abilities, but do not find it irritating because it was my choice not to use them.



#47
Realmzmaster

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Respectfully I think you are missing the point. If I am mistaken I apologize. The complaint has more to do with the beginning of the game where you are unable  to choose your companions and their skill sets. On the PC I use mods to get around it but before I found those mods I was always annoyed that my mage or warrior could not unlock chests even if the goodies inside were meager. And if it's your first playthrough those extra coppers can be important. So I would say that yes, in the beginning of the game, before we are allowed to create/build our companions either no locked chests or have one of the forced companions be a rogue who has at least rudimentary skills. Heck, even have some carelessness with the keys.

 

Your point is more valid, IMO, once we reach Lothering or are actually in Kirkwall. I myself have no problem in the rest of game with having a rogue in my party. I use abilities of the lock bash mod in the beginning and then once I recruit Leliana I use her. Or if I choose not to recruit either her or Zevran then I lose their abilities, but do not find it irritating because it was my choice not to use them.

No, I am not missing the point. Picking a class is a choice. The game gives all the classes enough equipment to get through the starting area of the game. In my opinion I would rather have no chests at all in the starting area, but one of the advantages of picking the rogue class is to open the chests or doors. The advantage of picking the mage class is that character has access to magic at the beginning. The advantage of the warrior class is the ability to wear the heavier armor and wield weapons that the beginning bad guys may drop where the rogue could not. The problem with DAO and DA2 is that not one of the starting companions was a rogue or a rogue that could pick locks. The starting companions could all be warriors then one could complain that the starting area enemies had magic users but my party had no mages at the beginning unless I make the main character a mage.

 

Many gamers feel compelled to open all the chests. I simply look at the best way to get out of the starting area with the equipment I can readily access.



#48
QueenPurpleScrap

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@Realmzmaster: OK. I thought you were talking more about the game as a whole rather than just the beginning.

 

I'm glad my first playthroughs for both DAO and DA2 were rogues, though. Otherwise when I hit those locked chests I would have been more irked. My mages and warriors were still annoyed by those locked boxes, just not as annoyed due to the little voice telling them there wasn't much in there anyway. We like our stuff, not the torn trousers and moth-eaten scarves but other stuff.



#49
happy_daiz

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You could have locked chests in the starting area, but allow the player to go back to that area later?  So the rogue gets to get the stuff earlier, but everyone can get it eventually?


^ This is what I was thinking.

#50
wintermoons

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That and the fact that even if you do play rouge, in DA:O when i maxed out my lockpick skill and had a lot of dexterity and cunning and there were still chests I couldn't unlock