Iryn wrote:I could see lockpicking working as a skill only if it works if/when locks are added to houses, but never on gates. And even then it should be a battle between lockpick Q and Lock Q.
DatOneGuy wrote:Iryn wrote:I could see lockpicking working as a skill only if it works if/when locks are added to houses, but never on gates. And even then it should be a battle between lockpick Q and Lock Q.
>Be the best lock/lockpick maker
>Sell slightly inferior locks to everyone
>Decide to raid every good town without anyone knowing
No thanks, would need something better than that.
Iryn wrote:DatOneGuy wrote:Iryn wrote:I could see lockpicking working as a skill only if it works if/when locks are added to houses, but never on gates. And even then it should be a battle between lockpick Q and Lock Q.
>Be the best lock/lockpick maker
>Sell slightly inferior locks to everyone
>Decide to raid every good town without anyone knowing
No thanks, would need something better than that.
Make Lock Making and Lock Picking dependent on separate stats/attributes. Say, Stealth and Dexterity for Lockpicking and Intelligence and Smithing for Lock Making.
Besides, Selling inferior locks so you can break in later with a better lockpicking skill sounds awesome and anyone who pulls it off should be rewarded for it. Rewarded by a group of players with the skills Ranging and Murder, perhaps, but rewarded nonetheless.
Potjeh wrote:Or you can become the best blacksmith and make yourself impenetrable armour and irresistible sword and go kill everyone. See any problems with these scenarios?
DatOneGuy wrote:If only there was something to counterbalance this to some extent, but I believe that would require another thread. (and someone who will put enough thought into such an idea in the first place)
DatOneGuy wrote:Which is the reason quality should be less of a timerace.
Potjeh wrote:No, the point is that you can't get miles ahead of the competition because you depend on quality of resources.
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