Why Did Beth Take Out Unlock Spells, It's not like you could

Post » Wed Jun 06, 2012 3:06 am

They could just put a perk in the alteration tree, "Telekinetic Locksmith", apply alteration skill (and drain some amount of Magicka Per Second) when opening locks (and change the animation or something). While focused lockpicks would still be better cause of all the additional Lockpicking perks.
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Ice Fire
 
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Post » Wed Jun 06, 2012 12:25 am

Why should magic users be able to do everything else?
Because thats how magic works on Nirn. Mages and magic are the most powerful beings and has the most power, respectively, in the lore. How its always been. Then Beth said [censored] lore.
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Markie Mark
 
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Post » Wed Jun 06, 2012 1:51 am

Why should magic users be able to do everything else? Denying it to magic users make the thief arch class seem more valuable. Afaik, opening locks are no longer even required to progress the game, so it isn't a "must have".

Magic has been made so consequence-less in the past it wasn't even fun to play it. With the introduction of regen there is no apparent "cost" of "performing magic". You pay like a one time fee of 200 gold to learn an unlock spell, in a game where you can make gazillions and the rest of your choices doesn't matter at all.

If it can make you think twice before doing it, that's when I enjoy the game. Your actions have both positives and negative outcomes, making you more conscious about what you do. Think mages from Realms of Arkania; they could only cast like 5-10 spells per day.


If you're a "modern player", then some of this may sound like some "tedious chore" type of thing. But at least that tediousness is part of the penalty when you go "I absolutely must do this". Do you do it and face the tediousness, or do you skip it as a counterweight? Now the cost is that your choice have a felt consequence.
Its a must have for player choice and roleplaying.

I think there should be a chance for higher level to fail like what was in Morrowind.

You should only be limited by your magicka on what you can cast, five to ten spells a day in an ES game would not be fun and that is a huge restriction on a mage. Without the ability to cast spells a mage is dead.
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Philip Lyon
 
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Post » Wed Jun 06, 2012 10:12 am

Let me ask you this genius, lets say you have a choice between a skill devoted purely to opening locks and a skill that includes the spell to open locks as well as many other spells, from a purely tactical point of view which skill do you think would be the smarter skill to take?

Now lets break it down even further, in order to pick locks with the skill devoted purely to picking locks you need to carry around lockpicks and succeed at a minigame where if you fail eats away at your supply of lockpicks, however in order to open locks with the magic school that contains not only open lock spells but many other useful spells you merely have to cast the spell and off pops the lock costing the player nothing but sweet regeneratable mana, does that really seem "Balanced" to you?

Now if you want an open lock spell then the construction kit will be released soon and you can mod in any exploits you like, however open lock was removed from the vanilla game for a reason and that reason is that the open lock spell makes the whole lockpicking skill superfluous, you may not agree however this is not an opinion but an unadvlterated fact.

Let me ask you this if you have two routes to get home one takes 20 minutes the other 30 minutes. Tomorrow they close a bunch of roads and you only have one route to get home the 30 minute route. Did that route become any faster now that they removed the 20 minute route or is it still the same 30 minute route?

To put it more simply, removing the open lock spell did nothing to make the open lock skill any better, it is still the same pile of svck it was before except this time you just don't have a spell option around it. So they kept something svcky, made somethings else svck and this is somehow the right choice due to balance?

You might want to rethink this balance issue a bit before you make it the go to excuse for making the game worse.

If bethesda had competent game designers instead of just a pile of awesome world designers and svcktasitc game designers they would have you know made open lock a better skill in order to make it better, and not made other things worse so it looked better in comparison while still actually svcking.
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Craig Martin
 
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Post » Wed Jun 06, 2012 11:40 am


To put it more simply, removing the open lock spell did nothing to make the open lock skill any better, it is still the same pile of svck it was before except this time you just don't have a spell option around it. So they kept something svcky, made somethings else svck and this is somehow the right choice due to balance?

You might want to rethink this balance issue a bit before you make it the go to excuse for making the game worse.

If bethesda had competent game designers instead of just a pile of awesome world designers and svcktasitc game designers they would have you know made open lock a better skill in order to make it better, and not made other things worse so it looked better in comparison while still actually svcking.
I agree, the lock picking skill is extremely easy to open, I can open a master lock with a skill of 10 to 15 and not have a single perk in that tree. Open lock would not take away anything from the game it would add choice in it. I would not have to have my mage pull out a lock pick: instead he could manipulate it without touching it.

The "balance" issue has restricted our choices because people chose to raise their power levels high then complain about it.

I agree we need open lock as well as lock.
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SEXY QUEEN
 
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Post » Wed Jun 06, 2012 7:44 am

Why should magic users be able to do everything else? Denying it to magic users make the thief arch class seem more valuable. Afaik, opening locks are no longer even required to progress the game, so it isn't a "must have".

Artificially making a useless skill seem important by taking away from others is hardly beneficial to gameplay.

And how many people putting perks into the lockpicking tree? :laugh: Its a separate issue entirely.
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Angela Woods
 
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Post » Wed Jun 06, 2012 6:42 am

Why they even bother removing spells is beyond me.
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Ross Thomas
 
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Post » Wed Jun 06, 2012 5:57 am

Ok what is so "hilariously out of character" about your character picking locks? Is your character a ham fisted clutz with fat fingers? Does he have some sort mental deficiency that prevents him from learning how to pick locks the good old fasioned way?

Impatience? Can't be bothered to learn?

Lockpicking requires a lot more dexterity than the game lets on. Warriors often don't have the patience or subtlety needed to be decent at picking locks (and knights and paladins will refuse it on principle because they would see it as a dishonorable skill), and magic users USED to have a spell to do it for them, so they had no reason to learn the skill.

Just because the skill exists does not mean I have to use it. And I would enjoy having some choice in the matter as to how I can bypass the padlock on that chest. Especially if I am alone and can't be bothered to change my sign to the Tower.

Since this is a roleplaying game, I give a damn how I play it. Being forced into situations I cannot resolve without breaking character annoys me, and Skyrim is full of those as-is.
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R.I.P
 
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Post » Wed Jun 06, 2012 7:38 am


Lockpicking requires a lot more dexterity than the game lets on. Warriors often don't have the patience or subtlety needed to be decent at picking locks (and knights and paladins will refuse it on principle because they would see it as a dishonorable skill), and magic users USED to have a spell to do it for them, so they had no reason to learn the skill.

Just because the skill exists does not mean I have to use it. And I would enjoy having some choice in the matter as to how I can bypass the padlock on that chest. Especially if I am alone and can't be bothered to change my sign to the Tower.

Since this is a roleplaying game, I give a damn how I play it. Being forced into situations I cannot resolve without breaking character annoys me, and Skyrim is full of those as-is.
Yes the spell was very useful for mages and we was not forced into learning anything with a physical object when we coould open the lock threw the manipulation of magic.

I agree on this part here, just because a skill is there does not mean you should get forced into a certain play style, some people might be ok with that others like you and myself are not: if I am a mage I should be able to open a lock with magic. The Tower is a greater power its supposed to be a gift from being born under that sign.

The Elder Scrolls games to me are about choice, and in Skyrim we are lacking a lot of choice even more so with the magic system with the loss of all of our older spells and most of all the heart and soul of the magic system spell creation.
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Patrick Gordon
 
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Post » Tue Jun 05, 2012 10:39 pm

I can hardly believe Bethesda eliminated role playing styles because a bunch of crybabies really devoted fans blather on about "balance" and "redundancy". I guarantee that TES VI will be the most dumbed down TES game we've seen, considering that a large percent of this forum is still obsessed with cutting and nerfing anything that doesn't fit into their action game preferences.
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Ben sutton
 
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Post » Wed Jun 06, 2012 1:51 pm

I think magic is pretty good in the game. I like to combine all the schools of magic + ritual stone + shouts. It's pretty entertaining. I mix things up as much as possible and even use the non-combat magic a lot.
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Paula Rose
 
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Post » Wed Jun 06, 2012 12:47 pm

I think magic is pretty good in the game. I like to combine all the schools of magic + ritual stone + shouts. It's pretty entertaining. I mix things up as much as possible and even use the non-combat magic a lot.
Its not good compared to Morrowind or Oblivions magic system. The only thing I like about this new system is you can have a spell in each hand that would have made Morrowind and Oblivions system so much better.
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Nicholas C
 
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Post » Wed Jun 06, 2012 9:23 am

Its not good compared to Morrowind or Oblivions magic system. The only thing I like about this new system is you can have a spell in each hand that would have made Morrowind and Oblivions system so much better.

I didn't play the other games. But I don't think the system itself (from an outsider perspective) is dumbed down. You have to look at this way.....there's probably like so many more spells gonna be given to us with the downloadable content. Be patient, dude.

I try to think up new strategies all the time.
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hannaH
 
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Post » Wed Jun 06, 2012 3:54 am

I didn't play the other games. But I don't think the system itself (from an outsider perspective) is dumbed down. You have to look at this way.....there's probably like so many more spells gonna be given to us with the downloadable content. Be patient, dude.
I am from the past perspective so I have differing views.

Here is two links. Read threw some of the content.

http://www.uesp.net/wiki/Morrowind:Magic

http://www.uesp.net/wiki/Oblivion:Magic

Read threw what you can do and what they offer and you will see why we want options back.

We need the older spells and spell creation, I hope they are added in the first expansion.
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jessica sonny
 
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Post » Wed Jun 06, 2012 3:25 am


Second, they don't want to trivialize the lockpick skill and perk tree itself.

:rofl:

That was a good one. Got any more jokes?
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Riky Carrasco
 
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Post » Wed Jun 06, 2012 11:32 am

I didn't play the other games. But I don't think the system itself (from an outsider perspective) is dumbed down. You have to look at this way.....there's probably like so many more spells gonna be given to us with the downloadable content. Be patient, dude.

The current spell system at release is dumbed down compared to what Oblivion or Morrowind had at release. There's just no way one can argue against that. Perks are nice, but they are almost entirely small tweaks to spells rather than anything that changes gameplay. Further, before you could have the same effect and use it at higher levels (with a new version of the spell with higher values). In Skyrim that flames spell WILL become useless and you don't get to replace it with something that's effective and uses the same mechanics. It leads to fewer options at any given level regarding caster gameplay than what we had before. On top of that a lot of spell effects are gone that were in the release version of former games.

This is IGNORING spell creation, which adds a huge amount of depth.

So yeah, I wouldn't say the current magic system looks that great. I will say I love the "hands" combat system in general. It's really awesome and better than what Oblivion and Morrowind had. I find it a lot more compelling. That said, even that has its problems with the dual casting perks being...well, awful.
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barbara belmonte
 
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Post » Wed Jun 06, 2012 7:24 am

Fine, unlock spells for everyone. But only if they make it a sudoku minigame. A Mage should be able to do maths anyway.
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Timara White
 
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Post » Wed Jun 06, 2012 6:17 am


So yeah, I wouldn't say the current magic system looks that great. I will say I love the "hands" combat system in general. It's really awesome and better than what Oblivion and Morrowind had. I find it a lot more compelling. That said, even that has its problems with the dual casting perks being...well, awful.
Yes the magic is pretty that is about the only positive thing to say about it. I do like wielding a spell in each hand and the same spell in both hands. I wish we could have Morrowinds and Oblivions feature sets with the two handed spells in Skyrim.
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Vera Maslar
 
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Post » Wed Jun 06, 2012 12:38 am

Another funny thing is that while unlock spells are removed and bashing never featured, you can still pick any lock regardless of your skill. Why need a skill for something that can be done without it?

This.

My roommate had only like 2-3 extra levels in Lockpicking and went to the Thieves' Guild and unlocked the Master chests simply because he had 100 Lockpicks and had time to kill.

What's the point of the skill tree?
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Doniesha World
 
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Post » Wed Jun 06, 2012 11:55 am

How does this unlock spell thats not being implemented for ones percieved character of "pure" mage, also purely subjective, in anyway a fault of the game, other than to these with this percieved expectation?

Sounds like the only ones that are affected are stuck in past versions, and are frustrated that an entirely new game in Skyrim, is not living up to your imagination. This is only a problem with those specific users, and not the devs. You are why youre suffering.

Only on the developer forums will you find the nerd rage of leaving out a magical spell because they have formed an unequivocal imaginative character that cant be tainted. :tongue:
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Catharine Krupinski
 
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Post » Wed Jun 06, 2012 3:36 am

perfect system would be to have skyrim type casting and morrowind spell chance failure and crafting.
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Katharine Newton
 
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Post » Wed Jun 06, 2012 12:01 am

perfect system would be to have skyrim type casting and morrowind spell chance failure and crafting.
Yes that would be great.
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jessica sonny
 
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Post » Wed Jun 06, 2012 3:09 am



:rofl:

That was a good one. Got any more jokes?

Not a joke. Your taste in humor is exceedingly bad if you mistook it for a joke.





(Yes I have my sarcasm meter turned all the way down)
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Jason White
 
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Post » Wed Jun 06, 2012 8:37 am

How does this unlock spell thats not being implemented for ones percieved character of "pure" mage, also purely subjective, in anyway a fault of the game, other than to these with this percieved expectation?

Sounds like the only ones that are affected are stuck in past versions, and are frustrated that an entirely new game in Skyrim, is not living up to your imagination. This is only a problem with those specific users, and not the devs. You are why youre suffering.

Only on the developer forums will you find the nerd rage of leaving out a magical spell because they have formed an unequivocal imaginative character that cant be tainted. :tongue:

You know, people ARE allowed to be mildly annoyed at things that would have been simple to include in the game. Don't get overly dramatic on us.

I'm sure part of it too is how they really cut out a number of things from the magic system, which causes this one aspect to get more attention. I don't think not having this one spell ruins the game or any character. I am sure most people feel the same way. Similarly, not having the spell is rather silly as well.
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renee Duhamel
 
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Post » Wed Jun 06, 2012 6:57 am

I'm sure part of it too is how they really cut out a number of things from the magic system, which causes this one aspect to get more attention. I don't think not having this one spell ruins the game or any character. I am sure most people feel the same way. Similarly, not having the spell is rather silly as well.
Its the lack of roleplay value from the removal of this spell and others.

Oh yes and spell creation.
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Rob
 
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