Constant removal of features, Pt. 3

Post » Fri Jun 08, 2012 4:27 am

...continued discussion from Constant removal of features, Pt. 2
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Eduardo Rosas
 
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Post » Thu Jun 07, 2012 3:21 pm

Why no Unlock Spell?
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Emily abigail Villarreal
 
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Post » Thu Jun 07, 2012 6:35 pm

Why no Unlock Spell?

Redundant with the lockpick skill

Also one of the stones does give it.
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Joey Bel
 
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Post » Thu Jun 07, 2012 11:40 pm

Why no Unlock Spell?

That could've easily been done, but I guess they wanted people to master the art of lockpicking with a lockpick? It doesn't seem fair to the magic types.
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Charity Hughes
 
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Post » Fri Jun 08, 2012 6:20 am

No idea, would be economical for a Rogue who uses Magic to supplement his/hers abilities. spend magick sacrifice stealth and concealment but open that chest/Lock and get perks to remove the blow your cover aspect of said spell.


I don't know Skyrim is riddled with teasers, as mentioned the unlock spell is a in a Stone....why not avalible to anyone else?

I can't have crossbows but its a trap and it works...like a crossbow.

I cant have throwing weapons but the dart traps....do exactly that.

I can't have weapon degredation but Smithing benches that functioned like FO3/NV could have been useful.

I can't have spears but their are spear traps in the game, a thrusting animation for dual weilded weapons and a mammoth with spears sticking out of it.

I can't have attributes even though their are bridges and ledges just begging to be jumped across, Bandits to bargain with and put into your service, and Hired thugs that could be scared off, body scales begging for procedural increase/decrease via health/strenght and a roll thats only possible with a perk and while sneaking.

I can't have piecemeal Armorand clothes even though the excuse was to render more NPC's and having unique armor when infact there are like..maybe 10 maybe? armor types with Fur and Hide getting broken up variations that someone with Nifskope could do on their own.

I can't have spell making even though the base destruction spells ARE THE ONLY spells with multiple effects (grand total of two) and that you can reproduce in a heartbeat in past games. and people are trying to tell me Flamethrower and Sparks isnt the sixiest display of power you've ever layed eyes on for the first 10 minutes of Skyrim ;p

Why you troll me Bethesda.
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BlackaneseB
 
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Post » Fri Jun 08, 2012 4:03 am

That could've easily been done, but I guess they wanted people to master the art of lockpicking with a lockpick? It doesn't seem fair to the magic types.

You mean like how it was NEVER fair for the warriors who didnt have thier own method of unlocking boxes?


Every class needs it own or all classes should have 1 shared.
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marie breen
 
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Post » Thu Jun 07, 2012 5:28 pm

You mean like how it was NEVER fair for the warriors who didnt have thier own method of unlocking boxes?

Warriors could have the ability to bash doors and chests open. Sneak types use lockpicks to stay undetected. Magic types use magic because they're already adept in the skill. Seems logical to me.
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Mark Churchman
 
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Post » Fri Jun 08, 2012 4:20 am

Warriors could have the ability to bash doors and chests open. Sneak types use lockpicks to stay undetected. Magic types use magic because they're already adept in the skill. Seems logical to me.

That would totally defeat the purpose of the lockpick skill and the unlock spell, just like how having the unlock spell defeats the purpose of the lockpick skill and vise versa. People would naturally use w/e is the easiest, which would prboably be bashing and it makes the other two pointless.

Also bashing things open would probably involve having a random chance of a item breaking which isnt fair for warriors.
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courtnay
 
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Post » Fri Jun 08, 2012 3:02 am

Why does no one mention dispel being cut? I want dispel back, dangit!
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Sabrina Steige
 
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Post » Fri Jun 08, 2012 5:18 am

Why no Unlock Spell?
Because it promotes differentiation between skills and builds and archetypes. I'd rather them add some magical locks that can only be opened with a spell which in turn cannot open physical locks than render mostly obsolete a while skill tree with a single tiny part of another skill that does that and much more.
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Erika Ellsworth
 
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Post » Thu Jun 07, 2012 2:51 pm

That would totally defeat the purpose of the lockpick skill and the unlock spell, just like how having the unlock speel defeats the purpose of the lockpick skill and vise versa.

Also bashing things open would probably involve having a random chance of a item breaking which isnt fair for warriors.

It wouldn't because it's about choice.

I would choose to stay undetected, so I'm going to use a lockpick. You might use your axe to break the lock because you don't care about being detected and could handle any trouble that follows. Someone who uses magic wants to use their unlock spell because they don't have a high lockpicking skill and it's less trouble.

That's called RPGing.
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Charles Weber
 
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Post » Thu Jun 07, 2012 2:43 pm

Why does no one mention dispel being cut? I want dispel back, dangit!

Dispel was probably cut becuase of interaction with spells like wards that are constant cast.
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Matthew Aaron Evans
 
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Post » Thu Jun 07, 2012 9:56 pm

And what if the game world goes on the notion that there's no inherent variables? You cannot say "Orc is stronger than Altmer, ergo Orc does more damage than Altmer with weapon" because in Elder Scrolls it's "This Altmer trained a lot more with weapons than this Orc, ergo, that Altmer is stronger than this Orc and does more damage than him with it".

Why do you call "attributes" inherent variables when they are so maleable through the person's actions?


Also, http://dictionary.reference.com/browse/perquisite I don't see at all what the hell you are using that word here unless it's an upgrade from the "perkolator" that was in common use here not long ago, then I see ...
The lore goes on inherent variable, why shouldn't the game? Inherent variable would not exclude anybody from playing any race how they would like. People could still make JoaTs out the wahzoo. I'm not defining how anybody should play, just expanding on how some may like to play, myself not being the only one obviously.

Also, what do you think perk is short for? Perquisites.
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Pixie
 
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Post » Thu Jun 07, 2012 2:19 pm

The lore goes on inherent variable, why shouldn't the game? Inherent variable would not exclude anybody from playing any race how they would like. People could still make JoaTs out the wahzoo. I'm not defining how anybody should play, just expanding on how some may like to play, myself not being the only one obviously.

Also, what do you think perk is short for? Perquisites.

Actually lore does not go on anything, the gameplay in the ES series has never been true to lore.
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Scared humanity
 
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Post » Thu Jun 07, 2012 6:39 pm

Actually lore does not go on anything, the gameplay in the ES series has never been true to lore.

But but...Thu'ums......and..and...Alduin...
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kennedy
 
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Post » Thu Jun 07, 2012 9:23 pm

That would totally defeat the purpose of the lockpick skill and the unlock spell, just like how having the unlock spell defeats the purpose of the lockpick skill and vise versa. People would naturally use w/e is the easiest, which would prboably be bashing and it makes the other two pointless.

Also bashing things open would probably involve having a random chance of a item breaking which isnt fair for warriors.

Roleplayers would use whatever fits their role, regardless of which was easiest. I kind of like the idea that warriors can bash chests with a risk of damaging the contents. Some chests could be more sturdy than others, some contents could be more easily broken. This could add a whole new and interesting element to gameplay, but I bet it would be a lot of work to program . . . lots of variables.
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Micah Judaeah
 
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Post » Thu Jun 07, 2012 5:43 pm

Actually lore does not go on anything, the gameplay in the ES series has never been true to lore.
The [censored] if it hasn't. There have been many exceptions, but in regards to what I posted to whom I was quoting, it is very relevant.
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lisa nuttall
 
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Post » Thu Jun 07, 2012 11:17 pm

Why does no one mention dispel being cut? I want dispel back, dangit!

And command, and waterwalking etc, etc.
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SHAWNNA-KAY
 
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Post » Thu Jun 07, 2012 10:59 pm

That would totally defeat the purpose of the lockpick skill and the unlock spell, just like how having the unlock spell defeats the purpose of the lockpick skill and vise versa. People would naturally use w/e is the easiest, which would prboably be bashing and it makes the other two pointless.

Also bashing things open would probably involve having a random chance of a item breaking which isnt fair for warriors.

Unlock Spell: Can't be done silently, thus can be detected.
Lockpicking: Can be done silently, doesn't pause time.
Bash Lock: Can't be done silently, chance to break goods.

If you want to go the easiest that's your deal, but why does a mage or warrior have to put points into a skill they'd rather not use?
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Sammykins
 
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Post » Fri Jun 08, 2012 6:10 am

It wouldn't because it's about choice.

I would choose to stay undetected, so I'm going to use a lockpick. You might use your axe to break the lock because you don't care about being detected and could handle any trouble that follows. Someone who uses magic wants to use their unlock spell because they don't have a high lockpicking skill and it's less trouble.

That's called RPGing.

The problem is each system would have to be fair and unqiue enough that they dont invalidte the others.

All 3 systems would have to be equally undetctable, and give the same things, which obviously would not happen in the Warriors case as they would be more detectable and probably lose out on items due to a "smash box = possiblity of breaking item variable".

But but...Thu'ums......and..and...Alduin...

In lore the Thu'um has no known cooldown times, and Alduin was vastly underpowered in his game version.
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Cheville Thompson
 
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Post » Fri Jun 08, 2012 2:38 am

I dont really mind stuff being removed since Bethesda usually adds stuff to replace them.
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Roy Harris
 
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Post » Thu Jun 07, 2012 10:38 pm

The lore goes on inherent variable, why shouldn't the game? Inherent variable would not exclude anybody from playing any race how they would like. People could still make JoaTs out the wahzoo. I'm not defining how anybody should play, just expanding on how some may like to play, myself not being the only one obviously.
The lore you say? Where, when? Inherent you say? Essential? They are so essential many good RPGs do not use them, do not use those and still are very good and functional RPGs. What's so inherent to attributes that makes Skyrim plain not work at all without them?


Also, what do you think perk is short for? Perquisites.
http://en.wikipedia.org/wiki/Genetic_fallacy – where a conclusion is suggested based solely on something or someone's origin rather than its current meaning or context

Origin of "perk" word has no bearing on the subject. Only the current meaning of the word counts. For Skyrim, a perk is some kind of talent, secret trick, magicka induced genetic modification or whatever but bares little relation with the "perquisite" meaning.
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Suzy Santana
 
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Post » Fri Jun 08, 2012 3:16 am

I dont really mind stuff being removed since Bethesda usually adds stuff to replace them.

where I notice you say usually. tell me this please.


Whats the replacement for Spellmaking?

Weapon Types? since you know...they do exactly what they've done in past games, yes even perks...ala Oblivion.

Piecemeal clothing/Armor? design choice? not being made to look a certain way? because I personally don't consider recoloring of one type of clothing "variety"

Fewer guilds?

gonna leave it at that.
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Anna Krzyzanowska
 
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Post » Fri Jun 08, 2012 2:21 am

The problem is each system would have to be fair and unqiue enough that they dont invalidte the others.

All 3 systems would have to be equally undetctable, and give the same things, which obviously would not happen in the Warriors case as they would be more detectable and probably lose out on items due to a "smash box = possiblity of breaking item variable".


Wait, why do all three systems have to be equally undetectable. That doesn't make any sense. Warriors wearing heavy armor and wielding big hammers usually don't worry that much about being undetectable. And mages could be undetectable casting an unlock spell if they invested points in quiet casting. I don't see your point.
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City Swagga
 
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Post » Thu Jun 07, 2012 2:41 pm

This could add a whole new and interestign element to gameplay, but I bet it would be a lot of work to program . . . lots of variables.

It wouldn't be difficult at all. All you have to do is assign an attribute to containers that tells the engine it takes damage. When it reaches the threshold, the container is unlocked.
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Milad Hajipour
 
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