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

Post » Tue Jun 05, 2012 11:03 pm

Balance.

You have one skill that can only do one thing (Lockpicking), and a skill that does many things (Alteration), making the first skill pretty much useless. The boring mini-game and the useless perk tree makes it even more clear. In order to balance Unlock spells with the skill, it would need some serious drawbacks, like only being able to open locks up to Adept quality, being noisy and horribly expensive.
Aren't there other ways of balancing things than just remove stuff? The Alteration method could be limited to a rather distant perk with a skill req or something.
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Marlo Stanfield
 
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Post » Wed Jun 06, 2012 6:55 am

Since it's already in the game, mods will be able to fix this. They just have to create a spell that mimics the greater power.

Very true. I look forward to whoever puts that mod out. :smile:
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bonita mathews
 
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Post » Wed Jun 06, 2012 4:11 am

Not semantics. They work different.

And a diesel works different to a petrol version but both are engines.

A spell by any other name is still a spell.
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Lyd
 
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Post » Wed Jun 06, 2012 5:02 am

I've enjoyed using my followers to open locks for my warrior and mage characters.

At first I thought specific followers were limited to Expert, Adept or Apprentice level locks, but I have learned that there is a sort of random skill check that determines whether any follower can open a specific lock. They can open at least up to Expert level, but only if they pass the random "die roll" for that lock. So far I haven't observed any followers open a Master lock.

Personally, I prefer this system to Oblivion's, at least for role playing purposes.
But while it may be more 'realistic', at the very same time there is no option for a Mage or a Warrior to open chests. I can understand not including bashing the lock, [its very stupid not too and would be very easy to implement compared to other things], but completely removing a spell that many wanted for balancing purposes isn't right. As of right now locking picking isn't balanced and the perks are completely useless. I thinl that they should of balanced the perks more and kept the spell in. It's just Bethesda being lazy.
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Misty lt
 
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Post » Wed Jun 06, 2012 2:18 am

I've enjoyed using my followers to open locks for my warrior and mage characters.
They can actually do that? Oh, goodie, I am so going to have to check that out!
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Ymani Hood
 
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Post » Wed Jun 06, 2012 10:09 am

I mean really!??!! You decide to dumb down magic so much that its just boring! THERE is like NO spell effects now and its just super boring! and the college of winterhold.... thats pathetic.... Really Beth.... Really???

Well I think the answer to why Bethesda removed the open lock spell is pretty obvious, if you cant figure it out then there really is no hope for you and I wont bother explaining it to you, but I will agree with you in saying that the College of Winterhold was pretty lame.

Yup. Open Lock is one of those spells that really should not have been removed. In this case, one says "Streamlining," I say "removal of roleplaying." Open Lock was the magic user's answer to locked doors, but now everyone is forced to use the lockpicking skill, even if it is hilariously out of character to do so.

The greater power doesn't count either. Only being allowed to open a single lock a day with magic is pretty much useless to you if you don't want to pick locks.

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?
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Scotties Hottie
 
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Post » Wed Jun 06, 2012 7:05 am

And a diesel works different to a petrol version but both are engines.

A spell by any other name is still a spell.
No, its not. Its a greater power and works differently than spells do.
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Siobhan Wallis-McRobert
 
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Post » Wed Jun 06, 2012 7:29 am

Mainly because it made lockpicking redundant.
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Andres Lechuga
 
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Post » Wed Jun 06, 2012 9:45 am

and its a greater power, not a spell.

I never denied that. Thank you kind sir for pointing out the obvious. The op wrote in the title that beth took that feature out, but they didn't. :nod:
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lilmissparty
 
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Post » Wed Jun 06, 2012 1:31 am

I never denied that. Thank you kind sir for pointing out the obvious. The op wrote in the title that beth took that feature out, but they didn't. :nod:
Yes, they did take it out. There is no longer an unlock spell. there is an open expert lock once a day greater power, that is it. Not the same thing, at all.

anyway, we definitely need it, and all of the the cut spells back. Magic in Skyrim is a joke compared to previous titles.
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m Gardner
 
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Post » Wed Jun 06, 2012 12:06 pm

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?
How did you know?
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Quick Draw III
 
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Post » Wed Jun 06, 2012 2:57 pm

And a diesel works different to a petrol version but both are engines.

A spell by any other name is still a spell.
Your logic is invalid. Greater Power =/= Spell
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loste juliana
 
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Post » Wed Jun 06, 2012 1:53 am

No, its not. Its a greater power and works differently than spells do.

Its a spell with an extra long cool down. Your just being pedantic.
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Robert Garcia
 
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Post » Wed Jun 06, 2012 8:48 am

How did you know?
LOLZ, this ^^^
Mainly because it made lockpicking redundant.
Then balance and fix it. If not, leave it in, gives more choices.
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Stay-C
 
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Post » Wed Jun 06, 2012 8:07 am

Its a spell with an extra long cool down. Your just being pedantic.
No, its not a spell at all. spells are subject to silence, greater powers aren't. Spells require magicka, greater powers do not. unlock spells go up to master, this greater power doesnt.
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Jeff Turner
 
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Post » Wed Jun 06, 2012 8:08 am

Mainly because it made lockpicking redundant.

Well, it really makes it so that you can choose whether to handle locked objects via magic or via the lockpicking skill. A bonus for having the costs of spell go way up here is that you could easily do lockpicking without any perk investment. However, if you use spells, you'd need to have some perk investment or equipment to have an affordable cost for the spell -- well, they could make it that way in terms of mana requirements.

Advantage then of lockpicking? You can get more gold, better treasure, etc with its perks (maybe the lockpicking perks would need a buff, maybe not).

In general, I don't see a problem with having a magic way to do things and a mundane way. As long as each has its own benefits and costs to make them more or less balanced with each other.

Overall I don't think theres a big reason we don't have lockpicking via magic with costs of say 100, 300, 600, 900, 1200 mana for novice, apprentice, adept, expert, and master locks. I think those costs would make it fairly prohibitive if you didn't do significant investment in alteration. Well, I would say they should probably get rid of 0 cost spellcasting (cap the reduction from items or make an overall cap like with resistances).
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Kathryn Medows
 
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Post » Wed Jun 06, 2012 2:37 pm

Then balance and fix it. If not, leave it in, gives more choices.
They did. They made it a greater power that can be used once a day.

Maybe not the best decision I know. But that's how they chose to balance it.
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Mari martnez Martinez
 
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Post » Wed Jun 06, 2012 11:12 am

Yes, they did take it out. There is no longer an unlock spell. there is an open expert lock once a day greater power, that is it. Not the same thing, at all.

anyway, we definitely need it, and all of the the cut spells back. Magic in Skyrim is a joke compared to previous titles.

I don't really see the need of an unlock spell in Skyrim. That would make lockpicking even more useless than it is now (you can open master locks by spending no perks or having a high skill number in it). But I agree magic is really dumped down in Skyrim.
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Ells
 
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Post » Wed Jun 06, 2012 1:32 pm

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?
How did you know?

Pretty funny
Though, I'd suddenly expect mages to be smart and know all about locking mechanisms. I dunno.

Greater powers are magic
No, there is no unlock spell
Yes, it's magic
It's a greater power
Yes
No, it's not a spell
Yes.

Is this going to be like how Imperials have no +Speechcraft, but they have Voice of the Emperor and Imperial Coin Luck? Totally breaks old lore
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MR.BIGG
 
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Post » Wed Jun 06, 2012 7:59 am

I don't really see the need of an unlock spell in Skyrim. That would make lockpicking even more useless than it is now (you can open master locks by spending no perks or having a high skill number in it). But I agree magic is really dumped down in Skyrim.
Its called choices. It wouldnt make anything pointless. different skills and proficiencies for different builds. With your logic there's no need for any melee weapons other than swords, or no need for more than one race.
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Kayleigh Williams
 
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Post » Wed Jun 06, 2012 5:58 am

Its a spell with an extra long cool down. Your just being pedantic.
Stop arguing over whether is a spell or not. The matter of the fact is there ISN'T a spell that you can cast that will open a door multiple times a day. That is what we need.
They did. They made it a greater power that can be used once a day.

Maybe not the best decision I know. But that's how they chose to balance it.
That's not balancing it, thats removing one feature and leaving in a old feature. And it's horrible balencing to remove somthing that wan't broken
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W E I R D
 
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Post » Wed Jun 06, 2012 3:04 pm

Its called choices. It wouldnt make anything pointless. different skills and proficiencies for different builds. With your logic there's no need for any melee weapons other than swords.

I think you don't see my point. Only because we are having a discussion does NOT automatically mean that I have the exact opposite opinion of yours.
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Lil'.KiiDD
 
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Post » Wed Jun 06, 2012 12:53 pm

That's not balancing it, thats removing one feature and leaving in a old feature. And it's horrible balencing to remove somthing that wan't broken
It wasn't broken per se, but I think the reason it was removed was because having an illusion spell you could cast continuously to open master locks would make the whole lockpicking skill, along with its entire perk tree, completely redundant.

Not saying I agree with the decision to remove it by the way. Luckily because the effect still exists as a greater power, it has not been removed, so we modders can add the spells back to the game without too much of an issue when the CK is out.
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Danial Zachery
 
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Post » Wed Jun 06, 2012 2:57 pm

Semantics. Its magic and it opens locks.

It's a limited unlock greater power. Spells can be cast at any time, greater powers cannot.
The original poster wishes for an unlock spell which can be cast at any time. That's quite simple to understand, really.
And there really is no reason for Bethesda not to have added it. They already had a limited version within The Tower greater power.
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lisa nuttall
 
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Post » Wed Jun 06, 2012 12:03 pm

I think you don't see my point. Only because we are having a discussion does NOT automatically mean that I have the exact opposite opinion of yours.
What point? Different options for different builds. unlock spells wouldnt make lock picking redundant, or useless. What makes lock picking useless is Beth giving the ability to anybody, to open any type of lock regardless of character skill. and for RP reasons, its still not useless.
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josh evans
 
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