[REQ]Morrowind spells return

Post » Wed May 16, 2012 1:35 pm

because I should be able to play the character I want to play.
I'm sorry... what?

If you want to use bound swords, choose the perks for swords. Why would you choose mace perks when you choose to use swords? That just doesn't make any sense.

If I choose perks for light armor, and then choose to wear heavy armor, should I [censored] & moan that my light armor perks aren't applying to my heavy armor?
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Ben sutton
 
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Post » Wed May 16, 2012 6:05 pm

I'm sorry... what?

If you want to use bound swords, choose the perks for swords. Why would you choose mace perks when you choose to use swords? That just doesn't make any sense.

If I choose perks for light armor, and then choose to wear heavy armor, should I [censored] & moan that my light armor perks aren't applying to my heavy armor?

I think you're missing the point a bit - by only including certain bound weapon spells, the game effectively limits players who want to use bound weapons to those types. If you want to play a mystical mage who summons a mace to bash in faces, the game doesn't support that. It's not the same as picking light armor perks and then choosing not to use them. If you can summon weapons, it makes sense that you should be able to summon whatever weapon you want, and able to train (i.e., collect perks) for that weapon.

To focus back on the original point of the thread, it is rather sad that Beth have chosen to put more emphasis here on the gameplay than the lore. Maybe it's just me (or just me and a few others), but the thing that made Morrowind so special was that it was first and foremost a world, and secondly it was a game. That meant having things that could be exploited and broken, but even those exploits made sense within the lore.

I can see the sense in trimming some of that down perhaps, but just removing spells and entire schools from a game it's a disappointing choice in my mind. Might make all the sense in the world from a gameplay perspective, but when you have mountains of established lore already it's kind of a irritating move.

So, all that to say, I'd love to see a mod that returns magic to something of a Morrowind feel. I'd definitely use it.
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FirDaus LOVe farhana
 
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Post » Thu May 17, 2012 12:05 am

Silence is in the game..but it seems to be unavailable for player use.

For now.
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candice keenan
 
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Post » Wed May 16, 2012 1:43 pm

I too am praying for a Supreme Magicka Skyrim or something along those lines that restores the greatness that magic once was:

From Morrowind Id like the following back:

Mark/Recall
Levitation
Daedric/Divine Intervention
Extrication
Jump
Burst of Speed
Poison
Blind

And from Oblivion, well, everything they took out aside perhaps from a few effects that would be fairly pointless now. We need to find creative ways to make Disintegrate lines work despite the lack of weapon degradation, and especially take all the effects that have been made Alchemy only or Vampire only (night eye, absorb life) and return them to their rightful place: MAGIC. Also some effects made into shouts really belong in magic. Making Aura Whisper into a shout was armed robbery against magic for instance.

Silence is in the game..but it seems to be unavailable for player use.

For now.

:yes:
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maddison
 
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Post » Wed May 16, 2012 8:20 pm

Levitate - could be useful for spanning gaps but i think jump would be more useful for mountain climbing.

Mark/Recall - yes!, as you said, also non castable while in combat would probably also be good, enemies near by should work but adding that should further help keep it from breaking.

Open/Lock - god i miss that spell!

Silence/Sound - would be useful for the many of the mages, unless they use a staff.

Slowfall - yes, for when i get knocked off a cliff.

Water walking/swift swim - i think it would be more of a novelty since there isnt much water in skyrim, the swift swim would be more useful to me.

Jump - great for thief/assassin types or the occasional mountain climber.

Feather/Burden - would be nice for having those long treks of loot. or to bind hinder a giant.... oooooo what if you can burden a dragon and force it to land?

Blind - lol i would love to blind a bandit and watch them run off a cliff

Speed - would be great to have again, should be only activated when sprinting and during the spell duration. that way you can still have normal turning/walking/running when necessary and then when you needed the speed you sprint and get the effect.

Daedric/Divine Intervention - would be nice but needs to be balanced. maybe a cool down of a few days?
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Andres Lechuga
 
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Post » Thu May 17, 2012 12:07 am

I'm looking into reworking Magicka, starting with putting Mysticism back in, and adding a few of the old spells into the trees which Mysticism spells are taken back from.
Thread can be found http://www.gamesas.com/index.php?/topic/1287210-wip-schools-of-magic.
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Heather Kush
 
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Post » Wed May 16, 2012 3:19 pm

I think you're missing the point a bit - by only including certain bound weapon spells, the game effectively limits players who want to use bound weapons to those types. If you want to play a mystical mage who summons a mace to bash in faces, the game doesn't support that. It's not the same as picking light armor perks and then choosing not to use them. If you can summon weapons, it makes sense that you should be able to summon whatever weapon you want, and able to train (i.e., collect perks) for that weapon.

To focus back on the original point of the thread, it is rather sad that Beth have chosen to put more emphasis here on the gameplay than the lore. Maybe it's just me (or just me and a few others), but the thing that made Morrowind so special was that it was first and foremost a world, and secondly it was a game. That meant having things that could be exploited and broken, but even those exploits made sense within the lore.

I can see the sense in trimming some of that down perhaps, but just removing spells and entire schools from a game it's a disappointing choice in my mind. Might make all the sense in the world from a gameplay perspective, but when you have mountains of established lore already it's kind of a irritating move.

So, all that to say, I'd love to see a mod that returns magic to something of a Morrowind feel. I'd definitely use it.

I'm pretty sure this guy(Baratan) is trolling, seeing as he's consistently defending the limiting of TES elements, that were in the other games.
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Keeley Stevens
 
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Post » Wed May 16, 2012 10:50 pm

I love this Idea! really miss Morrowind's magic system. I don'tn get why everything has to be balanced, what if I want a save where I am an uber powerful spellcaster? Why limit the experience? Its not like it would always be uber or unbalancing, it would just have the potential to be for those of us who want it. I plan on buying the PC version in a few months once a few good mods are released, I hope to see this one among my load order.
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Austin England
 
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Post » Wed May 16, 2012 4:19 pm

I love this Idea! really miss Morrowind's magic system. I don'tn get why everything has to be balanced, what if I want a save where I am an uber powerful spellcaster? Why limit the experience? Its not like it would always be uber or unbalancing, it would just have the potential to be for those of us who want it. I plan on buying the PC version in a few months once a few good mods are released, I hope to see this one among my load order.

I think the response many people who want a balanced game (myself included) have to that is, "That's what the difficulty slider is for." And when that fails, there's always ~ tgm. I see your point though. When a mod adds content, it is either done with balance in mind, or not. It's usually up to others to tailor that content to their own desires.
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Princess Johnson
 
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