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[PA Comic] Friday, January 25, 2013 - Chest Intentions

GethGeth LegionPerseus VeilRegistered User, Moderator, Penny Arcade Staff, Vanilla Staff vanilla
edited January 2013 in The Penny Arcade Hub

Posts

  • WUAWUA Registered User regular
    This reminds me, fuck every game that lets me tote around a forty-pound axe or huge gun but won't let me smash the lock on a treasure chest. By which I basically mean every game.

  • HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    The worst is when you see a treasure, but there's no visible path to it from elsewhere, so you immediately register, "Shit, I have to come back here after I learn how to do something else."

  • Peter EbelPeter Ebel CopenhagenRegistered User regular
    WUA wrote: »
    This reminds me, fuck every game that lets me tote around a forty-pound axe or huge gun but won't let me smash the lock on a treasure chest. By which I basically mean every game.
    Yeah, but smashing chests open is kind of a tedious mechanic. See the original Neverwinter Nights as an example.

    Fuck off and die.
  • Jimmy MarkuJimmy Marku LondonRegistered User regular
    Henroid wrote: »
    The worst is when you see a treasure, but there's no visible path to it from elsewhere, so you immediately register, "Shit, I have to come back here after I learn how to do something else."

    Whenever I see these I think, fuck it, one more chest I'm never going to open.

  • RMS OceanicRMS Oceanic Registered User regular
    Locktease is a great word.

    The Mimic Job from FF5 is an example I can think of off the top of my head.

  • darleysamdarleysam On my way to UKRegistered User regular
    Henroid wrote: »
    The worst is when you see a treasure, but there's no visible path to it from elsewhere, so you immediately register, "Shit, I have to come back here after I learn how to do something else."

    I love the Lego games, but this is entirely how they work and it is super frustrating. Starting a game and being surrounded by a bunch of things that you can't access until you've acquired every skill does encourage you to go back and play through a second time, but it prods the parts of my brain that get really frustrated at having to run past a load of things I want to access.

    forumsig.png
  • dirtyreyesdirtyreyes Registered User regular
    What about the real-life version of locktease?

    See: http://namcobandaigames.com/community/viewtopic.php?f=35&t=13045&sid=a0cb9893db70b894b9f7d4a473764774&start=250

    F*ck Namco Bandai and especially Digital River. Shady and unprofessional doesn't begin to describe this mess.

  • HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    darleysam wrote: »
    Henroid wrote: »
    The worst is when you see a treasure, but there's no visible path to it from elsewhere, so you immediately register, "Shit, I have to come back here after I learn how to do something else."

    I love the Lego games, but this is entirely how they work and it is super frustrating. Starting a game and being surrounded by a bunch of things that you can't access until you've acquired every skill does encourage you to go back and play through a second time, but it prods the parts of my brain that get really frustrated at having to run past a load of things I want to access.

    It's a kind of backtracking I don't necessarily mind, but if the game is frustrating in any way it's just making me play more of it to complete it.

  • kingworkskingworks Registered User regular
    edited January 2013
    I think what allows me to tolerate the way Lego does this is that they do an okay job of presenting the unreachable item in such a way that you know right then and there that this is something you can only get on Free Play by using a specific character.

    kingworks on
  • LucascraftLucascraft Registered User regular
    Yeah, with LEGO games I just anticipate that I'll be playing each level twice, so I don't sweat it.

    With Legend of Zelda it's different. Because it's probably a heart piece or ammo upgrade or something, and by the time I have the upgrade needed to access the chest, I will have forgotten its existence.

  • PenumbraPenumbra Registered User regular
    Henroid wrote: »
    The worst is when you see a treasure, but there's no visible path to it from elsewhere, so you immediately register, "Shit, I have to come back here after I learn how to do something else."

    I look at those chests/items and immediately know that I'm leaving that man behind; unless something brings me back to that area of the game.

    Switch Friend Code: 6359-7575-9391
  • ani_game_bumani_game_bum Optimistic, Rule-Breaking Nice Guy The Final World/DestinationRegistered User regular
    Took me a second to figure out why he couldn't get to the chest, but otherwise a well done comic!

    "Locktease" has my full support :^: ; I motion to super approve the new phrase in all of its current and future applicable use.

    On a side note, Ni No Kuni is part of the reason I finally pulled the trigger on getting a PS3 this holiday season and am looking forward to immerse myself in its world very soon.

    steam_sig.pngPSN: ani_game_bum Battle.net ID: Anigamebum#1354 Genshin UID: 660694297 Switch FC: SW-2127-8288-6505 Steam Wishlist
  • BobbleBobble Registered User regular
    kingworks wrote: »
    I think what allows me to tolerate the way Lego does this is that they do an okay job of presenting the unreachable item in such a way that you know right then and there that this is something you can only get on Free Play by using a specific character.

    I haven't played the Lego games, but that's a very important aspect. The absolute worst is when you're not sure, so you spend 20 minutes trying to get to a chest before you realize that you can't. Or you assume you can't and come back later to realize you could have and man that reward would have been nice back when I was here the first time.

  • KalTorakKalTorak One way or another, they all end up in the Undercity.Registered User regular
    I remember a few of these from the Batman: Arkham games, Riddler trophies. Except you can try to get them all you want; it's just that if you don't have the right piece of equipment yet, you die.

  • SwashbucklerXXSwashbucklerXX Swashbucklin' Canuck Registered User regular
    I love the way Gabe re-created Oliver's cel-shaded look in the comic. Perfect!

    Want to find me on a gaming service? I'm SwashbucklerXX everywhere.
  • DCAarmusDCAarmus Registered User regular
    Mike has been on an amazing art streak these past few strips! Well done!

  • spoonybard.hahsspoonybard.hahs Registered User regular
    Isn't this called "being Zelda'ed?"

  • HevachHevach Registered User regular
    edited January 2013
    Fucking Fable and its silver keys. That's the game that finally cured my completionism. Every time I found a few silver keys I'd scour the game for the chests I couldn't open but could now, and usually burn a half hour for two potions and a carrot. Somewhere in Albion the ultimate +5 sword of badass lays in a chest with a silver 50 on it because around 34 keys I lost it and went to Bowerstone and just started slaughtering people.

    Hevach on
  • Werewolf2000adWerewolf2000ad Suckers, I know exactly what went wrong. Registered User regular
    Bobble wrote: »
    kingworks wrote: »
    I think what allows me to tolerate the way Lego does this is that they do an okay job of presenting the unreachable item in such a way that you know right then and there that this is something you can only get on Free Play by using a specific character.

    I haven't played the Lego games, but that's a very important aspect. The absolute worst is when you're not sure, so you spend 20 minutes trying to get to a chest before you realize that you can't. Or you assume you can't and come back later to realize you could have and man that reward would have been nice back when I was here the first time.

    Plus, with the Lego games, you always know that whatever it is, it'll be something you want. No coming back to find out it's 50 gold when you already have 10,000, or a piece of random junk equipment worse than what you already have.

    camo_sig2.png
    EVERYBODY WANTS TO SIT IN THE BIG CHAIR, MEG!
  • FramlingFramling FaceHead Geebs has bad ideas.Registered User regular
    Hevach wrote: »
    Fucking Fable and its silver keys. That's the game that finally cured my completionism. Every time I found a few silver keys I'd scour the game for the chests I couldn't open but could now, and usually burn a half hour for two potions and a carrot. Somewhere in Albion the ultimate +5 sword of badass lays in a chest with a silver 50 on it because around 34 keys I lost it and went to Bowerstone and just started slaughtering people.

    See, I'm too much of a literalist. I see that chest with a silver 50 on it, and I get stuck trying to work out the mechanics. How long does it take to insert all those keys? How can 50 keyholes fit on this one chest? The keys must all be identical, since it doesn't matter what order you get them in, so why can't I just use one key and unlock all 50 locks? Do I have to somehow turn all 50 keys at once? What the hell is going on here?

    I mean, I'm sure the answer is just "it's magic, dumbass," but I still can't help trying to figure it out.

    you're = you are
    your = belonging to you

    their = belonging to them
    there = not here
    they're = they are
  • THESPOOKYTHESPOOKY papa! Registered User regular
    Peter Ebel wrote: »
    WUA wrote: »
    This reminds me, fuck every game that lets me tote around a forty-pound axe or huge gun but won't let me smash the lock on a treasure chest. By which I basically mean every game.
    Yeah, but smashing chests open is kind of a tedious mechanic. See the original Neverwinter Nights as an example.

    Hellball was my go-to "Open every chest in this room" spell.

    d4753b065e9d63cc25203f06160a1cd1.png
  • ArbitraryDescriptorArbitraryDescriptor Registered User regular
    edited January 2013
    WUA wrote: »
    This reminds me, fuck every game that lets me tote around a forty-pound axe or huge gun but won't let me smash the lock on a treasure chest. By which I basically mean every game.

    I can only recall playing one game in which high-explosives were considered an acceptable substitute for a key: Crusader: No Remorse .

    The moment I discovered this mechanic is one of my all time favorite moments in gaming.

    ArbitraryDescriptor on
  • WybornWyborn GET EQUIPPED Registered User regular
    I wonder how Jerry feels about the fact that he and Mike have been able to casually affect the lexicon like they have.

    dN0T6ur.png
  • XaquinXaquin Right behind you!Registered User regular
    darleysam wrote: »
    Henroid wrote: »
    The worst is when you see a treasure, but there's no visible path to it from elsewhere, so you immediately register, "Shit, I have to come back here after I learn how to do something else."

    I love the Lego games, but this is entirely how they work and it is super frustrating. Starting a game and being surrounded by a bunch of things that you can't access until you've acquired every skill does encourage you to go back and play through a second time, but it prods the parts of my brain that get really frustrated at having to run past a load of things I want to access.

    especially the lego LoTR game. you essentially have to beat the entire game before you can actually start beating the game.

  • EnlongEnlong Registered User regular
    Locktease is a great word.

    The Mimic Job from FF5 is an example I can think of off the top of my head.

    That ONE shard!

  • RatherDashing89RatherDashing89 Registered User regular
    Xaquin wrote: »
    darleysam wrote: »
    Henroid wrote: »
    The worst is when you see a treasure, but there's no visible path to it from elsewhere, so you immediately register, "Shit, I have to come back here after I learn how to do something else."

    I love the Lego games, but this is entirely how they work and it is super frustrating. Starting a game and being surrounded by a bunch of things that you can't access until you've acquired every skill does encourage you to go back and play through a second time, but it prods the parts of my brain that get really frustrated at having to run past a load of things I want to access.

    especially the lego LoTR game. you essentially have to beat the entire game before you can actually start beating the game.

    I think that's always been kind of the way though. Lego games are considered easy because you can't die, but they're only easy if you consider seeing the end credits to be beating the game. For me, I don't consider it beat until 100%, and that is not an easy task. I never minded having to return to levels because just playing each level once would have felt hollow in those particular games. Lego games aren't about the destination, they're about relaxing as you collect.

    Someone notify JonTron. I think I've discovered the spiritual successor to Banjo-Kazooie.

  • WUAWUA Registered User regular
    edited January 2013
    Peter Ebel wrote: »
    Yeah, but smashing chests open is kind of a tedious mechanic. See the original Neverwinter Nights as an example.

    Sure, I just think that if you know you're going to give me an axe or whatever, you should plan on a more logical means of keeping loot away from me than a series of flimsy wooden chests.
    Hevach wrote: »
    Somewhere in Albion the ultimate +5 sword of badass lays in a chest with a silver 50 on it because around 34 keys I lost it and went to Bowerstone and just started slaughtering people.

    Ha, funny, my problem with those chests was that there was never anything worthwhile in them since the best weapons all came from shops and quests. You'd pop out some nifty sword with a cool backstory and then never use the thing because it did way less damage than what you had already.
    I can only recall playing one game in which high-explosives were considered an acceptable substitute for a key: Crusader: No Remorse .

    The moment I discovered this mechanic is one of my all time favorite moments in gaming.

    Gearhead is a neat little indie freeware RPG based largely on mech combat, but with lots of on-foot adventuring as well. It has a dedicated lockpicking skill, but to my everlasting joy one can purchase a laser cannon or a bazooka from a weapon shop and just wreck every door they see.

    This is the same game where I once failed a mission, and almost died, because my plasma rifle set the carpet on fire and the resulting inferno cut me off from the building's exit. I had to wait until a nearby wall burned through, then run out through the flames while my armor burned.

    WUA on
  • RatherDashing89RatherDashing89 Registered User regular
    To be fair, medieval strongboxes were pretty impervious to weapons. My DM relies on that fact or else no one would pick up lockpicking.

  • WUAWUA Registered User regular
    Are they made of wood? Because I'll bet the tree it was made from was cut down by an axe.

  • SmrtnikSmrtnik job boli zub Registered User regular
    WUA wrote: »
    Are they made of wood? Because I'll bet the tree it was made from was cut down by an axe.

    I support opening of locked chests with a weapon by bashing at it. But only if it can also have negative consequences, such as the chest is open and inside is a bunch of broken glass and rapidly dissapearing into floor cracks potion of awesome.

    steam_sig.png
  • RatherDashing89RatherDashing89 Registered User regular
    edited January 2013
    A tree is a single piece of wood, that with several minutes of work can be gradually hacked through by an axe. A strongbox is made of several layers of wood, so even if the thickness is the same, multiple thin layers are harder to chop through than one thick layer. A strongbox is also banded with iron, just like heavy doors. Believe it or not, medieval people weren't stupid, and they knew people would be walking around with axes. Having an axe didn't automatically make you the unstoppable force able to destroy anything that wasn't made of forged steel. "Welp, guess that drawbridge protecting our castle was a waste of time. The enemy brought axes!"
    @Smrtnik --that's the best and most horrible thing a DM can do--fill a chest with healing potions that weren't packed very carefully, and wait for the party to smash it.

    RatherDashing89 on
  • WUAWUA Registered User regular
    edited January 2013
    Smrtnik wrote: »
    I support opening of locked chests with a weapon by bashing at it. But only if it can also have negative consequences, such as the chest is open and inside is a bunch of broken glass and rapidly dissapearing into floor cracks potion of awesome.
    Whatever happened to having traps on chests? Remember that? Nobody does that anymore. You'd be much less cavalier about hitting them with axes if half of them exploded or vented poison gas when you did it.

    Believe it or not, medieval people weren't stupid, and they knew people would be walking around with axes.
    Yeah, but they were also counting upon the fact that no sane person would just sit there and loudly bang on the thing for ten straight minutes, for fear of alerting everyone in the building. But I'm not sane, I'm an RPG protagonist. I've already killed everyone in the building, and if banging on the chest with an axe still somehow makes guards appear, I'll do it even more so I can kill the guards for their pocket change.

    WUA on
  • Peter EbelPeter Ebel CopenhagenRegistered User regular
    You spend twenty minutes of in game time hacking away at a chest. Afterwards, you have to sharpen your battle axe for several hours. Someone make this game already.

    Fuck off and die.
  • AurichAurich ArizonaRegistered User regular
    In KOTOR you could bash open chests with ease, but there was a chance something inside would be reduced to "broken item" which could be broken down for parts or something. On one level I didn't have my 'picker with me, so I went ahead and bashed every lock I came across. When I later had to reload and do the level again, I brought my guy and realized I had been demolishing ancient and powerful sith artifacts the whole time.

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  • darleysamdarleysam On my way to UKRegistered User regular
    Xaquin wrote: »
    darleysam wrote: »
    Henroid wrote: »
    The worst is when you see a treasure, but there's no visible path to it from elsewhere, so you immediately register, "Shit, I have to come back here after I learn how to do something else."

    I love the Lego games, but this is entirely how they work and it is super frustrating. Starting a game and being surrounded by a bunch of things that you can't access until you've acquired every skill does encourage you to go back and play through a second time, but it prods the parts of my brain that get really frustrated at having to run past a load of things I want to access.

    especially the lego LoTR game. you essentially have to beat the entire game before you can actually start beating the game.

    Again, I have to state that I love these games, but yeah that's been ticking away at the back of my mind while we've been playing Lego LotR. The previous ones at least kind of let you go back and pick up stuff as you go through, so you feel like you've got a secondary progress bar creeping up under your first one. But LotR just keeps near enough everything until the very end, and that's been setting me off something fierce.

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