A fighter's way of opening stuff

Post » Mon Jan 03, 2011 9:59 am

Well, in Oblivion, it just contains 15 gold and a bronze amulet, so you can pretty much leave it. :biggrin:


But I don't know that! I MUST know!

(this from the guy that checked the barrel at the top of the light house in MW every time he played, even though he KNEW there was nothing in it).
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Amanda savory
 
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Post » Mon Jan 03, 2011 8:25 am

in fallout 2 you could use explosives to open doors instead of lockpick
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Dragonz Dancer
 
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Post » Sun Jan 02, 2011 9:51 pm

Should have a downside of course : loud noise to attract enemies, maybe chance of injury breaking doors( drain weapon/block skills maybe ), you can use a mace or axe, but try smashing a door with a sword. Also maybe a chance to destroy some of chest contents, especially potions, or damage gems from flawless to normal.

Downside would be that you make lots of noise and its do lots of damage to the weapon. Also quite possible to have doors who could not be broken to keep people out.

Fun idea might be to have some doors who could not be picked but had to be bashed as they had no lock but was blocked from inside. A metal door with a lock might only be picked.
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T. tacks Rims
 
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Post » Mon Jan 03, 2011 8:59 am

I think even in skyrim a fighter style character is expected to always have a few skills left open after the main fighter ones and thus they leave opening and healing skills outside the fighter skillset.

Meanwhile mages have few if any empty skill slots and rogues dont always pick speechcraft and such...
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GEo LIme
 
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Post » Sun Jan 02, 2011 9:34 pm

Should have a downside of course : loud noise to attract enemies, maybe chance of injury breaking doors( drain weapon/block skills maybe ), you can use a mace or axe, but try smashing a door with a sword. Also maybe a chance to destroy some of chest contents, especially potions, or damage gems from flawless to normal.

I would think this would be the way to do it. Always - choices and consequences. Make bashing a possibility, but attach some consequences to it. It'd require a weapon that's heavy enough to break the lock. It'd make noise no matter what. It'd cause at least some amount of damage to the weapon, and it would potentially cause some amount of damage to fragile contents of the chest. That all makes sense to me.
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jason worrell
 
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Post » Mon Jan 03, 2011 10:59 am

This would be nice if we had strength with which it could actually rely on. Otherwise its overpowered.
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Kate Murrell
 
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Post » Mon Jan 03, 2011 4:59 am

Would love to see it incorporated as long as they have a proximity alert for making alot of noise! It shouldn't be a quiet affair!
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victoria gillis
 
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Post » Mon Jan 03, 2011 10:16 am

Do you like bashing? (A fighter's way of opening stuff)
Yes, but only if the game assigns a relative durability to the containers, and allows the potential for accidentally damaging the contents.
*Mages without any means of opening the lock should be able to blow it up[ ~at the same or greater risk.
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Bethany Watkin
 
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Post » Sun Jan 02, 2011 11:07 pm

Bashing is good, but there should also be bash-proof containers.

Some chests should absolutely require lockpicking skills or a high-level open spell, such as a chest forged with daedric steel or enchanted with a sealing spell, etc. Not everything should be bashable. A warrior shouldn't be able to open every door/container that a thief or wizard can merely by brute strength.
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Kahli St Dennis
 
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Post » Mon Jan 03, 2011 2:23 am

Doors would be easy enough to implement. Instead of actually breaking the whole door off it's hinges just have the "bashing" be concentrated at the lock itself. Then you still have to open the door, so you can still have separate cells.

Also each weapon skill could have a perk to select, bash easy locks. Bash medium, bash hard. This way you must ask yourself, is bashing open locks worth it? Do I just get easy ones, or do I want to be able to bash up to medium, or use 3 perks for hard? Also these perks would then be modified by your skill in the weapon.

Bashing locks/door locks should severly degrade your weapon, and depend on your skill with the weapon class. So in three levels you could pick each of these "bashing" perks, but if your skills only 30 chances are if you try a hard lock the weapon will pretty much fail and break. Easy ocks will be easier, but will still damage your weapon considerably. At 100 skill, hard locks will still damage your weapon a little, but your much more likely to open the lock on your first or second try. Just scale it in-between, and I think it would work great.
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glot
 
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Post » Mon Jan 03, 2011 9:07 am

this would be good for a thief also....i have been somewhere and had forgot to buy lockpicks b4....until i got the Skeleton Key that is. if the Skeleton key is back in the game though there really isn't a need for bashing, but it is a cool idea
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katie TWAVA
 
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Post » Mon Jan 03, 2011 12:05 am

Good idea :goodjob:
Everyone should be able to bash some of the locks open, with a cost of noise and destroying the fragile content.
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Haley Cooper
 
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Post » Sun Jan 02, 2011 9:39 pm

I thought of a fighter's way of opening them locked chests- bashing

This way, you could bash the [censored] out of locked chests. The difficulty would be wood, varnished wood, iron, steel and gold (?)

Well, what do you guys/gals think?


This was something that was in Daggerfall and I`d love to see it`s return.

However if you can easy bash anything open then what`s the point of lockpicks? Thieves can most likely bash anything open aswell.
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Emmi Coolahan
 
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Post » Sun Jan 02, 2011 11:13 pm

This was something that was in Daggerfall and I`d love to see it`s return.

However if you can easy bash anything open then what`s the point of lockpicks? Thieves can most likely bash anything open aswell.


If you recall in Daggerfall the item you use to bash with gets damaged and items in the chest can get destroyed. It's always better to pick it if you can, but if you can't there's no point in just leaving it there.
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loste juliana
 
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Post » Mon Jan 03, 2011 10:31 am

Going through doors could make sense if the bashing was implemented to destroy the lock only, then you'd be opening a door as usual, no more momentum lost than "run from deadly pursuers, lockpick mini game for two minutes, go through door."

There is a nice mod for oblivion that uses a lesser power, two hand weapons, and strength requirements, but yes, it degrades your weapon. It unfortunately does not take into account noise, so I make my characters wait until they are alone or have already cleared the dungeon.
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Lawrence Armijo
 
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Post » Mon Jan 03, 2011 12:17 pm

I was roleplaying a fighter ( a fighter doesn't use alteration or use lock picks) and when I come across a locked chest, I can't do anything.

I thought of a fighter's way of opening them locked chests- bashing

This way, you could bash the [censored] out of locked chests. The difficulty would be wood, varnished wood, iron, steel and gold (?)

Well, what do you guys/gals think?


chest types - wood, iron, stone, silver, steel, deadric, and then reinforced and magically loked versions of each.
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Elizabeth Lysons
 
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Post » Mon Jan 03, 2011 10:14 am

And if you a mage you can blow a chest up with destructive spells to.
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Ownie Zuliana
 
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Post » Mon Jan 03, 2011 1:47 am

This may have already been said, but a chance of unlocking objects on strike could be a 2-handed weapon perk. You would have a good chance of damaging the weapon then and the character would most likely not be a mage/thief type since 2-handed weapons restrict magic use and are not modified by stealth.

@Foxonfire Mages already have an "open lock" spell.
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Maeva
 
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Post » Mon Jan 03, 2011 9:18 am

I don't get why they ever cut it. The ability to get caught easier definatly leaves room for need of security and unlock spells.
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james tait
 
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Post » Mon Jan 03, 2011 1:33 pm

Well, what do you guys/gals think?

If we had this as a feature, there would be no motivation for a player to get their lockpicking skill up besides to role play. It would turn into one of those things that no longer poses a problem at a high level regardless of what kind of character you play as. Picking locks should be exclusive to those who prefer to sneak in the shadows.
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sarah simon-rogaume
 
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Post » Mon Jan 03, 2011 3:33 am

If we had this as a feature, there would be no motivation for a player to get their lockpicking skill up besides to role play so I voted 'No'.

Lockpicking is used for a thief. Thieves lack strength, so require skill in security, and security makes little sound, to not attract guards, unlike bashing down a door.

Bashing would also require multiple bashes. Lots of noise lots of times. Guards weould be frantic.
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Patrick Gordon
 
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Post » Mon Jan 03, 2011 10:04 am

I don't know if they mentioned this already (I try not to get even more hyped up (I am already about 99/100 percent hyped btw bracket in a bracket =D) so I don't follow Skyrim other then trailers) but they should put in an improved Deadly Reflexes for the fighting
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GLOW...
 
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Post » Mon Jan 03, 2011 5:29 am

chest types - wood, iron, stone, silver, steel, deadric, and then reinforced and magically loked versions of each.


"Daedric weapons are made from raw ebony which has been refined using the craft and magical substances of the lesser minions of Oblivion. The process is not a pleasant one for the Daedra involved, and the weapons retain echoes of preternaturally prolonged suffering endured during manufacture. Daedric weapons are the most rare and expensive weapons known in Tamriel." - Garothmuk gro-Muzgub

And shouldn′t the progression be wood - silver - iron - stone - steel - ebony ? As far as I know silver isn′t too tough either. For enchanted version there could be enchanted wood, silver, stone and steel, and then there could be enchanted ebony and maybe daedric in rare cases, maybe a single chest in the whole game since daedric is pretty rare and would better be used for making armor or weapons unless there was some major artifact someone needed to protect and was willing the use daedric to protect it.

As for everyone saying it would be overpowered or silly to be able to bash down doors and chests. Isn′t it also silly that everyone will wait for you to do your lockpicking minigame ? And you have to phase through certain doors into a different cell just as much using a unlocking spell or a lockpick as if you bashed it down. Also there would be a downside of weapons getting broken and creating a lot of noise. So what else do non magic and non thieving characters have to go through before they′re allowed to roleplay a pure warrior ? If we really want to restrict each other then let′s look at it this way, warriors don′t get to go through doors because they′re not so precise with a lockpick and in return thieves don′t get to be able to slice through the scales of a dragon because they spent all their time learning to be accurate and precise with their hands instead of building up muscle like the warriors.

In fact the only ones who seem to have an excuse to be able to do everything is mages, let′s all roll mages so that we don′t have to choose between slaying dragons and unlocking doors/chests.

Just my humble opinions.
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Reven Lord
 
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Post » Mon Jan 03, 2011 3:53 am

I don't get why they ever cut it. The ability to get caught easier definatly leaves room for need of security and unlock spells.

That's the way I see it too. My Nord barbarian Hale, for instance, can't cast a spell to save his life. He's had to learn to pick locks, just because that's the only other option the game provides, but it'd make much more sense if he could bash them. If that alerted nearby opponents - great - Hale kill. And if bashing a lock had a chance of harming the contents of the chest, he'd probably just sort of dully wonder why people keep putting broken potion bottles inside chests. Meanwhile, Claudia the thief would never even think of bashing a lock. You don't sneak undetected all the way through a dungeon by banging on chests, just as you don't do it by casting a ball of light at them - you do it by quietly picking the lock.

More styles for more characters = more fun.
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!beef
 
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Post » Mon Jan 03, 2011 10:57 am

Of course I'd like to see this in Skyrim, so I voted yes. It all depends on if this sort of stuff can be implemented of course. In Oblivion, for instnace, entering thru a door often meant the computer would have to configure an entirely new area. This would feel kinda silly if in Skyrim we bashed thru a door!!!!.. :gun:

...the computer has to do a load screen for 10 seconds :rolleyes:

...and NOW we charge into the previously locked maidenhouse! :D ARRRGH!!! :ooo:

fail. :mad:


You could have just the doorhandle, or lock breaking on the door :P
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Kelsey Hall
 
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