"This door needs a key."

Post » Thu Jul 21, 2011 7:16 am

So...
User avatar
Anthony Diaz
 
Posts: 3474
Joined: Thu Aug 09, 2007 11:24 pm

Post » Wed Jul 20, 2011 5:46 pm

there are some places you just can't have players stumbling into at any time they like. Sometimes immersion has to take a little dive for the sake of the games playability
User avatar
Kira! :)))
 
Posts: 3496
Joined: Fri Mar 02, 2007 1:07 pm

Post » Wed Jul 20, 2011 7:50 pm

BASH THE DOOR OPEN!

Edit: EVEN IF THEY DON'T NEED A KEY!!!
User avatar
Johanna Van Drunick
 
Posts: 3437
Joined: Tue Jun 20, 2006 11:40 am

Post » Thu Jul 21, 2011 12:42 am

We SHOULD be able to bash doors down, but unless they change the way they design quests, they can't really give you potential access to quest specific dungeons.
User avatar
YO MAma
 
Posts: 3321
Joined: Thu Dec 21, 2006 8:24 am

Post » Wed Jul 20, 2011 9:23 pm

BASH THE DOOR OPEN!


This would render lockpicking useless. Therefore, not gonna happen.
User avatar
Tai Scott
 
Posts: 3446
Joined: Sat Jan 20, 2007 6:58 pm

Post » Wed Jul 20, 2011 9:26 pm

This would render lockpicking useless. Therefore, not gonna happen.


I don't think it would render it "useless". If you needed a specific strength or perk, or perhaps it had a high chance of damaging/breaking your weapon it could serve as a viable alternative without rendering lockpicking useless.

It actually gives a pure Warrior character an ability both of the other archetypes already have...Opening locked things.
User avatar
cassy
 
Posts: 3368
Joined: Mon Mar 05, 2007 12:57 am

Post » Wed Jul 20, 2011 4:32 pm

This would render lockpicking useless. Therefore, not gonna happen.


Make it a perk in the Security (if it's a skill) tree? Could be a possible fix. Also, there's a different percentage of unlock/fail.
User avatar
Irmacuba
 
Posts: 3531
Joined: Sat Mar 31, 2007 2:54 am

Post » Wed Jul 20, 2011 9:09 pm

there are some places you just can't have players stumbling into at any time they like. Sometimes immersion has to take a little dive for the sake of the games playability


I agree.
User avatar
Hairul Hafis
 
Posts: 3516
Joined: Mon Oct 29, 2007 12:22 am

Post » Wed Jul 20, 2011 7:03 pm

Make it a perk in the Security (if it's a skill) tree? Could be a possible fix. Also, there's a different percentage of unlock/fail.


This might work.
User avatar
Adam Porter
 
Posts: 3532
Joined: Sat Jun 02, 2007 10:47 am

Post » Thu Jul 21, 2011 6:48 am

Only specific. Ones that would screw up the game if the player got behind it and did some must be Key Only. Imagine if In Oblivion, while stubbling around in the mountaints, you discover a cave. You pick it's lock and enter. Then, you end up killing that high elf pretending to be Mannimarco. Mages Guild questline over before you even joined.
User avatar
Kay O'Hara
 
Posts: 3366
Joined: Sun Jan 14, 2007 8:04 pm

Post » Thu Jul 21, 2011 6:40 am

there are some places you just can't have players stumbling into at any time they like. Sometimes immersion has to take a little dive for the sake of the games playability



I completely agree with you. I just wonder if there isn't another way of doing it besides putting these "locked" areas behind a door we should be able to get through.
User avatar
Irmacuba
 
Posts: 3531
Joined: Sat Mar 31, 2007 2:54 am

Post » Wed Jul 20, 2011 4:17 pm

It's a magic world with dragons... surely someone can craft an unpickable lock? :P
User avatar
Jaylene Brower
 
Posts: 3347
Joined: Tue Aug 15, 2006 12:24 pm

Post » Thu Jul 21, 2011 6:35 am

This would render lockpicking useless. Therefore, not gonna happen.


Not really...If you are a thief, breaking the door open is gonna make a LOUD noise. And when I say bash, I ment kick the door down, breaking the hinges, making quite a bit o sound whenthe door falls as well.

If you are a warrior, you're sopposed to be ready to fight when the door goes down.
User avatar
Doniesha World
 
Posts: 3437
Joined: Sun Jan 07, 2007 5:12 pm

Post » Thu Jul 21, 2011 5:59 am

It's a magic world with dragons... surely someone can craft an unpickable lock? :P



That's my point though...a magic lock that requires a magic key would be fine. But just a "this lock requires a key" is kind of...well, duh? What lock doesn't require a key? And why is this one different? A little more "masking" of the blatant "we just dont want you here yet" and make it a little more immersive.
User avatar
Jessica Raven
 
Posts: 3409
Joined: Thu Dec 21, 2006 4:33 am

Post » Wed Jul 20, 2011 5:39 pm

It's a magic world with dragons... surely someone can craft an unpickable lock? :P


A dragon might. :thumbsup:
User avatar
NO suckers In Here
 
Posts: 3449
Joined: Thu Jul 13, 2006 2:05 am

Post » Thu Jul 21, 2011 2:59 am

I completely agree with you. I just wonder if there isn't another way of doing it besides putting these "locked" areas behind a door we should be able to get through.

ohhh, well I like where that idea is going. Instead of having these areas behind doors which look exactly like the ones that we can normally open.

For example a cave that is quest specific later on could be blocked by a boulder which is rolled to the side the next time you go there. Little changes like that could be nice. I doubt we will get anything like that, but it is a nice notion.
User avatar
Monique Cameron
 
Posts: 3430
Joined: Fri Jun 23, 2006 6:30 am

Post » Thu Jul 21, 2011 7:13 am

ohhh, well I like where that idea is going. Instead of having these areas behind doors which look exactly like the ones that we can normally open.

For example a cave that is quest specific later on could be blocked by a boulder which is rolled to the side the next time you go there. Little changes like that could be nice. I doubt we will get anything like that, but it is a nice notion.


Exactly! :thumbsup:
User avatar
Tha King o Geekz
 
Posts: 3556
Joined: Mon May 07, 2007 9:14 pm

Post » Thu Jul 21, 2011 1:07 am

I don't think it would render it "useless". If you needed a specific strength or perk, or perhaps it had a high chance of damaging/breaking your weapon it could serve as a viable alternative without rendering lockpicking useless.

It actually gives a pure Warrior character an ability both of the other archetypes already have...Opening locked things.

Agreed with.
User avatar
Ellie English
 
Posts: 3457
Joined: Tue Jul 11, 2006 4:47 pm

Post » Thu Jul 21, 2011 3:06 am

This would render lockpicking useless. Therefore, not gonna happen.

There ARE locks not on doors, you know...like...I don't know, on all those treasure chests and whatnot you probably wouldn't want to bash open for fear of destroying what may be inside?

I think that you should be able to break into doors depending on whatever skill determines strength of physical attack or strength of destruction spell, and also depending on the material and make of the door. This would come at the cost of the stamina or magicka it takes to break the door(which might take more than one door depending on your character's abilities). Some doors though, would be impossible to bust down as they are made of pure thick stone, or the door is enchanted...or both. Also, I think having doors be unpickable would be easy if you make locks that are far too intricate for anyone to do...or the locks are enchanted and only the correct key can open them. Perhaps a text saying "Cannot pick this lock, it is enchanted." or "You are too weak to break down this door." I don't know though.

This would also create a mechanic for doors with variable levels of entry, like weak doors with great locks or tough doors with easy locks, etc. I think it would bring a kind of cool aspect to the game, anyone agree?
User avatar
Quick draw II
 
Posts: 3301
Joined: Thu Nov 08, 2007 4:11 pm

Post » Thu Jul 21, 2011 4:22 am

You should be able to go anywhere you want if you have the means to do it. It's lazy design to not consider replayablity when you have to figure out where to go on a certain quest (like finding the Mythic Dawn cave in Oblivion). It just makes for more scripted linearity.
User avatar
Steve Bates
 
Posts: 3447
Joined: Sun Aug 26, 2007 2:51 pm

Post » Wed Jul 20, 2011 7:31 pm

Be who you want, go almost anywhere you want, is sandbox enough for me. Silorn being magically locked until the Necromancers came out to fight you did not make me scream in fury because my precious options had been limited.
User avatar
Ash
 
Posts: 3392
Joined: Tue Jun 13, 2006 8:59 am

Post » Wed Jul 20, 2011 10:38 pm

Also, I wonder if Bethesda is taking body types in to consideration. For example: if you choose a large body type, you'll have a greater chance (initially) to bash open chests.
User avatar
Lewis Morel
 
Posts: 3431
Joined: Thu Aug 16, 2007 7:40 pm

Post » Thu Jul 21, 2011 7:30 am

I think it makes sense certain doors couldn't be picked, like if they were magically enchanted so they could only be opened by a certain key. Perhaps they could make it part of the enchanting skill to enchant your own copy of the key, or maybe via alteration have a spell that breaks the enchantment.
User avatar
Dan Scott
 
Posts: 3373
Joined: Sun Nov 11, 2007 3:45 am

Post » Thu Jul 21, 2011 3:41 am

Be who you want, go almost anywhere you want, is sandbox enough for me. Silorn being magically locked until the Necromancers came out to fight you did not make me scream in fury because my precious options had been limited.


LoL

No fury here. I personally don't mind things being blocked off, I believe that it is necessary to build a good game. What I don't agree with is blocking these things off with something so immersion breaking as a wooden door without a hint of a spell/incantation to make it appear "unpickable". Just "this door needs a key". Not even really a big deal, just something that came to mind as I was playing oblivion earlier.
User avatar
Hairul Hafis
 
Posts: 3516
Joined: Mon Oct 29, 2007 12:22 am

Post » Thu Jul 21, 2011 1:31 am

This would render lockpicking useless. Therefore, not gonna happen.

Maybe bashing locked chests and cupboards would have a chance of destroying items in it?

And bashing doors should alert guards.

Also, I wonder if Bethesda is taking body types in to consideration. For example: if you choose a large body type, you'll have a greater chance (initially) to bash open chests.


And light body types would have greater sneak, sounds good.

But then who would play as an obese orc?
User avatar
Penny Courture
 
Posts: 3438
Joined: Sat Dec 23, 2006 11:59 pm

Next

Return to V - Skyrim