Open lock idea!

Post » Sun Nov 18, 2012 11:45 am

What if mages could use open lock spell that is basicly the same mini-game but redesigned to look magical?
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Nick Pryce
 
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Post » Sun Nov 18, 2012 8:09 am

What if mages could use open lock spell that is basicly the same mini-game but redesigned to look magical?
Why the minigame? Makes no sense. Let mages simply unlock a chest with an alteration spell.
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Andrew Tarango
 
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Post » Sun Nov 18, 2012 12:53 pm

What if we got rid of the minigame altogether and relied on our character's skill instead?
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SUck MYdIck
 
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Post » Sun Nov 18, 2012 3:58 pm

Why the minigame? Makes no sense. Let mages simply unlock a chest with an alteration spell.
Well but mini-game would counter any reason Bethesda removed the spell.
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Katey Meyer
 
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Post » Sun Nov 18, 2012 1:31 pm

Well but mini-game would counter any reason Bethesda removed the spell.
I don't think Bethesda's ever stated stated a reason for it. They just axed it along with other spell effects.
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Sammykins
 
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Post » Sun Nov 18, 2012 12:00 pm

What if we got rid of the minigame altogether and relied on out character's skill instead?
I was opening lock and thought that it would just seem more natural for a mage to use magic.
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Melly Angelic
 
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Post » Sun Nov 18, 2012 6:37 am

I don't think Bethesda ever stated a reason for it. They just removed it along with other spell effects.
The must had reasons. I think it could be because they wanted to remove dice roles and anything similar. But I just don't see how that could have worsened balance.
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W E I R D
 
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Post » Sun Nov 18, 2012 2:21 am

Well but mini-game would counter any reason Bethesda removed the spell.
Oblivion has a minigame AND an Open spell. Moreover, the effect still exists in Skyrim in the form of the Tower standing stone.

They just nerfed magic, that's all. A proper RPG should have lockpicking, lock bashing and Open Lock spells, but this requires figuring out a way to balance it, probably using spreadsheets - and we all know how much Todd Howard hates those...
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Justin Hankins
 
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Post » Sun Nov 18, 2012 10:31 am

Yeah, I feel the minigame is unnecessary.
After four games with similar lockpicking (Two Worlds 2 having the most rage inducing...), I wouldn't mind a changeup in the overall mechanic.
But when it comes to magic, for gods sake, cast and go. Simplicity.
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jodie
 
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Post » Sun Nov 18, 2012 7:36 am

What if we got rid of the minigame altogether and relied on out character's skill instead?

Yes please.
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kennedy
 
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Post » Sun Nov 18, 2012 9:04 am

Yes please.
I knew you'd show up to say this :P
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Anna Kyselova
 
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Post » Sun Nov 18, 2012 8:10 am

I am cornered.Help.
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Kelly John
 
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Post » Sun Nov 18, 2012 7:00 am

I am cornered.Help.
I want an Open Lock spell too. Does it help?
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Cat
 
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Post » Sun Nov 18, 2012 2:05 pm

I want an Open Lock spell too. Does it help?
One arrow can kill a man. We will be pierced by many. But we shall die fighting.
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cheryl wright
 
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Post » Sun Nov 18, 2012 3:10 pm

I just don't want mini games AT ALL.

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Taylor Bakos
 
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Post » Sun Nov 18, 2012 2:43 pm

I just don't want mini games AT ALL.

I am suprised. I think they boost immersion.
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Susan
 
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Post » Sun Nov 18, 2012 7:11 am

I agree with the open lock spell, but I think that it should have a higher level requirement to learn (have it become a perk around level 60 of illusion - start and have the 5 part system like in other perk trees) and have it cost a lot of magika. Open Lock was way too easy of a spell in Oblivion, and it kind of destroyed the reason for getting the Skeleton Key, or even leveling up Security. Just my opinion though.
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Isaac Saetern
 
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Post » Sun Nov 18, 2012 5:18 am

I kind of liked Oblivion's lockpicking minigame. It had an auto-attempt button which introduced character skill into the game. But Oblivion's persuasion mini-game was probably the most horrible thing I have ever had to endure in all my years of video gaming. There is no word in the English language that expresses my loathing for Oblivion's persuasion mini-game.

About the Open Lock spell, I used a mod that added it to the game. It was wonderful for my mage. It came in the usual varieties: Open Easy Lock, Open Medium Lock, ect. I loved it.
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Robyn Lena
 
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Post » Sun Nov 18, 2012 5:31 am

Oblivion's persuasion mini-game was probably the most horrible thing I have ever had to endure in all my years of video gaming. There is no word in the English language that expresses my loathing for Oblivion's persuasion mini-game.

^^Couldn't agree more. "It's a matter of trust, and I just don't trust you enough yet." *Hero of Kvatch tells a joke* "Oh, here is where my husband is, I'll give you his entire schedule and explain how he is addicted to Skooma!"
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Jarrett Willis
 
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Post » Sun Nov 18, 2012 10:31 am

I like the lockpicking in Skyrim far better than the one in Oblivion. Skyrim's lockpicking seems more realistic.

But yeah, I wouldn't mind a spell. But not as a mini-game. Just a spell that works or not depending on the alteration skill and how hard the lock is. If it doesn't work, they have to resort to regular lockpicking.

(...not that I care that there is no lockpicking spell.)
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Jennifer Munroe
 
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Post » Sun Nov 18, 2012 3:22 am

I prefer Morrowinds lock picking system, it was in real time and based solely on your character's skill, not your ability to distinguish between sounds (I'm looking at you, Oblivion).
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Danel
 
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Post » Sun Nov 18, 2012 3:29 am

I prefer Morrowinds lock picking system, it was in real time and based solely on your character's skill, not your ability to distinguish between sounds (I'm looking at you, Oblivion).
With controllers vibration it is much more easier. I win at last my fellow PC lord.
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Brad Johnson
 
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Post » Sun Nov 18, 2012 10:13 am

Yes please.
No thanks.

However, character skill should determine what type of locks you can open. If they created different types and different levels of difficulty to the locks, it'd be great. For example, a few lock types can be opened with spells and lock-pick. Others only with magic. Others only with lock-pick. Also, character skill should determine what types of lock you can open. So instead of opening adept locks as level 1, you wouldn't be able to. Same for magic.

But, to not make lock-pick completely useless, I'd merge pick-pocket and lock-pick to one skill. The empty slot could be filled be athletics / acrobatics.

Naturally, warriors also need a way to open locks. Some locks can be broken open with brute force, but the loot will be damaged. (for example, most potions are broken, naturally less gold, weapons and armor start with less durability, gems might be cracked, etc etc).

I agree with the open lock spell, but I think that it should have a higher level requirement to learn (have it become a perk around level 60 of illusion - start and have the 5 part system like in other perk trees) and have it cost a lot of magika. Open Lock was way too easy of a spell in Oblivion, and it kind of destroyed the reason for getting the Skeleton Key, or even leveling up Security. Just my opinion though.
Lock-picking was even more useless in Oblivion than in Skyrim. But, it still took a while to level up alteration in order to by-pass all locks. An easier solution was to just open them with lock-pinging, with near 0 in your lock-pick skill, until you get a high enough alteration to open all locks.

With controllers vibration it is much more easier. I win at last my fellow PC lord.
Vibration worked in Oblivion's lock-pick? Why don't I remember this? Hmm. Probably because I had it off all the time. :shrug:
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Tiff Clark
 
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Post » Sun Nov 18, 2012 4:18 pm

What if we got rid of the minigame altogether and relied on our character's skill instead?

Perish the thought. The Lockpicking skill would matter then...
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Emily Martell
 
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Post » Sun Nov 18, 2012 7:01 am

Vibration worked in Oblivion's lock-pick? Why don't I remember this? Hmm. Probably because I had it off all the time. :shrug:

Yea, it was kind of weird. The first few times it happened to me I broke a pick because of it. Rumble went off soon after that.
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Kay O'Hara
 
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