Chances of a custom spell making addition?

Post » Sun May 13, 2012 11:33 am

Just curious what people think about the chances of Bethesda adding this in at some point. For me, this is by far the largest (and, really, the only major) disappointment about Skyrim. Custom spell making added to Oblivion an opportunity for creativity, inventiveness, and experimentation that is completely lost. Mage game-play is far less interesting to me in Skyrim. I loved trying to come up with weird spell effect combos in Oblivion. It seems to me that this one addition would solve virtually every problem with magic scaling that people complain about.

I've seen it argued that custom spell making in Oblivion was overpowered. So what? The strength of TES series is that it provides a wide range of options for pursuing one's personal fun. If this is being an OP mage with wildly powerful spells, what's it to you? This is a single player game. Sometimes in Oblivion I made purposefully underpowered characters just for fun. Once, a friend and I went through the entire Baldur's Gate series with a pair of pure Bards. TES is about options, and Skyrim ultiamtely has less options for making one's own fun than did Oblivion.
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Claudia Cook
 
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Post » Sun May 13, 2012 7:35 pm

Do not think we get it as an dlc, and very much doubt it can be moded, however stronger destruction spells or tweaked master spells will come the same day as the CS.
Best we can hope for is some sort of menu system to tweak spells, like you select power and duration of an mind control spell and get the spell from an list.
We might get stronger spells in a DLC.
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Matt Terry
 
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Post » Sun May 13, 2012 3:18 pm

I get why they dont want to put the custom spell making in the game. Who hasnt made a fireball explosion fireball spell in Morrowind that did thousands of damage in an area of 100 feet. Overpowered much yes of course.
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Danii Brown
 
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Post » Sun May 13, 2012 4:38 am

I don't think spellcrafting as DLC can be ruled out. OK, we could make some massively overpowered spells, but so what? This is a single player game. It could be argued that smithing and enchanting are overpowered and they left those in. What other people do with those skills doesn't affect anyone else's game in any way, and spellcrafting would be the same, so what the hell? If some players want to break the game - let them. and let's face it, spellcrafting DLC would sell very well.

Bethesda is a business. They exist to make a profit. They do this by creating products that people want to buy. They adapt and "fix" those products to satisfy as many customers as possible. No amount of playtesting can provide as much feedback as they're getting from the vast number of people who have bought the game. There are no guarantees of spellcrafting DLC but, again, it can't be ruled out.
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Campbell
 
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Post » Sun May 13, 2012 7:39 am

I get why they dont want to put the custom spell making in the game. Who hasnt made a fireball explosion fireball spell in Morrowind that did thousands of damage in an area of 100 feet. Overpowered much yes of course.

Because there's no way of balancing custom spellmaking, totally impossible to have limits...

Anyway no I don't think that there will be any spellmaking in expansions/DLCs, I even think before release bethesda mentioned playing around with it but couldn't find a good way to implement it well.
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Maria Garcia
 
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Post » Sun May 13, 2012 3:42 pm

Because there's no way of balancing custom spellmaking, totally impossible to have limits...

why?
there are very easy ways to make not just spell making not "abusive" aswell as not making the alchemy/smithing/enchanting exploit for melee.
put a cap in how much % you can obtain from stacking stuff like "item crafted can become x% better" and "-x% spell cost" etc.

in oblivion spells were slightly overpowered if you knew how to craft them, cuz you could create a small mana cost weak and self buffing startup spell/attack to follow by an incredibly powerfull nuke that could take advanatge of the synergy of the first, but it was still pretty far from being an "exploit" since there was a balance between how much mana per time you could make the startup spell.
the only thing that would make a similiar spell craft system over the top here is the fact you can become no cost, at casting spells later on, and make incredibly powerfull spells at no cost.

put the cap on those buffs from stacking, or deminishing returns to make them "reasonable" and the game is praticaly perfect.
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Causon-Chambers
 
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Post » Sun May 13, 2012 6:10 pm


Anyway no I don't think that there will be any spellmaking in expansions/DLCs, I even think before release bethesda mentioned playing around with it but couldn't find a good way to implement it well.

I don't get this. There is already a good method for implementing custom spells: the method used in Oblivion. It was great.
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Haley Cooper
 
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Post » Sun May 13, 2012 11:47 am

why?
there are very easy ways to make not just spell making not "abusive" aswell as not making the alchemy/smithing/enchanting exploit for melee.
put a cap in how much % you can obtain from stacking stuff like "item crafted can become x% better" and "-x% spell cost" etc.

in oblivion spells were slightly overpowered if you knew how to craft them, cuz you could create a small mana cost weak and self buffing startup spell/attack to follow by an incredibly powerfull nuke that could take advanatge of the synergy of the first, but it was still pretty far from being an "exploit" since there was a balance between how much mana per time you could make the startup spell.
the only thing that would make a similiar spell craft system over the top here is the fact you can become no cost, at casting spells later on, and make incredibly powerfull spells at no cost.

put the cap on those buffs from stacking, or deminishing returns to make them "reasonable" and the game is praticaly perfect.

That I said about spellmaking being impossible to balance was ironic. :)
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herrade
 
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Post » Sun May 13, 2012 11:12 am

That I said about spellmaking being impossible to balance was ironic. :)

I phail :<
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Facebook me
 
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Post » Sun May 13, 2012 3:07 am

:sadvaultboy: never mind
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Klaire
 
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Post » Sun May 13, 2012 9:24 am

It's funny how enchanting is a magic skill, but mages benefit the least from it.

Alchemy and Enchanting are more OP than spellmaking ever was.
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Josh Trembly
 
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Post » Sun May 13, 2012 12:47 pm

None. Zero. Zelch. Nada.
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Sabrina garzotto
 
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Post » Sun May 13, 2012 6:10 am

What I can tell from 50hrs playing the game and my experience with previous games made by Bethesda is that a custom spellmaking system probably will be possible, and when the CK comes out I'll take a crack at it if they don't seem inclined to add it.
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jessica breen
 
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Post » Sun May 13, 2012 7:50 am

Because there's no way of balancing custom spellmaking, totally impossible to have limits...

Anyway no I don't think that there will be any spellmaking in expansions/DLCs, I even think before release bethesda mentioned playing around with it but couldn't find a good way to implement it well.
There's no need for restrictive limits in Elder Scrolls games, really. Half the fun of Oblivion was becoming godlike at high levels.

Edit: Yes, mistermagooey, i phail as well.
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brenden casey
 
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Post » Sun May 13, 2012 12:06 pm

i think another good reason they didnt impliment the spell creation, is they couldnt produce it graphically..think about it,

the animations for the 100 ft radius spells in oblivion were very minor, almost unoticable.. now compare the spell graphics to the new skyrim, fireballs are amazing..ice storms? firestorms? friggin awesome..

however if the engine tried to graphically show a fireball that does damage in a radius of 100 feet..or even 50 feet for the sake of arguement..im sure there would be serious frame rate issues..
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Hot
 
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Post » Sun May 13, 2012 5:05 pm

If this was any company besides Bethesda, they could let us have a spell creation system, and balance it, so that it wouldn't be overpowerful.

There WERE mods in Oblivion that helped to fix the magic system's most glaring flaws.
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CxvIII
 
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