So lock picking only way to open chest now ?

Post » Sun Jun 03, 2012 1:22 pm

Merari reading your posts has made me happy some one else thinks the same.. I hate that people say "why should mages be able to unlock locks and go invisible" um well because they are [censored] magic idiot if they can cast fire out of there hands or use a spell to conjure up a familiar im sure they can unlock a lock..

and the argument about balance? how about thieves can pick the locks, mages can use a spell to unlock it and warrior classes can smash the lock off?
User avatar
Amelia Pritchard
 
Posts: 3445
Joined: Mon Jul 24, 2006 2:40 am

Post » Sun Jun 03, 2012 12:17 pm

This is not halo? No sh1t really? When did you figure that out?

It is, however, a game. A game where balance is very, very important. You talk about magic being nerfed, obviously, it's now much more balanced than it has ever been before. Balance is good. "removing" open lock spell brings balance. This means my thief has at least one thing unique, while mages can do a lot more in past games and even more, without losing a skill. Basically, alteration is for mages both an armor skill and lock-picking skill in one skill, while warriors and thieves must choose two skills to mimic the same effect. Each skill should be worth equally, meaning, if you remove lock-pick from alteration, it's now worth one skill again instead of 2.
However it was much easier to pick expert/ master locks with lockpicking than level alteration to 75- 100 to open them, even with auto attempt you just had to buy lockpicks.
User avatar
Bethany Short
 
Posts: 3450
Joined: Fri Jul 14, 2006 11:47 am

Post » Sun Jun 03, 2012 6:51 pm

No magic to open locks is a large game design mistake, especially when perks are taken into account. If the perks allow various advntages, then presenting a mage the ability to spend perk points on lockpicking, without allowing mages to spend perk points on magic that can be used to open locks, is a glaring flaw, because it doesn't support the magic-use play style without also making the player use a thief's play-style
User avatar
Tyrel
 
Posts: 3304
Joined: Tue Oct 30, 2007 4:52 am

Post » Sun Jun 03, 2012 4:23 am

Merari reading your posts has made me happy some one else thinks the same.. I hate that people say "why should mages be able to unlock locks and go invisible" um well because they are [censored] magic idiot if they can cast fire out of there hands or use a spell to conjure up a familiar im sure they can unlock a lock..

and the argument about balance? how about thieves can pick the locks, mages can use a spell to unlock it and warrior classes can smash the lock off?
Daggerfall had the bash lock ability, two weaknesses with it, it made a lot of noise alerting enemies and it damage your weapon.
In Skyrim where dungeons are pretty linear you could just go back and bash locks then you leave, the weapon damage does not apply in Skyrim and was pointless anyway as you used some looted junk weapon.
User avatar
Jenna Fields
 
Posts: 3396
Joined: Mon Dec 11, 2006 11:36 am

Post » Sun Jun 03, 2012 12:26 pm

hey GorbadPS3, what if the devs would have removed lockpicking and created a new magic school called "magical lock opening". your "balancing" argument would still be true (one skill with only one advantage), though I am certain you would instantly complain. so what's the point about removing skills in favor of "balancing" to make different classes more "unique" and actually just cutting off RP possibilites?
User avatar
Michelle Chau
 
Posts: 3308
Joined: Sat Aug 26, 2006 4:24 am

Post » Sun Jun 03, 2012 6:37 pm

There is zero reason for each playstyle to be exactly the same and there is even less reason for each one to be balanced against the others.
Go take your MMO mentality to a multiplayer game.
Mages are supposed to be weak at lower levels and powerhouses at end level.

Magic was the best thing of TES. The freedom, the options, the choice, the customisablity. It is all gone now.
Replaced by pretty looking uselessness.
If that is your idea of balance then it can go die in a fire.
I want fun in my game, not some lame-ass 'balanced' crap.
Balance is just a euphemism for arbitrary hardcaps and limitations. It is the opposite of freedom.

Its that same mentality that cost us acrobatics and athletics.
And you know what? The game has become more boring and more frustrating of it.
Progression is gone. Im the same speed the entire game, and will never jump higher. Therefore, running around or jumping at all is now equally pointless and as frustrating a time waste as in any other game.
Yeah, circling around a mountain for ten minutes looking for that one linear path, giving up and glitching my way up a cliffside is such fun.
The freedom is gone. No longer can I stand on a house to admire the view. No longer are there fun things hidden up a ledge, as the ledge is just background, as there is no way to ever get up there.
So the game has become smaller and two-dimesional too. Look at the dungeons. Oh, they are pretty allright. Just a shame they are all tubes.
Placing insurmountable objects in my path while I can see the objective just there like this is some 1985 platform game. I said it before release, and I was right. It leads to lazy level design.

The removal of open lock means the game has less replay value, as there are less possible builds.
Basically, you just can't get over the fact that mages have always been too powerful and has in this game become at least a bit more balanced. I may agree that they over-did the nerfing of mages just a little it, but that little bit is not open lock spell. Unlimited freedom is the same thing as playing with TGM turned on. That mightn be fun for a few dungeons, but it gets old quickly. Playing a mage in oblivion was the only thing you could stand a chance at the hardest difficulty level, shows pretty well how far behind it left the other skills. In Skyrim, things are a lot more balanced. Stop crying about open-lock being removed, it didn't add any role-playing worth mentioning and was an effect that lol'd hard at a whole skill, lock-picking.

Dungeons have always been tubes, even more so in morrowind and oblivion. It is impossible to make a dungeon without it being a tube, because that's what a duneon looks like.

As for acrobatics and athletics being removed, they were skills everyone used. That didnt go well the the ideology of specialization and it was not added. And well, I wouldn't say walking around is pointless in Skyrim. I'd very much like to see how a playthrough without walking around would look like. Most likely stuck at the execution spot.
User avatar
Mylizards Dot com
 
Posts: 3379
Joined: Fri May 04, 2007 1:59 pm

Post » Sun Jun 03, 2012 2:49 pm

However it was much easier to pick expert/ master locks with lockpicking than level alteration to 75- 100 to open them, even with auto attempt you just had to buy lockpicks.
This is irrelevant in Skyrim, as anyone can cast any spell at 0 skill in a school, for free. Im not saying lock-picking isn't pointless in Skyrim, but at least it's not as pointless as in oblivion. The skeleton key removed, merchant lock-picks from 100 to 10 means specialization in lock-pick would be much more important if you want to open every lock.
User avatar
Sherry Speakman
 
Posts: 3487
Joined: Fri Oct 20, 2006 1:00 pm

Post » Sun Jun 03, 2012 4:05 pm

Which part doesn't make sense? It's a matter of simple balance and usefulness.

Note: This is 3 months old thread.

re: sense see arguements quoted below

see also http://en.wikipedia.org/wiki/The_Dog_in_the_Manger

re 3 month old - yeah , and no "Open" spell is still a problem

There is absolutely no reason for the spell to have been removed.

That it makes lockpicking 'obsolete' is silly, untrue, and has nothing to do with RPG.
Mages are not thieves.
It is more than annoying that my mage now has to fiddle around with lockpicks.

Redundancy and several options to achieve the exact same thing are always only a good thing in an RPG, removal of options and liniting gameplay is always only bad.

Yep!
No magic to open locks is a large game design mistake, especially when perks are taken into account. If the perks allow various advntages, then presenting a mage the ability to spend perk points on lockpicking, without allowing mages to spend perk points on magic that can be used to open locks, is a glaring flaw, because it doesn't support the magic-use play style without also making the player use a thief's play-style

Yep- I REALLY don't want to use my perks for Lockpicking, but it looks like I'll have to do it

And I also hate the actual lockpicking mini game itself !
User avatar
Laura Mclean
 
Posts: 3471
Joined: Mon Oct 30, 2006 12:15 pm

Post » Sun Jun 03, 2012 8:41 am

There is absolutely no reason for the spell to have been removed.
Just silly. There is plenty of reason. You might not like the reason, but it was definitely a deliberate design decision with a valid reason.

There is zero reason for each playstyle to be exactly the same
You mean like every character being able to open locks no problem?

and there is even less reason for each one to be balanced against the others.
Again, plenty of reason. Just because you don't like a design doesn't mean it isn't a design. Just because you don't see the value in game balance doesn't mean there isn't any.

It's very hard to take your arguments seriously when you don't respect the point of view you're arguing against.
User avatar
Latisha Fry
 
Posts: 3399
Joined: Sat Jun 24, 2006 6:42 am

Post » Sun Jun 03, 2012 9:33 am

AFAIK - there are no locked doors or chests that prevent a quest from being completed. The locks only prevent you from getting that little extra bit of loot.

That said - it STILL svcks that they took away "OPEN" spells and BASHING of locks. This is just more dumbing down of the RPG.

Less is NOT More
User avatar
Dragonz Dancer
 
Posts: 3441
Joined: Sat Jun 24, 2006 11:01 am

Post » Sun Jun 03, 2012 11:55 am

after watching some youtube videos i can now lockpick master locks w/o any perks with just a few tries.
User avatar
Bitter End
 
Posts: 3418
Joined: Fri Sep 08, 2006 11:40 am

Post » Sun Jun 03, 2012 1:55 pm

after watching some youtube videos i can now lockpick master locks w/o any perks with just a few tries.

I'm not sure I believe that, at least on a PC. I watched my nephew playing for a while on his XBOX, and he seemed to have very little problem even at a low level - but I noticed that the XBOX controller lets you rotate the lock very slooooowly, which I can NOT do on the PC
User avatar
Claudz
 
Posts: 3484
Joined: Thu Sep 07, 2006 5:33 am

Post » Sun Jun 03, 2012 12:06 pm

I'm not sure I believe that, at least on a PC. I watched my nephew playing for a while on his XBOX, and he seemed to have very little problem even at a low level - but I noticed that the XBOX controller lets you rotate the lock very slooooowly, which I can NOT do on the PC
Yeah, but use the A and D keys(left,right), not mouse. Watching http://www.youtube.com/watch?v=Oslc28vRqbk was all i needed to know.
User avatar
stacy hamilton
 
Posts: 3354
Joined: Fri Aug 25, 2006 10:03 am

Post » Sun Jun 03, 2012 6:40 pm

http://www.skyrimnexus.com/downloads/file.php?id=3413 reintroduces unlock spells to alteration... just so y'know.


*blows a raspberry at the console players*
User avatar
Donald Richards
 
Posts: 3378
Joined: Sat Jun 30, 2007 3:59 am

Post » Sun Jun 03, 2012 5:34 am

Source please? I find this hard to believe, as Open Lock is a staple to Alteration magic.
People on the forums said that Attributes were a staple to the Elder Scrolls series before Skyrim was released. Look what happend then.
User avatar
JUDY FIGHTS
 
Posts: 3420
Joined: Fri Jun 23, 2006 4:25 am

Post » Sun Jun 03, 2012 3:49 pm

I think I'm utterly confused. Locked chests have keys or lockpicks as I understand it. Unlocked chests just open.

I'm answering to ask... lock picking spells? only from previous TES games or... does anyone know where I can gets me some?
User avatar
Your Mum
 
Posts: 3434
Joined: Sun Jun 25, 2006 6:23 pm

Post » Sun Jun 03, 2012 4:16 am

I think I'm utterly confused. Locked chests have keys or lockpicks as I understand it. Unlocked chests just open.

I'm answering to ask... lock picking spells? only from previous TES games or... does anyone know where I can gets me some?

Can't get it without a mod.

I posted way early on this thread and really hated the fact that the lockpicking game was required.

Well now, 300+ hours later, I still don't like it, but it also isn't a problem. I have played many characters of all three arch-types and none have ever left a chest locked. Even my lowly base warrior opens Master locks like their nothing. Honestly the Lockpicking perks are seriously a huge waste in the game. I only chose them on one of my rogue playthroughs and that was just for R-P reasons.

I also noted that my first character that I retired, a level 34 warrior, ended up with a 55 skill in lockpicks. This was a pure plain bones warrior, and they ended up with that lockpick skill just by opening the doors and chest he had to in order to move along in the game. What really troubles me is how many levels I must have gone up just because of my lockpicking skill increasing. I still think that is wrong and that we need to pick which skills will affect our leveling. Just because my warrior reads a Destruction skill book should he really be leveling? He never cast a spell in his life.
User avatar
Lizs
 
Posts: 3497
Joined: Mon Jul 17, 2006 11:45 pm

Post » Sun Jun 03, 2012 9:38 am

Yeah, but use the A and D keys(left,right), not mouse. Watching http://www.youtube.com/watch?v=Oslc28vRqbk was all i needed to know.
Interesting video - I'll give it a try later

thnx
User avatar
Prisca Lacour
 
Posts: 3375
Joined: Thu Mar 15, 2007 9:25 am

Post » Sun Jun 03, 2012 10:45 am

Try this. Buy lockpicks at every opportunity (blacksmiths and shops sometimes sell them). Then for a very hard (master, expert) lock, try it straight up. Then about 1/12 to the right and then 2/12 to the right (noting where the lockpick is on the lock, preferably seeing where it is relative to a scratch in the texture of the lock). You get a bunch of lockpicks but you eventually find the sweet spot. Then you try very small variations around the sweet spot till you get it. I break a lot of picks, but since I horde them, I HAVE a lot of picks.

You don't really need the perks. But it can be annoying. AND there should be a spell for this, or a series of them. That's what I think anyway.

Traditionally, in paper and pencil games (like D&D) you had a TEAM with you with a thief, some fighters, a magic user, etc. Under those circumstances you can afford to limit a vital skill to a given type of character. But here, there should be options.
User avatar
Steph
 
Posts: 3469
Joined: Sun Nov 19, 2006 7:44 am

Post » Sun Jun 03, 2012 11:53 am

I would like my open spells back...
User avatar
Genevieve
 
Posts: 3424
Joined: Sun Aug 13, 2006 4:22 pm

Previous

Return to V - Skyrim