why isnt their other ways for warriorsmages to open locked d

Post » Fri Jun 08, 2012 6:29 pm

honestly..
like what happened to my awsome open spells for a mage?
and I wish if your a warrior(depending on a spell) you could bust open a lock >.> thats just me tho...
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Dewayne Quattlebaum
 
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Post » Fri Jun 08, 2012 6:48 am

I agree. It doesn't make sense that the only way to open locks without a key is to be good with lockpicks.
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sarah simon-rogaume
 
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Post » Fri Jun 08, 2012 5:07 am

There are some spells to unlock chests/doors but why you can't just bash it in or try at least with a chance of it getting broken is unknown
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(G-yen)
 
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Post » Fri Jun 08, 2012 1:11 pm

One of the many weird decisions, open was a nice and useful spell.
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Peter lopez
 
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Post » Fri Jun 08, 2012 1:59 pm

Is telekinesis still in the game? lol.
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^~LIL B0NE5~^
 
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Post » Fri Jun 08, 2012 6:23 am

A bash lock and open spell would be great.
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Lance Vannortwick
 
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Post » Fri Jun 08, 2012 8:12 am

Is telekinesis still in the game? lol.

Yes.
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roxanna matoorah
 
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Post » Fri Jun 08, 2012 10:15 am

Lock spell would be great.
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GEo LIme
 
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Post » Fri Jun 08, 2012 7:52 am

I am generally dissatisfied with this as well, but I tend to believe maybe it was a way for Bethesda to judge opinions on the new lockpicking minigame.

Knock spells for mages and bash for Warriors have been around for decades, and the removal of them would seem to support the argument that classes have somehow been removed.

I don't think that is the case though, but would be hard pressed to say I don't want more spells and abilities.
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Kanaoka
 
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Post » Fri Jun 08, 2012 5:08 am

They gimped mages all kinds of ways
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Daniel Brown
 
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Post » Fri Jun 08, 2012 4:29 am

Much dumbing down has happened since daggerfall. :laugh:

Then there's the lot of people who say opening locks should be exclusive to thieves alone.
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Ymani Hood
 
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Post » Fri Jun 08, 2012 8:31 am

I wish they had added two additional lock types. A kind that only mages could open, and a kind only lockpicks can open, to complement the kind anything can open.
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Maddy Paul
 
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Post » Fri Jun 08, 2012 6:22 am

A bash lock and open spell would be great.
''Bash Door perk'' (Need 70 strenght)...hooo, we can't put points to strenght in Skyrim >:(
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Alexander Horton
 
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Post » Fri Jun 08, 2012 3:35 am

in my opinion gives the "thief" character some more depth, if you wanna easy lockpicks you gotta be a thief, not a mage
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Neil
 
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Post » Fri Jun 08, 2012 6:28 pm

I wish they had added two additional lock types. A kind that only mages could open, and a kind only lockpicks can open, to complement the kind anything can open.
They needed to categorize locks and doors or containers by strength and resistance to tampering by other 'forces'. If I hurl a fireball at a wooden container I expect it to disintegrate revealing its contents. If I bash an old wooden door with a war-hammer I expect it to burst open.

On the other side, a solid metal door with an armored lock should only be accessible to a skilled thief with proper tools.

I really miss the lack of differentiation that would add a layer of complexity to this game.
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Lily Evans
 
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Post » Fri Jun 08, 2012 4:00 pm

honestly..
like what happened to my awsome open spells for a mage?
and I wish if your a warrior(depending on a spell) you could bust open a lock >.> thats just me tho...

Leaving out the Open lock spell was a bizzare decision.

Two Worlds 2 , gives you the choice you described.
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Star Dunkels Macmillan
 
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Post » Fri Jun 08, 2012 4:11 am

I really miss the unlock spell as well. :(

in my opinion gives the "thief" character some more depth, if you wanna easy lockpicks you gotta be a thief, not a mage

Honestly the lock picking mini game is just laughably easy imho. The only locks that ever give me trouble, even when not playing a thief character and having no lock picking skill at all, have been "master" locks. So if extra depth for thieves was the intent it plainly fails at that imho.

Personally I just don't bother with the lock picking mini game anymore unless I play a thief-like character. When I play something else like a mage or a warrior or whatever, I just console unlock and then imagine my character used an unlock spell or bashed the door in.
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Ricky Rayner
 
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Post » Fri Jun 08, 2012 6:31 pm

Because the game is unambitious. It doesn't really cover any new ground for Bethesda and pretty much just mixes a few gameplay mechanics of Fallout and TES together, which makes it fun but leaves it lacking in a few areas.
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Wayne W
 
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Post » Fri Jun 08, 2012 6:56 pm

There is no difficult lock in the game that is required to be opened. You don't need to be good at picking locks... it's a choice. When I play a wizard, I simply ignore any lock that is adept or higher.
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gemma king
 
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Post » Fri Jun 08, 2012 12:30 pm

To keep a unique feel to stuf, had they included bashing and unlock spells you people would complain about the irrelevance of lockpicking as a skill.
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Chloe :)
 
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Post » Fri Jun 08, 2012 11:49 am

To keep a unique feel to stuf, had they included bashing and unlock spells you people would complain about the irrelevance of lockpicking as a skill.

this
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Nadia Nad
 
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Post » Fri Jun 08, 2012 3:26 am

To keep a unique feel to stuf, had they included bashing and unlock spells you people would complain about the irrelevance of lockpicking as a skill.

But it already is irrelevant. The game is overflowing with picks, and nobody that I know would ever in their right mind take a single perk in the tree.
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Darren
 
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Post » Fri Jun 08, 2012 5:56 pm

To keep a unique feel to stuf, had they included bashing and unlock spells you people would complain about the irrelevance of lockpicking as a skill.

I've said it before and I will say it now: The lockpicking minigame made the lockpicking skill irrelevant. Open spells would have been fine because you actually have to advance in the skill (Alteration) to get access to higher level open spells.

EDIT: if it was one spell learned at novice level that opened all locks, including master, then I might agree with you. But that wasn't the case in OB so I doubt it would be here.
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xx_Jess_xx
 
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Post » Fri Jun 08, 2012 1:35 pm

I've said it before and I will say it now: The lockpicking minigame made the lockpicking skill irrelevant. Open spells would have been fine because you actually have to advance in the skill (Alteration) to get access to higher level open spells.

EDIT: if it was one spell learned at novice level that opened all locks, including master, then I might agree with you. But that wasn't the case in OB so I doubt it would be here.

Not really, though skill should have more of an effect on the difficulty of the minigame, But fact is that it gets easier to open locks when you advance in skill.
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Claudz
 
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Post » Fri Jun 08, 2012 5:22 pm

To keep a unique feel to stuf, had they included bashing and unlock spells you people would complain about the irrelevance of lockpicking as a skill.

The lockpicking tree is irrelevant as is though. It wouldn't have been a bad idea to break the tree up into 3 seperate branches, maybe make it a "lock opening" tree or something. One branch for bashing, one for magically opening locks, one for lockpicking itself.
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Miguel
 
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