The Futility of Skyrim News

Post » Tue May 25, 2010 2:06 pm

That's what the Auto-Attempt button is for. Bases your ability to open the lock on character skill, and takes player skill out of the equation. No need for the SK, just make sure to work with your Security skill and buy lots of lock picks.


That would imply your character willingly giving it up. Giving it to Martin would only make sense when A) you're ready to do that quest, and B) you don't have any other artifacts that you care about less.


Seems rather weasely, more like an excuse than a good reason. Thieves and Nocturnal tend to go hand-in-hand (she even lets the Thieves Guild keep the Gray Cowl after Dareloth managed to steal it from her).


That's really the only explanation that would make sense, though it presumes the character is more interested in the lock itself than what's behind it. Or that they're just masochistic/prideful about it.


Not at all. If I can come up with a good reason, that makes sense and is not BATW, then I have no issue whatsoever with ignoring it. My issue is just with items that need to be ignored (otherwise they could break gameplay), and the only way to do that would be to break roleplay. If you can come up with a reason to get rid of it without honestly breaking roleplay, then that's great. That's how it should work. But if you can't, you're just cheating yourself, and I don't like cheating myself when I dont intend to.

We can go back and forth on this til the end of time. Point is that I don't think it was game breaking and you do. That's fine. To each their own.
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[ becca ]
 
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Post » Wed May 26, 2010 12:52 am

Huleed, I personally would never play a quest line like the Dark Brotherhood. My character has zero murders. Does that mean I should advocate the removal of such brutal quests from Skyrim? Of course not. To me, who avoids a sizable chunk of games if it's not to my tastes, this argument of a skeleton key tempting you or your character is nothing in comparison, in my opinion. If I can deal with quests I find disgustingly immoral and still support their addition for people that like to role play that way, you can deal with an item you don't even have to use, in my opinion.
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Samantha Jane Adams
 
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Post » Tue May 25, 2010 11:37 pm

Skyrim info should blow up at E3.

lol dragon. you and i both know this is not true..
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Robert
 
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Post » Wed May 26, 2010 2:29 am

lol dragon. you and i both know this is not true..

Haha, yea I know. Thought i'd change it up since I've said "closed booth" and "by appointment only" so many times. Oh look, I did it again!
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Eileen Müller
 
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Post » Wed May 26, 2010 12:40 am

The main problem with that argument is that it's intended for you to use it. It's not like it's a glitch, that's its intended purpose.

Having the self-control to not use it is not the point. I don't imagine many people would have a problem dropping it in a respawning container if it came down to it. The point is that it's a built-in cheat that makes Security useless. A character interested in picking locks would inevitably be interested in using the Skeleton Key, and that's where the problem comes in... that the game guides you towards this path, and the way to avoid breaking gameplay is to break role-play. Considering this is a role-playing game, being forced to break role-play is a problem, and in this particular case it could've been avoided.


I hated the lock picking mini-game in OB. The first mod I ever made for myself was dropping a skeleton key outside the sewer entrance. :shrug: I would have never picked a lock without it.
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Amanda Furtado
 
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Post » Tue May 25, 2010 5:35 pm

I hated the lock picking mini-game in OB. The first mod I ever made for myself was dropping a skeleton key outside the sewer entrance. :shrug: I would have never picked a lock without it.


Why not just make a mod where nothing is locked? That is what the skeleton key did, it completely removed the need for the security skill (other than to get the +5 in Agility)
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Liv Brown
 
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Post » Wed May 26, 2010 5:44 am

Haha, yea I know. Thought i'd change it up since I've said "closed booth" and "by appointment only" so many times. Oh look, I did it again!


I don't think that's necessarily a sign that we'll see nothing. It simply means that the general populace won't be able to get in (and rightly so, there would be absolute chaos for a game like Skyrim) while all of the press and media groups are free to get in, report what they see, and possibly receive a tidbit of content to publish for themselves. I'm not going to E3, so the media is where I get my info, and I see whatever the media sees.
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BrEezy Baby
 
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Post » Wed May 26, 2010 3:17 am

I hated the lock picking mini-game in OB. The first mod I ever made for myself was dropping a skeleton key outside the sewer entrance. :shrug: I would have never picked a lock without it.
well i loved the mini game from oblivion.
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Wayland Neace
 
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Post » Tue May 25, 2010 6:01 pm

well i loved the mini game from oblivion.


That's the great thing about the CS, we both win. :icecream:
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IM NOT EASY
 
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Post » Tue May 25, 2010 6:07 pm

So what do you guys think about the guy who is sueing Bethesda because Oblivion gave him seizures and got him kicked out of the military?
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BethanyRhain
 
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Post » Tue May 25, 2010 6:41 pm

Huleed, I personally would never play a quest line like the Dark Brotherhood. My character has zero murders. Does that mean I should advocate the removal of such brutal quests from Skyrim? Of course not. To me, who avoids a sizable chunk of games if it's not to my tastes, this argument of a skeleton key tempting you or your character is nothing in comparison, in my opinion.

That's a completely different scenerio. I'm not talking about removing stuff I simply don't want to use, I'm talking about removing (or fixing) something that breaks gameplay or roleplay depending on how you choose to handle it. Being that this is a role-playing game, should it not try to avoid situations where it asks you to break one or the other?

FWIW, I hadn't played the DB quests or murdered anyone, either. I've had Oblivion since not long after launch, and it wasn't until about a month ago that my curiousity got the best of me and I created a new character specifically to see what the DB quests were actually like, since people seem to praise them as being among the best Oblivion had to offer. I also never played the Fighters Guild quests before, and only had a cursory look at some Thieves Guild quests using some throw-away saves. I've also never played as an Orc, Nord, Breton, or an Elven race. Wasn't until recently that I played as an Argonian (the aforementioned character, actually). Never played as a female character, either. I'd never advocate for the removal of something simply because I don't use it. I would if I feel it's a detriment to the game, however.
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Nauty
 
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Post » Tue May 25, 2010 7:21 pm

Except for people like me who do not like mini games that rely on player skill rather than character, because they lack the neccesary physical aptitude.
I needed the skeleton key.

Couldnt you have given it to Martin or have displayed it in your house?
Couldnt you have roleplayed your character had a dislike of that particular Daedra and only did the quest so he could hide the key where it wouldnt be found for a long time?
Or that you were someone very interested in lockmaking and its intricacies and preferred the more natural 'feel' of a fragile lockpick because it gave you greater insight in the mechanics of a lock? (It did, without the key you levelled security faster.)

Its not breaking roleplay at all.
You assume that an item given is an item you cant ignore, I call that poor roleplaying.



I'm with you on this one. I simply roleplayed that my character had a distrust of deadra and decided to gather all of the deadric artifacts and hide them in his hidden basemant in battlehorn castle to keep other people from using such dangerous artifacts. Doesn't take much to roleplay a reason not to use the skeleton key lol.
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Matthew Barrows
 
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Post » Wed May 26, 2010 3:47 am

Facebook integration for Skyrim is a bad idea IMO, it should be removed from the final build.
The other news like the 3d map is awasome !
I'm totally confused... Are they trying to integrate Skyrim with Facebook or not? (hope not) I ask because it says on the gameinformer site that it's "legit".

Can you guys read? Its said that the Facebook integration was shot down to an error in translation, but the rest of the news was legit.

I hated the lock picking game in Oblivion, and I hated the lock picking in FO3 even more.

I hate breaking my lock picks.

Hey thats another idea for a mod. Infinate or unbreakable lock picks.

loved it in both games. :P
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e.Double
 
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Post » Wed May 26, 2010 2:49 am

I hated the lock picking game in Oblivion, and I hated the lock picking in FO3 even more.

I hate breaking my lock picks.

Hey thats another idea for a mod. Infinate or unbreakable lock picks.


Already had one in oblivion without a mod, just had to be lvl 10 to obtain it, had to go to the hircine shrine to get the quest, (quest very easy to complete, go to leyawin, sneak into that argonians house that the female orc knight wanted to talk to listen to his wife and him talk then sneak out and go to the cave and retrieve the daedras eye for her, take it to her then poof majic lock pick that never broke)
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Nick Tyler
 
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Post » Wed May 26, 2010 12:16 am

I think this just goes to show that the forums are either a legitimate source of news, or that the only news you should trust is what comes out of Todd Howard's own mouth.

The point of this thread is that everyone hangs onto every word about Skyrim that come from the media, and everything they say must be absolutely true. This just goes to show what poor standards pass for news, and as the Facebook aspect of this proves, the media - and forumgoers - can be wrong
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Tyrone Haywood
 
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