So lock picking only way to open chest now ?

Post » Sun Jun 03, 2012 6:56 pm

It never should have been a part of mage gameplay


Why did mages get everything that everyone else had?


Chameleon and invisibility = Sneak

Open Locks = lock pick

Isnt it enough you can conjure weightless weapons, conjure pets, throw fireballs, breath under water, teleport, and heal yourself?


Actually ideally no. Ideally every achetype should be able to deal with locks in their own way or locked things shoud be restricted to thieves gameplay. Now that you mention it. I dislike conjured weapons more BUT if it enhances someone else's gameplay I'm all for them.


Hopefully we will see a lock bash and open spell mod before too long.
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sharon
 
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Post » Sun Jun 03, 2012 11:02 am

Another problem with bad design forcing the devs to remove good parts of the game.

Spells used to have a chance to fail. So yes, you could sit there trying to unlock a level 10 lock, but unless you're Alt skill was high, you'd burn up your magicka, meaning you had less fireballs to throw at the skeletons in the next room.

Take away spell failure, suddenly a 10 point lock can be unlocked by a person with an Alt skill of 10 EVERY TIME, costing him little magicka.

Taking away unlock spells when they really should have ADDED lock bashing for warriors. Picking locks is superior to both, in that it's quiet, quick, and doesn't use fatigue/magicka.
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Laura Simmonds
 
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Post » Sun Jun 03, 2012 2:06 pm

Take away spell failure, suddenly a 10 point lock can be unlocked by a person with an Alt skill of 10 EVERY TIME, costing him little magicka.

That's just not true though, is it? To unlock higher levelled chests, you needed a stronger Open spell and to cast that spell you needed a skill level in Alteration high enough to do so. You could not just run around with an Alt skill of 10 unlocking every chest you came across.
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Emerald Dreams
 
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Post » Sun Jun 03, 2012 4:35 am

Honestly, it doesn't matter THAT much in a single player game. I like various possible solutions to things. I like open spells AND Security skill, depending on what I feel like playing. I don't like it being removed because it's another way to handle a given situation. It'd be cool to have a bash option, too.
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Samantha Jane Adams
 
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Post » Sun Jun 03, 2012 4:40 pm

Wow, forcing everyone to play the lockpick game. I wouldn't have that big of a deal with it except for the fact that the mini-game uses MY skills and not the skills of my highly trained thief in game.
Forcing lockpicking. I just don't believe it. Now I have to PERSONALLY get good at a mini-game that my in game CHARACTER plays. How stupid is that?

My advice? This is not a table-top role-playing game. It's a video game. Lockpicking is not the only thing that takes (ridiculously minimal) player skill to accomplish. Combat is the same way. So deal with it?

Then again, D&D is as close as your local card/comic/nerd shop.
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Dalia
 
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Post » Sun Jun 03, 2012 6:38 pm

Either this list is inaccurate, or dremora are the only things you can command? No command humanoid? No command animal?

I believe those are in the illusion tree, as they do not conjure anything.
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Stacey Mason
 
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Post » Sun Jun 03, 2012 4:46 am

Another problem with bad design forcing the devs to remove good parts of the game.

Spells used to have a chance to fail. So yes, you could sit there trying to unlock a level 10 lock, but unless you're Alt skill was high, you'd burn up your magicka, meaning you had less fireballs to throw at the skeletons in the next room.

Take away spell failure, suddenly a 10 point lock can be unlocked by a person with an Alt skill of 10 EVERY TIME, costing him little magicka.

Taking away unlock spells when they really should have ADDED lock bashing for warriors. Picking locks is superior to both, in that it's quiet, quick, and doesn't use fatigue/magicka.
There's no need for "Spell Failure" chance (usually, that number was a lie anyway - A 92% chance of success usually meant I'd get it right on my 3rd try). Even casting a single spell 1005 could work as long as the magicka cost is appropriate. In far superior RPG systems, the only time Spell Failure chance kicked in was due to outside circumstances (Such as getting blasted yourself, or being distracted).
Arbitrary "Spell Failure" is a terrible design choice unless you really know what you're doing, or you intentionally make your entire game a Random Number God crapshoot (Such as Nethack and Dungeon Crawl)
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Alba Casas
 
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Post » Sun Jun 03, 2012 4:28 pm

It's only through reading this thread that I've suddenly realised that I wont have the Skeleton Key any more :(

And does the Chameleon spell being gone mean the chameleon effect is gone altogether? Like no potions, or enchanted items either?
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Rachel Hall
 
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Post » Sun Jun 03, 2012 8:18 am

It's only through reading this thread that I've suddenly realised that I wont have the Skeleton Key any more :(

And does the Chameleon spell being gone mean the chameleon effect is gone altogether? Like no potions, or enchanted items either?
Nope. There's at least one Chameleon Dragon Shout, and possibly potions and enchanted artifacts.
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Baby K(:
 
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Post » Sun Jun 03, 2012 10:08 am

Removing open lock ain t much a problem. Althought i think its a poor game design sign.
Open lock should have been tied to skill VS lock quality exactly as open lock is without those [censored] minigames. If the spell fail you waste mana. Rince and repeat until you tire or lock open.

What really piss me off is not being able to trash weak container with a weapon; Potions could break for example but the coins would still be there...
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Manny(BAKE)
 
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Post » Sun Jun 03, 2012 4:07 pm

There's no need for "Spell Failure" chance (usually, that number was a lie anyway - A 92% chance of success usually meant I'd get it right on my 3rd try). Even casting a single spell 1005 could work as long as the magicka cost is appropriate. In far superior RPG systems, the only time Spell Failure chance kicked in was due to outside circumstances (Such as getting blasted yourself, or being distracted).
Arbitrary "Spell Failure" is a terrible design choice unless you really know what you're doing, or you intentionally make your entire game a Random Number God crapshoot (Such as Nethack and Dungeon Crawl)

All you are talking about is result of bad game design.
And random chance of failure is a very good design feature when smartly implemented. The problem is that it pisses COD kids.
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Epul Kedah
 
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Post » Sun Jun 03, 2012 7:22 pm

Nope. There's at least one Chameleon Dragon Shout, and possibly potions and enchanted artifacts.

Thanks. Glad to hear it. A chameleon dragon shout will be the [censored].
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benjamin corsini
 
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Post » Sun Jun 03, 2012 9:56 am

It never should have been a part of mage gameplay


Why did mages get everything that everyone else had?


Chameleon and invisibility = Sneak

Open Locks = lock pick

Isnt it enough you can conjure weightless weapons, conjure pets, throw fireballs, breath under water, teleport, and heal yourself?

Opening a door is far to integral a part of the game to have only one way to bypass them. And sorry it just does not take anything away from your thief if bob in Wisconsin plays as a mage that turns invisible an opens doors with magic.
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Astargoth Rockin' Design
 
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Post » Sun Jun 03, 2012 4:18 pm

Oh i hope this is true


Its beyond time for mages to get out of the stealing business and return some viability to thieves


Open Locks should go bye bye!
Why do you care if its a single player game. And thieves are no less viable just because a mage can open a lock.

Thieves steal from houses and pickpocket people. Loot in dungeons should be obtainable for all.

Besides mages use magic which means they can do stuff magically (opening doors for example). I Think the utility a mage has is a fair trade off for fragile they are.
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Stacey Mason
 
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Post » Sun Jun 03, 2012 4:49 am

Opening a door is far to integral a part of the game to have only one way to bypass them. And sorry it just does not take anything away from your thief if bob in Wisconsin plays as a mage that turns invisible an opens doors with magic.

I guess some people don't like the idea of knowing that somewhere in the world another person playing the exact same game as them just might be having a little bit more fun *shrug*
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Cody Banks
 
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Post » Sun Jun 03, 2012 10:26 am

Another problem with bad design forcing the devs to remove good parts of the game.

Spells used to have a chance to fail. So yes, you could sit there trying to unlock a level 10 lock, but unless you're Alt skill was high, you'd burn up your magicka, meaning you had less fireballs to throw at the skeletons in the next room.

Take away spell failure, suddenly a 10 point lock can be unlocked by a person with an Alt skill of 10 EVERY TIME, costing him little magicka.

Taking away unlock spells when they really should have ADDED lock bashing for warriors. Picking locks is superior to both, in that it's quiet, quick, and doesn't use fatigue/magicka.

The difference is, the lockpick character will ALWAYS be able to attempt to pick the lock, regardless of level, with a chance of success, while the level 10 Alteration character will ONLY be able to open Very Easy locks. Everything else is off limits to him.

If the mage wants to open high level locks, they must invest loads of time into maxing Alteration. It is NOT easier than lockpick, and takes nothing away from it.

Why cant people understand this fact?
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Elizabeth Davis
 
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Post » Sun Jun 03, 2012 5:01 pm

I believe those are in the illusion tree, as they do not conjure anything.

Command Dremora conjures nothing either, yet that list has them in Conjuration.

Also, Command spells were in Conjuration in Morrowind, not Illusion, so there is precedent.
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Natasha Callaghan
 
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Post » Sun Jun 03, 2012 6:00 pm

It's only through reading this thread that I've suddenly realised that I wont have the Skeleton Key any more :(

Spoiler
You guessed it.
You might want to search the Spoilers forum for "Skeleton Key".
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Amy Gibson
 
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Post » Sun Jun 03, 2012 7:00 am

Spoiler
You guessed it.
You might want to search the Spoilers forum for "Skeleton Key".

Day well and truly made :D
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Jay Baby
 
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Post » Sun Jun 03, 2012 5:06 am

Alteration: (Credit to EternalDarkness)

candlelight
oakflesh (Improves caster`s armor rating 40 points for 60 seconds)
magelight
stonelfesh
Detect life (detect animal life)
ironflesh
telekinesis (levitate objects)
waterbreathing (breathe underwater)
Detect dead
ebonyflesh
paralyze (stun an enemy so they can't move)
dragonhide
mass paralysis
equilbrium
transmute

no more open locks spells oh well Time to get the tower stone
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biiibi
 
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Post » Sun Jun 03, 2012 7:32 pm

Don't we all know levitation got taken out because it breaks levels, cells, and most of the quests. Why are we bringing it up here? Invalid comparison.

Is this spell(open lock) really gone? I know the game is leaked at this point, are these sources contributing a yay or nay?


Its funny that Bethesda said that levitation broke levels and quests and what not and yet morrowinds dungeons were way better than oblivions...
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Flash
 
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Post » Sun Jun 03, 2012 3:45 pm

Its funny that Bethesda said that levitation broke levels and quests and what not and yet morrowinds dungeons were way better than oblivions...
Maybe, but being forced to fly through half of them svcked.
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CSar L
 
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Post » Sun Jun 03, 2012 8:36 am

How will this force people to get lockpicking perks? Why waste perks when you can save right before you pick a lock. If you break too many then you load. Whoop-D-Fricken-Doo
This, as I read you actually don't need any perks to pick hard locks just player skill and lockpicks until you get the skeleton key.

Pickpocket sounds more fun. Steal the armor of the guards and add dresses.
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Brandon Wilson
 
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Post » Sun Jun 03, 2012 2:13 pm

Good news. Why make a single spell effect make a skill useless? Don't let the door (opened with a lockpick) hit you in the butt on your way out, 'open lock' effect! :celebration:


No different than making an Item that renders the skill useless. At least with the spell you had to have the Magicka and skill level to open the harder versions of a lock.
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Britta Gronkowski
 
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Post » Sun Jun 03, 2012 12:53 pm

No different than making an Item that renders the skill useless. At least with the spell you had to have the Magicka and skill level to open the harder versions of a lock.
Which is 'hard'? lol, no it's not. Ridiculously easy. Good thing open lock is out.
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sally R
 
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