Alteration and Gold

Post » Sat Feb 12, 2011 6:03 am

I don't see why it's an exploit. It's a strategy. Just make it a high level spell and a rare scroll.

Well, it could be thought of that way, but I agree with the others that it could make the game unbalanced. Still, if lock bashing was an option, or if guards had "Skeleton Keys" of their own then there would be nothing to exploit. Perhaps lock could be a spell only cast while not in active combat. Perhaps it can have a mini-game like picking locks did in Oblivion (seems stupid but I'm just throwing out ideas). I DON'T CARE! I just want to be able to lock my own damn house from a RP angle.

Back to the topic of dropped gold. I don't need every little thing to be havok enabled. Even if the gold were to have physics, I would still like to have different sized piles of gold to drop. Something about that was just so awesome to me, even more so when I can lock the room behind me and say "Good, my lewt is secure".
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Jonny
 
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Post » Sat Feb 12, 2011 10:32 am

I wouldn't mind seeing lock return, though I think it would be better suited as a security skill that required a consumable item (you know, like a lock), if the thing being locked didn't already have some kind of 'locked' 'unlocked' status attached to it.

However, in a pursuit lock should only serve as a temporary set-back to guards and would be pursuers. Not a permanent avoidance - especially if the player has locked themselves into an inescapable area. This could mean giving NPCs the ability to use lockpicks on locked doors, unlock spells or scrolls, the ability to brute force a lock or door, or perhaps just having the guard get a key from the owner of whatever building you're hiding away in (if such a person is available).
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Kortniie Dumont
 
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Post » Sat Feb 12, 2011 1:03 am

Lock was in Oblivion. Just not in the game.
To elaborate, it's actually in the game files, if you have the PC version you can see it there. I'm pretty sure it was removed since it caused a lot of errors.
Another spell that was half-finished but left out was "Darkness". I remember when I was messing around and added it to my player. By Akatosh I was never so terrified to cast a spell. Particularly because the description in the CS was "DO NOT USE", and it was called "Darkness". I thought it would blot out the sun and rip open a hole in space-time and devour my game.
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Rodney C
 
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Post » Fri Feb 11, 2011 7:50 pm

Locking = exploit, but I do agree with you. I'd like to have lock back, and to be able to drop my money in a pile, like in Morrowind.

That's why the quards should be able to break their way in, or unlock the doors on their own.
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Jaylene Brower
 
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Post » Sat Feb 12, 2011 4:47 am

I know that from title to title there are bound to be changes. Things added, things omitted. Such is life. There were a few things missing in Oblivion that I would like to see make a comeback, and they relate to a couple of Alteration spells and Gold.

I know it may seem like a small thing, but I really miss 2 Alteration spells that were removed in Oblivion: Lock and Unlock. So where does gold fit into all of this you say? I also miss being able to drop gold. I remember playing vanilla Morrowind and being able to turn virtually any room into a Treasury. All I had to do was drop stacks of gold around my other loot and it was like Scrooge McDuck's money safe . . . so much fun! For someone like me this is a big RPG element. Why can't I lock my own door, or chests for that matter. Many would argue that it is unnecessary. I argue that it was a huge source of immersion.

So what do you think?

absolutely i hoped for the same thing to make a comeback
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Ron
 
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