Probably this. Can we please stop shrieking about dumbing it down every time we see something and consider that maybe there was another reason? Maybe stop acting like children at the same time?Twilight_guy said:Game designers made a design decision. For whatever reason they decided that wouldn't work in the game. Maybe because they felt it would make lockpicking into a useless skill when you can just bash everything open.
I'm pretty sure that bashing the door will have a high perk/skill requierment and a hard minigame or else locked doors will be useless.chickenhound said:i dont know i think idiot proofing would be the reverse being able to bash locks open and no picking minigameyuval152 said:It's because they are mainstreaming the game, even when you rent a inn the shopkeeper shows you the way everytime, they're making it idiotproof.
And i'm still mad that they got rid of attributes but I never played daggerfall so I don't really mind the doors thing but it's a good idea to have it.
Because, before Merune died in Oblivion, he had a secret army to take all the "Open Lock" spell books and scrolls back to oblivion. So that even if he failed, the men and mer of Tamriel would be stuck behind locked doors.Lupus80 said:Here is a snip you can't refuse
I respectfully disagree. Skyrim is supposed to be about freedom. Having multiple ways to approach a situation is what players want, so taking away options limits player choice. Without the Open Locks spell, maybe the Alteration magic skill is that much more useless. Maybe Bashing could be based on the Two-Handed stat. That way a mage, one-handed or Archery based Rogue, and Melee focused Fighter could each have some means of solving the problem without having to focus on a stealth based skill.PrinceOfShapeir said:Probably this. Can we please stop shrieking about dumbing it down every time we see something and consider that maybe there was another reason? Maybe stop acting like children at the same time?Twilight_guy said:Game designers made a design decision. For whatever reason they decided that wouldn't work in the game. Maybe because they felt it would make lockpicking into a useless skill when you can just bash everything open.
As opposed to using Chameleon enchantments on your armor to become basically permanently invisible? Or being able to make a spell that does 1 damage to self to level up your destruction skill easily? Or having to worry about which skills I make major or minor so that I don't gimp myself by not having enough health at high levels?BeeGeenie said:Just another aspect that had to be dumbed down... like spell creation, weapon variety, etc. Sacrificing complexity to appeal to the mass-market or whatever.![]()
And even with 100 skill and all the perks it isn't any easier for even master locks..TopazFusion said:The lockpick minigame in Skyrim took me by surprise.
When I first saw it, I though "oh it's just like Fallout 3, this is gonna be easy!"
Yeah, it wasn't easy ...
I echo this sentiment. Perhaps they thought that Open Lock spells were too game breaking. I don't know, but it seems to me that if they really wanted to "dumb down" or "mainstream" the game they'd have tossed out the lock picking mini-game, not the spells.PrinceOfShapeir said:Probably this. Can we please stop shrieking about dumbing it down every time we see something and consider that maybe there was another reason? Maybe stop acting like children at the same time?Twilight_guy said:Game designers made a design decision. For whatever reason they decided that wouldn't work in the game. Maybe because they felt it would make lockpicking into a useless skill when you can just bash everything open.
Especially considering the number of games where you're built like Paul Bunyon or carrying an arsenal that could incinerate most wooden doors before the clip empties were it a real weapon.Judgement101 said:Yeah, I got no idea. They need to have more games where you can just brute force your way though everything.
That does sound like the mostly likely thing which happened. That being said though, it would have been a good idea to make smashing down doors an option dependent upon a specific character build. If you have your strength really well developed or, have a perk in blunt weapons. Same for spells where a mage of a certain level can unlock doors of a certain resistance level as a sort of parallel to the lock picket skill. These are just ideas of course and would be interesting to see in the next Elder Scrolls title.PrinceOfShapeir said:Probably this. Can we please stop shrieking about dumbing it down every time we see something and consider that maybe there was another reason? Maybe stop acting like children at the same time?Twilight_guy said:Game designers made a design decision. For whatever reason they decided that wouldn't work in the game. Maybe because they felt it would make lockpicking into a useless skill when you can just bash everything open.
really, well be glad you haven't had to tackle oblivions system, now that was tantrum inducing frustration, if you have time you should search for a vid on youtube so you can see for yourselfTopazFusion said:The lockpick minigame in Skyrim took me by surprise.
When I first saw it, I thought "oh it's just like Fallout 3, this is gonna be easy!"
Yeah, it wasn't easy ...
Bethy dev is owned by Bethy pub, which is owned by Zenimax entertainment. TES might as well be Bethy dev's calling card. I wouldn't worry too much.KnightDragul said:One word can answer all the 'lack ofs' that surround TES: Skyrim > Casual
They designed the entire thing as a velvet stroke to casual gamers and screw the long standing TES complex RPG loving fanbase. Another step down the path to being EA Games subsidiary. (Subsuckiary)
**blinks**TopazFusion said:The lockpick minigame in Skyrim took me by surprise.
When I first saw it, I thought "oh it's just like Fallout 3, this is gonna be easy!"
Yeah, it wasn't easy ...
Good, they'd have to actually think of decent quests then, the bullshit of thinking finding the right keys to fit a lock should count as a quest is just lazy. Obviously they'd have to design important places that you physically couldn't get to until a certain point (thick metal doors, too much firepower in the way, etc.) but making areas inaccessible through simple "game no want you in there yet" is just lame.itsthesheppy said:Man, imagine if you could just kick in locked doors in any RPG. Fully 2/3 in all of the quests in gaming would never happen.