No more auto-locking doors!

Post » Fri Mar 18, 2011 8:12 am

The auto-locking doors. You know what I mean. You enter a quest location, and the door is magically sealed behind you, and you can't leave until you've slaughtered everyone there because they somehow slipped in behind you, locked the door, and the key can only be retrieved from their dead body.

Or, locations you can never enter because it 'needs a key'. Puts a bit of a downer on a thief or assassin character, or any character who prides themselves on being able to explore EVERYTHING.

I hate being forced into battle this way! My favourite characters are sneaks and illusionists. I like the element of surprise, and the chance to be in control. Sometimes, I want to play a pretty weak character, and so I try to avoid fighting.

It just seems stupid to me that I get magically locked in or out of anywhere just because it's part of a quest. There should be the option to abandon it when faced with the killers, or to turn them in to the guards, or just to RUN AWAY which is a really fun option for a certain kind of player.

I really, REALLY hope Skyrim doesn't do any of this automatic door locking business.

Also, getting the old locking spell back would be great. I remember in Morrowind, there was nothing quite like taunting/pickpocketing an ordinator and then legging it through the nearest door and locking them out until you recovered.
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Emmanuel Morales
 
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Post » Thu Mar 17, 2011 11:23 pm

I don't remember any doors auto-locking behind you, except maybe in the tutorial. Can you give me an example?
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Maria Garcia
 
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Post » Fri Mar 18, 2011 1:59 am

There was the grave robbing quest in the imperial city.

When you entered the tomb the door locked until you killed the grave robbers and looted the key
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lillian luna
 
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Post » Fri Mar 18, 2011 7:06 am

There was the grave robbing quest in the imperial city.

When you entered the tomb the door locked until you killed the grave robbers and looted the key


i was under the impression it was locked behind you by a the grave robbers associate.
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Setal Vara
 
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Post » Thu Mar 17, 2011 9:37 pm

nah.. the associate was in front of you the whole time.. but the door was open slightly when you entered.. you just let the door close behind you thus locking you in. AKA.. it was a trap as the guy tells you.
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Darren
 
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Post » Thu Mar 17, 2011 9:55 pm

I'm with you. And I also hate when you enter a place in sneak mode, and your target goes to you force dialog and then attack
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Taylor Thompson
 
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Post » Fri Mar 18, 2011 7:40 am

I don't remember any doors auto-locking behind you, except maybe in the tutorial. Can you give me an example?


The door out of the Dawn's antechamber locked behind you after you pick up the book. I think Dagon actually locks it. :P
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Soph
 
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Post » Fri Mar 18, 2011 1:11 am

The Thoronir-graverobber quest, the siren quest, you get locked in, I recently replayed the Leyawiin reccomendation quest and you get locked into the tomb with Kalthur (or whatever his name was) even though you ALREADY have the key for the door, he relocks it with a new key somehow. There are more, though I can't think of them off the top of my head.

It may not be something that bothers other people, but I resent not having the option to run.
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Rach B
 
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Post » Fri Mar 18, 2011 11:26 am

So would you rather have it as... I think it was fort blueblood where you see the guy who locked the door run at you?

Anyways most of the auto-locking doors you were informed why they locked, there was good reasons behind all of them really. Even the Hunter's run quest. So it really doesn't bother me to be honest.
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Captian Caveman
 
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Post » Fri Mar 18, 2011 12:45 pm

The Leyawinn mages guild recommendation involved getting locked in a ruin and having to kill another mages guild associate to escape. it forces you into conversation before the other character attacks you.

I agree, yes these instances seem a little contrived, but if used sparingly it should be fine.
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Matthew Warren
 
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Post » Fri Mar 18, 2011 4:36 am

I'm with you. And I also hate when you enter a place in sneak mode, and your target goes to you force dialog and then attack


I definitely agree. Hopefully, the real-time dialogue business will put an end to that.
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Chavala
 
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Post » Fri Mar 18, 2011 11:27 am

errm lore wise maybe some kind of locking device on the door or maybe a third thug that locked it from the outside as soon as you enter, a bit loose but im gonna explain it away with one of those.
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Josh Lozier
 
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Post » Thu Mar 17, 2011 11:29 pm

You are so lame and unimaginative, you know that?

Ever stop and think that the doors that lock behind you were built to lock behind someone? It could be to trap in unauthorized personnel, for all you know. Or it could be designed that way to give grieving family members some privacy (in the case of the tomb).

"Must have a key" doors are rare enough that they just might specifically constructed locks that have magical protection on them that only they key that was made for it can bypass. Or perhaps the ancient gate has an intricate lock on it that is too difficult to deal with using a lock pick.

This is a fantasy game we are talking about here where magic exists, after all.
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Matt Bee
 
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Post » Fri Mar 18, 2011 9:54 am

You are so lame and unimaginative, you know that?

Ever stop and think that the doors that lock behind you were built to lock behind someone? It could be to trap in unauthorized personnel, for all you know. Or it could be designed that way to give grieving family members some privacy (in the case of the tomb).

"Must have a key" doors are rare enough that they just might specifically constructed locks that have magical protection on them that only they key that was made for it can bypass. Or perhaps the ancient gate has an intricate lock on it that is too difficult to deal with using a lock pick.

This is a fantasy game we are talking about here where magic exists, after all.

I'm with him. While it would be nice for there to be some kind of visual indicator that a door is one of these un-pickable ones, it's painful that the OP has so little imagination.
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Kari Depp
 
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Post » Fri Mar 18, 2011 8:49 am

So would you rather have it as... I think it was fort blueblood where you see the guy who locked the door run at you?

Anyways most of the auto-locking doors you were informed why they locked, there was good reasons behind all of them really. Even the Hunter's run quest. So it really doesn't bother me to be honest.


This. I've never been in a "locked in" situation where there wasn't either an explanation ready to hand, or one that could be produced with minimal thought. Hell, Kalthar in Fort Blueblood? "You already had the key?" Ah, I've never seen any lore or documentation suggesting that every lock in the game has one and only one key.

Non-problem, says I. The solution for sneak types lies not in removing the possibility of a door locking behind you, but in making it possible to sneak into those areas undetected. You're still locked in, but you've also still got the same "stealth first-strike" advantage you'd have even if the door didn't lock.
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Astargoth Rockin' Design
 
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Post » Fri Mar 18, 2011 4:03 am

Also, getting the old locking spell back would be great. I remember in Morrowind, there was nothing quite like taunting/pickpocketing an ordinator and then legging it through the nearest door and locking them out until you recovered.


Unless they were interior doors, enemies couldn't follow you through doors in Morrowind.
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Nany Smith
 
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