You No What Grinds My Gears

Post » Sun Jun 10, 2012 9:11 pm

When your out dungeon diving and you get to a locked door and the door is an expert lock, you open it and break a few picks. You enter the room which has a single chest in it, it is also locked, this time it's a master lock. So again open it breaking a few picks and all that's inside it is a few gold and some cloth.

I know all loot is random but the doors and chests aren't. So surely it's not difficult to program that behind the hard locked door, and behind the super hard locked chest could be some really cool treasure. I'm not saying all the time, because people may do all this to piss off treasure hunters like my self. But, a few good items once in a while would be a nice surprise.

And that, grinds my gears.

EDIT: I put no but ment know.
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Strawberry
 
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Post » Sun Jun 10, 2012 7:06 pm

You do get good item from time to time. Maybe you're just unlucky. It's rare but it's there.
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daniel royle
 
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Post » Mon Jun 11, 2012 6:12 am

The RNG has been the bane of RPG player's since its inception. I've learned to both love it and hate in at the same time.
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James Potter
 
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Post » Mon Jun 11, 2012 6:31 am

The RNG has been the bane of RPG player's since its inception. I've learned to both love it and hate in at the same time.
RNG?
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Stacyia
 
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Post » Mon Jun 11, 2012 12:22 am

RNG?

Random
Number
Generator

The ever so lovable equation that determines various things... one of them being which loot you'll get in chests after you either zone into the cell and/or open it
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Adam Porter
 
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Post » Sun Jun 10, 2012 4:43 pm

Random
Number
Generator

The ever so lovable equation that determines various things... one of them being which loot you'll get in chests after you either zone into the cell and/or open it
Ah. Couldn't place that abbreviation.
But I think it's great. Adds a certain element of surprise.
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Rozlyn Robinson
 
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Post » Sun Jun 10, 2012 8:43 pm

I sort of like this kinda thing because those who have a decent lockpicking skill will get the treasure easier than one that doesn't.
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Ella Loapaga
 
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Post » Sun Jun 10, 2012 7:29 pm

I sort of like this kinda thing because those who have a decent lockpicking skill will get the treasure easier than one that doesn't.
To be fair, you don't really need lockpicking skill. It's pretty easy to pick locks in this game.
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Elea Rossi
 
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Post » Sun Jun 10, 2012 9:24 pm

To be fair, you don't really need lockpicking skill. It's pretty easy to pick locks in this game.
Sadly this is true, but it is still less of a pain of you have some perks in it.
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Vicky Keeler
 
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Post » Mon Jun 11, 2012 8:16 am

Sadly this is true, but it is still less of a pain of you have some perks in it.
Well, yes, but the difference is fairly small. Unless you have the skeleton key perk thing.
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krystal sowten
 
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Post » Sun Jun 10, 2012 6:56 pm

Lockpicking is so dumbed down in this game. It's one of those areas that the naysayers are right. I can't believe they've even devoted a whole perk tree for it. It's not very necessary. At least, Oblivion required some reflexes to do it.


Kingdoms of Amalur seemed to have inherit the sense of challenge. Even better, unlocking magic wards is kind of a mini game.

This is all off the point though.
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Jerry Jr. Ortiz
 
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Post » Mon Jun 11, 2012 2:58 am

Of course it's off topic but still. Neither Oblivion or Skyrim requires skill to open locks. But the random loot in chest is something I really like though (to bring this back on topic).
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Brad Johnson
 
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Post » Mon Jun 11, 2012 5:20 am

Of course it's off topic but still. Neither Oblivion or Skyrim requires skill to open locks. But the random loot in chest is something I really like though (to bring this back on topic).

No, Oblivion wasn't hard, but like I said, it required some reflexes. Skyrim's much easier.

Like the OP, I'm not really keen on random generators, I guess. I mean, if I had something master locked, I'd keep something more important in there than linen and 13 gold pieces. Some treasure chests should be like "mini encounters" in themselves. Something to be excited about when you see them... because you know there's at least something cool in it.
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Greg Cavaliere
 
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Post » Mon Jun 11, 2012 4:54 am

No, Oblivion wasn't hard, but like I said, it required some reflexes. Skyrim's much easier.

Like the OP, I'm not really keen on random generators, I guess. I mean, if I had something master locked, I'd keep something more important in there than linen and 13 gold pieces. Some treasure chests should be like "mini encounters" in themselves. Something to be excited about when you see them... because you know there's at least something cool in it.
That's what I like about it. You never know what you're gonna get. You could find something completely useless or you could hit the motherload and start jumping from joy.
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Mark Churchman
 
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Post » Sun Jun 10, 2012 8:50 pm

Yeah, that annoys me as well.
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Andy durkan
 
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Post » Mon Jun 11, 2012 2:40 am

It is evil locks. They never hold what they promise. :swear:
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NEGRO
 
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Post » Sun Jun 10, 2012 6:49 pm

Random
Number
Generator

The ever so lovable equation that determines various things... one of them being which loot you'll get in chests after you either zone into the cell and/or open it
I prefer http://tvtropes.org/pmwiki/pmwiki.php/Main/RandomNumberGod.
:bowdown:

Pray hard enough and you get Daedric weapons in high-20s or lower!
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Silvia Gil
 
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Post » Mon Jun 11, 2012 4:09 am

You do get good stuff from time to time, at least it's not as bad as trying to find a turquoise weapon in Borderlands (without using the well known editor). ;)
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Nomee
 
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Post » Mon Jun 11, 2012 7:34 am

I don't think there is anything intrinsically wrong with the lockpicking skill and it's perk tree. The problems are it's application to the world.
One, the lockpicking game is far too easy. A thief who has invested perks should be able to do things other character's can't, or at least not without a huge degree of patience and a difficulty that removes the constant 'Lockpicks : 99+' that even warriors and mages who can't resist a major lock have.
Two, there should be a random system that takes this extra difficulty into account, at least some of the time. No one wants their mage to struggle against a horde of deathlords, then be denied access to the boss chest (might be a better design, but does a feature which will annoy loads of your customers belong in your game these days? Maybe, maybe not). There should, however, be some sense of extra reward now and then for a skilled thief.
As for hand placed items, my opinion is they have to be viewed in light of the fact that the game may be played through many times, so once you find that cool item, the surprise is lost for your future characters. Obviously there are exceptions to this, can't imagine too many would be happy with random Daedric artefacts, for example.
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Jaki Birch
 
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Post » Sun Jun 10, 2012 11:45 pm

lindsey lohan :P


ha i had a hard time picking a master lock only to find 3 coins inside...that was a wtf moment
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Danial Zachery
 
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