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Why is the rogue the only one that can open locks?


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#51
ponsau

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Yeah now that I think about it a Knock spell would be a good addition. And kicking open all doors based on strength would be welcome. Yeah Leliana is a good addition, don't get me wrong. Its just that by the middle of the second playthrough I get tired of dragging her around, but yet want to get through all doors and chests.

#52
Mordaedil

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Wenchantment indeed.

#53
FlintlockJazz

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Regarding why there is no knock spell: This game uses mana. In BG if you used the Knock spell it meant using one of your alloted spell slots for it over using it for a more useful spell, and using it more than once meant using more than one memorisation slot. In DA:O, you have mana that regenerates rapidly outside of combat, which is when you most likely will try to open a locked chest, and so there isn't much cost to using the spell over lockpicking, in fact it would be cheaper as the rogue has to buy skills and pump up his cunning score whereas a mage would just learn a single spell...



As for bashing, you are going to be beefing up your strength stat for your warriors anyway, and bashing things works in combat just as much as in opening chests, whereas a rogue has to dedicate points solely for picking locks, therefore costing them alot more. Sure, you could add in the possibility that contents get damaged but considering that most contents is just vendor trash or extra money you'd still be coming ahead alot more than you would without the ability, thereby reducing the rogue's lockpicking usefulness.



Beside, have you seen how tough those medieval doors were? There's a reason why you often see battering rams being used by six stout men to do so, and chests were not much easier, often requiring them to lug it up to the top of a tall tower (and those babies aren't light!) so that they can then drop them off the top...

#54
Aldandil

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I think I'd like to see rogues being able to pick all locks without spending any talents on it. I honestly don't think that is unreasonable. It seems that chests aren't really mandatory to open, but it's a source of frustration to not being able to open them. I can rarely get my self to walk by them, so I'm forcing myself (sometimes against better knowing) to put four talent points into lockpicking. It doesn't really add a lot to my game experience, to be honest, it's more like avoiding something negative. Considering that I always feel like my rogue is short of talent points, (I'd like to specialize in Rogue skills, a weapon mode and a specialization) it wouldn't have hurt if lockpicking was a onetime talent in one of the rogue trees. Feel free to call me a whiner ;) .

#55
Fryce

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FlintlockJazz wrote...

Regarding why there is no knock spell: This game uses mana. In BG if you used the Knock spell it meant using one of your alloted spell slots for it over using it for a more useful spell, and using it more than once meant using more than one memorisation slot. In DA:O, you have mana that regenerates rapidly outside of combat, which is when you most likely will try to open a locked chest, and so there isn't much cost to using the spell over lockpicking, in fact it would be cheaper as the rogue has to buy skills and pump up his cunning score whereas a mage would just learn a single spell...

As for bashing, you are going to be beefing up your strength stat for your warriors anyway, and bashing things works in combat just as much as in opening chests, whereas a rogue has to dedicate points solely for picking locks, therefore costing them alot more. Sure, you could add in the possibility that contents get damaged but considering that most contents is just vendor trash or extra money you'd still be coming ahead alot more than you would without the ability, thereby reducing the rogue's lockpicking usefulness.

Beside, have you seen how tough those medieval doors were? There's a reason why you often see battering rams being used by six stout men to do so, and chests were not much easier, often requiring them to lug it up to the top of a tall tower (and those babies aren't light!) so that they can then drop them off the top...


All perfectly valid but again, why the hell did they implement via the two options to knock doors down in Redcliffe and the whole scenario of the fade. And then stopped?

Edit: Oh and im sure shale is a perfectly acceptably battering ram :devil: Maybe a few hard knocks to the head will stop that obession with our feathered friends finally :P

Modifié par SharpneI, 07 décembre 2009 - 10:23 .


#56
FlintlockJazz

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SharpneI wrote...

All perfectly valid but again, why the hell did they implement via the two options to knock doors down in Redcliffe and the whole scenario of the fade. And then stopped?

Edit: Oh and im sure shale is a perfectly acceptably battering ram :devil: Maybe a few hard knocks to the head will stop that obession with our feathered friends finally :P


I do wonder about those doors:  maybe Dwyn's door was rotten from all the zombie attacks?  In which case, how the hell did he think he would survive by himself there anyway?  One kick by my character and his home was open for looting...

And I doubt banging on Shale's head is all that good an idea, it could go the other way and make him think he is a chicken...

#57
Zenon

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There is a community mod offering open lock spells for mages. Apart from that it makes sense from a world-view of Ferelden, that such mundane mechanical things like locks and stealing are generally below the dignity of most mages. Surprisingly enough they can become adept pick-pockets if they invest in cunning. I'm sure that's why this attribute is not named intelligence... Apart from that I think these skills are meant to give some unique qualities to rogues, where warriors and mages obviously already have theirs.

#58
royen1

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Essentially it's a matter of making every class as useful as the next. Now DA:O suffers from some inter-class balance issues (ie, mages are OP according to most) but apart from that, the reasoning is something like "if the rogue is the only class that can open locked containers and doors you have a reason to bring a rogue along even if they aren't as useful in a fight as a warrior or a mage".

#59
Matthew Young CT

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Aldandil wrote...
I think I'd like to see rogues being able to pick all locks without spending any talents on it.

You can.

#60
kingthrall

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lock bash should be added for every warrior and require an extra 15 points of strenth per level, since rouges should have more of a play in this

#61
ponsau

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FlintlockJazz wrote...

Regarding why there is no knock spell: This game uses mana. In BG if you used the Knock spell it meant using one of your alloted spell slots for it over using it for a more useful spell, and using it more than once meant using more than one memorisation slot. In DA:O, you have mana that regenerates rapidly outside of combat, which is when you most likely will try to open a locked chest, and so there isn't much cost to using the spell over lockpicking, in fact it would be cheaper as the rogue has to buy skills and pump up his cunning score whereas a mage would just learn a single spell...

As for bashing, you are going to be beefing up your strength stat for your warriors anyway, and bashing things works in combat just as much as in opening chests, whereas a rogue has to dedicate points solely for picking locks, therefore costing them alot more. Sure, you could add in the possibility that contents get damaged but considering that most contents is just vendor trash or extra money you'd still be coming ahead alot more than you would without the ability, thereby reducing the rogue's lockpicking usefulness.

Beside, have you seen how tough those medieval doors were? There's a reason why you often see battering rams being used by six stout men to do so, and chests were not much easier, often requiring them to lug it up to the top of a tall tower (and those babies aren't light!) so that they can then drop them off the top...


 Put a lock on a chest and I can show you how to bash it off with the pommel of a huge sword. Posted Image Same goes for doors. Yeah I can see several people using a battering ram for large castle doors maybe. I'm talking about the average door, and having a giant qunari or better yet golem in your party that just looks at a wooden door or a tiny locked chest and can't break it. If it is just a lock then it can probably be bashed. If it is barred from the other side, well then maybe not. If it is stone or steel, then maybe not. All of this stuff is addressed in pnp D&D, and other games like neverwinter.
 I do agree with the knock spell and mana vs. spell slots. That makes sense. But the way around that is to have a long cool down time on the knock spell probably. So that you could say knock every 120 sec or something. Then you couldn't technically spam knock spell. Cool down is how they get around the spell slot effect in a way.

 But there is so much that BW can add to this game in DLC besides this that should give it room to grow. That is if they add stuff like this.