give back our spell-making

Post » Sat Jun 09, 2012 3:22 am

I've been playing them for over 10 years now.I would rather the new ones just stoped svcking.

good luck
(not offensive, just realistic)
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YO MAma
 
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Post » Sat Jun 09, 2012 4:51 am

I agree. I think Peter Molyneux would be a great replacement.

NO
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CArlos BArrera
 
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Post » Fri Jun 08, 2012 6:43 pm

I support the removal of spell making in skyrim, but not for future TES games heres why

First off is that in oblivion, the spell making was flawed. each spell creatable in oblivion could be bought from spell masters. But they required alot of magicka, which is hard to obtain from a bad leveling system. So spell making allowed players to "create" less powerfull versions of each spell to tailor to a persons magicka count. And since the world is leveled to you, it seems powerfull. people forget that.

...and Skyrim's casting and leveling system is different. Not all enemies are leveled and stuff like buying/selling/lockpicking level you which levels enemies at a quicker rate than your chosen skills [could you chose them] level your offensive ability.

Secondly it would not work directly with how skyrim preforms each spell. In oblivion spells were on the trigger button, that casted one spell, so casting multiple spells relied alot on the D-pad. Even with that mages still had to hold a sword and shield for protection. Being a pure mage didnt look and feel right. Skyrim does push it further, with the dual weilding system you hold 2 spells in each hand, be it 2 different class spells or same spells. they can also be mixed (which is like spell making but to a lesser extent) With this system it allowed pure mages to effectivly be 100% magic.

Not everybody has a d-pad and PS3's pad is better so not even all console users have d-pad issues. Even without "nuke-level" spells, a pure mage was possible because there were multiple tactics available via spellmaking. It isn't even about getting more and bigger. I'd like to make destruction spells with a smaller radius too. That way I can avoid friendly fire... and fines.


third is the graphic and execution. almost every spell has a unique animation tailored to it. The crack of thunder from soul trap, the swirling snow from blizzard, the chain lightning from...lightning!. The graphics are fancy and are a deffinitive step up from oblivions balls of exploding dust. That said letting players mix spells graphically would be data consuming and each combination should have a different effect ( i know some people may say graphics dont matter, which they are right. But its 2012, i expect more than 7yr old decal). Execution, with the new talent system, they made it so spells no longer level to the player so they would have to expend points into the trees to make them stronger. But since this is a new system it didnt exactly come out the way players wanted. even so without scaling making spells would be pointless, because the next level spell would out-class the previous, and if you made a spell based on class you would only get a certain number available to that class.

How should I say this?

For a mage, having pretty spells that svck is like finding a hot chick with herpes. Sure they look good, but messing with them is bad for your health.


Now i may sound like a [censored] for saying SPELL MAKING is rightfully taken out, but i agree with everybody that the amount of spells should be higher
Not every spell though, Giving alchemy the attribute spells is fair cuz alchemy really did nothing in OB but poisons and feather pots.

What should have been done was to include spells in the talent trees as you progress, for example once you reach lets say 40 from alteration, you gain the open easy lock spell. (after playing the demo for kingdoms of amalur: Reckoning i believe spell unlocking should have a mini game in skyrim, makes it fair to the rogues) or More summoning spells from the conjuration tree, and ward spells from restoration. then again buying the spells would require that level (40 or somthin) but only recieve novice from the tree, and able to buy or learn/train on higher classes of those spells. After all you ARE learning how to control magic as you fiddle with it

I have no doubt that more spells will be added via DLC with other larger content, But until then im not as mad from the vanilla game spells, after all mages are actually a pure class viable to do anything without the use of a weapon. But in the next TES game i can see spell making return with a much refined system that includes the combined systems from skyrim and oblivion and morrowind.

and yes if spelling is off, its due to lack of sleep and trolling forums myself, cant be helped.

What should of been done is for Bethesda to not have gutted magic and royally screw up the whole thing for visual effects.

...And what should be done now is for Bethesda to do what Coca-Cola did a few months after releasing New Coke, reintroduce Classic Coke and say that was the plan all along. Everybody knew they were full of BS, everybody knew they screwed up, but the important thing was that a bad move was undone. So bring back the missing spells and spellmaking, just get it over with Bethesda. So what if additional spell effects will have to piggy-back on the primary spell's visual effect, big deal... it was the same in Oblivion. It is for the greater good, to make Mages fun again.

...because Mages are not fun right now.
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Rachyroo
 
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Post » Fri Jun 08, 2012 2:59 pm

Spell Making being removed makes the mage class useless.

What mage worth their mana can't make their own spells?

the very same mage thats never heard of sheogorath apparently

seriously that was uber bummer during that quest
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Harry Leon
 
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Post » Fri Jun 08, 2012 9:25 pm

Id have to say Spell making is one of the things i want them to add the most but once the creation kit comes out i can add spells as i see fit.
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Shaylee Shaw
 
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Post » Fri Jun 08, 2012 6:47 pm



And yet, anyone who knows enchantment can become a master mage and cast everything for nothing :laugh:
if your master enchanter and alchmist you can just stack effects to be master of anything, im not saying its bad its just a little svcky if you cant even get half the effect through actully caseing and learning your own magic, you have to use skills that are out side your rp when before they were not.
seriously things like lock pick need looking at seriously, every character need to lockpick but its a thief skill, why there is no way for warriors to smash open locks, higher stamina required for bettet locks, down side, do it to a door and alert everyone inside, do it to a box and maybe get less loot because you broke it. As for mages just give back the open lock spells but how about stagger them so they require more training that lock pick. Oh and change lock to nv type, skill required to attemp lock, its rediculous on both sides of the skill; that you can unlock any lock from the get go, bypassing the point of the skill and most of its perks and that with this system it means when you do just have a go on a master lock as a novice picks snap as if you breathed on them...?! i think youd just fail to pick it not start snapping 20 picks just pokeing around in there?! whats the hells in locks in tes some kind of angry metal eating pirranha you need to stroke just the right way other wise bamb he bites another pick in half. I know it makes little difference but if they just bent or other wise became misshapen it would be better.
oh well maybe our character like brittle pig iron lock picks.
Not that it matter when every one has one in there pocket. :(
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Heather M
 
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Post » Sat Jun 09, 2012 4:44 am

Yes, I would like the magic back in magic.

Given how shallow Skyrim is anyway, it really hurts my roleplaying that I cannot research and create my own spells anymore.
That more than half the spell effects are gone doesnt help either.

Its just one less thing to do in the game, less content, less game for my buck and Im really unhappy about it.
TES without spellmaking just doesnt feel like TES to me.

Edit: I love some of the ideas Im reading in this thread.
A healing rune would be really cool and useful. Cast it behind you, engage an enemy, and if things go wrong take a few steps back and -blammo- healed.

I also really like the idea of making spellmaking more involved with the world, of having the requirement of gathering supplies etc.
Remember using a long time to try to make a spell in Morrowind who summoned an scamp, then killed and soultrapped it in one cast. No it was not possible.

Remember researching stacked weakness spells on scamps in Oblivion, yes it was actual research where I took notes, used weak damage effects to get good measurements on how elemental damage+ magic weaness+ elemental weakness worked in an single spell, multiple spells was more effective and way better against groups but the single version was more useful actual combat where you had to take down an charging clanfear. Part of the fun was helpful mages who attacked the scamp so I had to find a isolated place to test.
And yes an light effect who timed out two seconds before weakness or mind controll was smart.

Also made lots of utility spells, invisibility on touch was actually very useful multiple times in Morrowind. The constant effect summon fire elemental ring in Morrowind was useless, it tagged behind me and casted fireball on the enemy then I was in line of fire.
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Nims
 
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Post » Fri Jun 08, 2012 2:19 pm

...and Skyrim's casting and leveling system is different. Not all enemies are leveled and stuff like buying/selling/lockpicking level you which levels enemies at a quicker rate than your chosen skills [could you chose them] level your offensive ability.

exactly what i was pointing too, oblivion its easy to become OP because nothing gives a challenge, At least with skyrim a novice spell will never take down a master vampire. Thats the way it should be


Not everybody has a d-pad and PS3's pad is better so not even all console users have d-pad issues. Even without "nuke-level" spells, a pure mage was possible because there were multiple tactics available via spellmaking. It isn't even about getting more and bigger. I'd like to make destruction spells with a smaller radius too. That way I can avoid friendly fire... and fines.

read my post before this one, i explain why the D-pad was/is slightly better than the current systems. PC users are the ones who hate the new system. with a little tweaking its better than a radius menu.
The friendly fire and guard system is flawed that way, not spells. you should be able to choose FF off or on, that includes civilians. I hate not being able to use Storm call in a city because it kills people too.

As for tactics Via spell making? not really, as stated you could only mix certain spells or make lesser verisons of another spell for mana use. As for attribute spells, they are potions now, freeing up the need to use the new system to cast a 15% inc to fire, not a big deal

How should I say this?

For a mage, having pretty spells that svck is like finding a hot chick with herpes. Sure they look good, but messing with them is bad for your health.

except they dont svck. the issue with scaling is only apparent @ higher levels 40+ and thats only destruction, there are 90 spells in total that each have unique effects, they arent lacking in quality but quantity


What should of been done is for Bethesda to not have gutted magic and royally screw up the whole thing for visual effects.

...And what should be done now is for Bethesda to do what Coca-Cola did a few months after releasing New Coke, reintroduce Classic Coke and say that was the plan all along. Everybody knew they were full of BS, everybody knew they screwed up, but the important thing was that a bad move was undone. So bring back the missing spells and spellmaking, just get it over with Bethesda. So what if additional spell effects will have to piggy-back on the primary spell's visual effect, big deal... it was the same in Oblivion. It is for the greater good, to make Mages fun again.

...because Mages are not fun right now.

except they never gutted it, they changed alot of stuff, removed some spells and moved others to a new category, but never gutted it. as i said the true problem is trees and amount of spells. Not spell making or flashy graphics. Spells like weakness to X is now in potions, walking on water is not needed in skyrim, there is no durability so disintegrate x is not needed, dmg magicka/fatigue/burning dmg were added to the 3 classes of spells. dmg attribute are potions now, invisiibility/feather is in potions, shields are wards and so on.

things that should be added like, open lock, more summon x, night-eye, silence... and thats pretty much it. The level of the spells should scale, thats the only prob. other than that they are fine. playing on my mage i have tons of fun, just as much as my rogue.
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Lori Joe
 
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Post » Fri Jun 08, 2012 3:06 pm

seriously things like lock pick need looking at seriously, every character need to lockpick but its a thief skill, why there is no way for warriors to smash open locks, higher stamina required for bettet locks, down side, do it to a door and alert everyone inside, do it to a box and maybe get less loot because you broke it. As for mages just give back the open lock spells but how about stagger them so they require more training that lock pick. Oh and change lock to nv type, skill required to attemp lock, its rediculous on both sides of the skill; that you can unlock any lock from the get go, bypassing the point of the skill and most of its perks and that with this system it means when you do just have a go on a master lock as a novice picks snap as if you breathed on them...?! i think youd just fail to pick it not start snapping 20 picks just pokeing around in there?! whats the hells in locks in tes some kind of angry metal eating pirranha you need to stroke just the right way other wise bamb he bites another pick in half. I know it makes little difference but if they just bent or other wise became misshapen it would be better.
oh well maybe our character like brittle pig iron lock picks.
Not that it matter when every one has one in there pocket. :(
Actually no, not everyone needs to pick locks. Try to play without opening locks or only very easy ones (Novice and the like) and you'll see.
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joannARRGH
 
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Post » Fri Jun 08, 2012 2:00 pm

I would actually love to see spellmaking back.
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Ysabelle
 
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Post » Fri Jun 08, 2012 8:51 pm

Did people really make good use of spellmaking in Oblivion?

I tried it once but it only seemed to be about fiddling with the numbers for area effect, duration and amount of damage. The spells you created were otherwise the identical to the regular ones. It just didn't seem very appealing unless you're the sort who likes juggling with numbers.
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megan gleeson
 
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Post » Fri Jun 08, 2012 7:29 pm

exactly what i was pointing too, oblivion its easy to become OP because nothing gives a challenge, At least with skyrim a novice spell will never take down a master vampire. Thats the way it should be




read my post before this one, i explain why the D-pad was/is slightly better than the current systems. PC users are the ones who hate the new system. with a little tweaking its better than a radius menu.
The friendly fire and guard system is flawed that way, not spells. you should be able to choose FF off or on, that includes civilians. I hate not being able to use Storm call in a city because it kills people too.

As for tactics Via spell making? not really, as stated you could only mix certain spells or make lesser verisons of another spell for mana use. As for attribute spells, they are potions now, freeing up the need to use the new system to cast a 15% inc to fire, not a big deal



except they dont svck. the issue with scaling is only apparent @ higher levels 40+ and thats only destruction, there are 90 spells in total that each have unique effects, they arent lacking in quality but quantity




except they never gutted it, they changed alot of stuff, removed some spells and moved others to a new category, but never gutted it. as i said the true problem is trees and amount of spells. Not spell making or flashy graphics. Spells like weakness to X is now in potions, walking on water is not needed in skyrim, there is no durability so disintegrate x is not needed, dmg magicka/fatigue/burning dmg were added to the 3 classes of spells. dmg attribute are potions now, invisiibility/feather is in potions, shields are wards and so on.

things that should be added like, open lock, more summon x, night-eye, silence... and thats pretty much it. The level of the spells should scale, thats the only prob. other than that they are fine. playing on my mage i have tons of fun, just as much as my rogue.

Ohhh..... you're playing a rogue. I see. But, I'm taking about playing a MAGE. A MAGE that should have a spell to unlock a chest instead of using a lockpick because he is not a ROGUE. Nor should he need Alchemy and weapons to inflict weaknesses because he is a MAGE.

A MAGE that can't make spells.


A MAGE that can enchant items that give damage bonuses for everybody else, but not for himself.
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jeremey wisor
 
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Post » Fri Jun 08, 2012 8:14 pm

No, that's not why they were good. I very rarely played with it. I was more an enchanter myself.
Even if you never played as a mage, there was a huge benefit from spellmaking and more spells in general in previous games: Enemy variety.
In Skyrim, you know exactly what to expect when you meet an Adept Necromage or whatever they are called. Meeting a mage in Morrowind was always new and challenging, because you didn't know what he was going to use.
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Liii BLATES
 
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Post » Fri Jun 08, 2012 2:57 pm

Even if you never played as a mage, there was a huge benefit from spellmaking and more spells in general in previous games: Enemy variety.
In Skyrim, you know exactly what to expect when you meet an Adept Necromage or whatever they are called. Meeting a mage in Morrowind was always new and challenging, because you didn't know what he was going to use.

It doesn't matter what "spells" anyone uses or what enemy you fight. They could have 1,000 more enemy types - however since the AI is so dismal and combat so shallow, I use the same tactic for everything I fight. The majority of the time, it isn't even a contest as I get the drop on my enemies killing them instantly, or fight them as they flail around in their chair or what not without being able to fight back. If things get too hairy, oops, just pause the game and spam potions or turn around and sprint as enemies can never catch me. What's that? A 2 inch ledge? Oh better step off that and destroy the pathing forcing the stupid AI to run 2 miles around to get to me.

Ranged: Line of Sight - attack - line of sight - attack - repeat until dead.
Melee: Stagger - swing - stagger - swing - stagger - repeat until dead. (*You might also have to "back pedal or strafe a little to dodge too boy howdy that is hard to do!)
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Ryan Lutz
 
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Post » Fri Jun 08, 2012 11:25 pm

Spell Making being removed makes the mage class useless.

What mage worth their mana can't make their own spells?

And they could have it be real, immersive, RP? spell-making.... where your mage has to spend two years cloistered in his lab & library doing research/etc to make that new spell! :whistling:

-------
I find it interesting that the forums are full of "crafting is overpowered!" threads, but people want to bring back spellcrafting.... when it seems that what's missed by many is the ability to craft overpowered spells. Amusing contrast.
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rebecca moody
 
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Post » Fri Jun 08, 2012 11:17 pm

Yes, I would like the magic back in magic.

Given how shallow Skyrim is anyway, it really hurts my roleplaying that I cannot research and create my own spells anymore.
That more than half the spell effects are gone doesnt help either.



Don't you think your opinion is sort of ironic, given how shallow spellmaking was? Sure, you could make any spell you wanted- which in turn made any situation in the game useless. That made everything kind of pointless, didn't it?

I think they took spellmaking out because of that. Also, they didn't want people to mimic shouts via spellmaking and avoid what they consider to be a huge game mechanic and something they worked for years to create. It's the same reason they took spells for locks out- you want to open a lock, you have to take lockpicking.

You may not like it, but there are valid reasons for not having it in the game. It creates more challenge to be limited to x amount of damage. In a game where almost everyone is complaining that it's dumbed down and easy, where is the fun in making spells that have even MORE damage?
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Amy Melissa
 
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Post » Fri Jun 08, 2012 5:50 pm

I support the removal of spell making in skyrim, but not for future TES games heres why

First off is that in oblivion, the spell making was flawed. each spell creatable in oblivion could be bought from spell masters. But they required alot of magicka, which is hard to obtain from a bad leveling system. So spell making allowed players to "create" less powerfull versions of each spell to tailor to a persons magicka count. And since the world is leveled to you, it seems powerfull. people forget that.
Yes the default spells was cheaper, however they lacked utility. if you used spells as part of melee combat you might want a spell who did fire damage on target for 4 seconds, or perhaps an weakness to shock to go with your shock enchant, add soul trap as it's cheap and often useful. I want on target as I cast this spell then disengaged from enemy.
A low level long time restore health spell was nice on followers, Oblivion had lots of spells but large gaping holes in the system, including none high level mind control spells.

Secondly it would not work directly with how skyrim preforms each spell. In oblivion spells were on the trigger button, that casted one spell, so casting multiple spells relied alot on the D-pad. Even with that mages still had to hold a sword and shield for protection. Being a pure mage didnt look and feel right. Skyrim does push it further, with the dual weilding system you hold 2 spells in each hand, be it 2 different class spells or same spells. they can also be mixed (which is like spell making but to a lesser extent) With this system it allowed pure mages to effectivly be 100% magic.
Oblivion system was easy to use, you could cast in combat, and quickly change spells applying multiple effects on the enemy, however this is not an issue in Skyrim, but changing from transmute to heal without putting away your weapon would be nice, system with changing effect is so unreliable I can not cast in combat.
And yes it's nice to see who effect is active.

third is the graphic and execution. almost every spell has a unique animation tailored to it. The crack of thunder from soul trap, the swirling snow from blizzard, the chain lightning from...lightning!. The graphics are fancy and are a deffinitive step up from oblivions balls of exploding dust. That said letting players mix spells graphically would be data consuming and each combination should have a different effect ( i know some people may say graphics dont matter, which they are right. But its 2012, i expect more than 7yr old decal). Execution, with the new talent system, they made it so spells no longer level to the player so they would have to expend points into the trees to make them stronger. But since this is a new system it didnt exactly come out the way players wanted. even so without scaling making spells would be pointless, because the next level spell would out-class the previous, and if you made a spell based on class you would only get a certain number available to that class.
As for scaling it was ok that casting cost went down in Oblivion as it has a lot of spells and spellmaking, Skyrim has few spells and flames and fireball has different uses, it's also nice to have an cheap flamethrower against weaker enemies, at high level it might do 25 damage/ second. For now everybody just use flames the incarnate.

Now i may sound like a [censored] for saying SPELL MAKING is rightfully taken out, but i agree with everybody that the amount of spells should be higher
Not every spell though, Giving alchemy the attribute spells is fair cuz alchemy really did nothing in OB but poisons and feather pots.
never used alchemy in Oblivion? My favorite as an mage was the restore health and magic over time potion. You could also add an shield effect.

What should have been done was to include spells in the talent trees as you progress, for example once you reach lets say 40 from alteration, you gain the open easy lock spell. (after playing the demo for kingdoms of amalur: Reckoning i believe spell unlocking should have a mini game in skyrim, makes it fair to the rogues) or More summoning spells from the conjuration tree, and ward spells from restoration. then again buying the spells would require that level (40 or somthin) but only recieve novice from the tree, and able to buy or learn/train on higher classes of those spells. After all you ARE learning how to control magic as you fiddle with it

I have no doubt that more spells will be added via DLC with other larger content, But until then im not as mad from the vanilla game spells, after all mages are actually a pure class viable to do anything without the use of a weapon. But in the next TES game i can see spell making return with a much refined system that includes the combined systems from skyrim and oblivion and morrowind.

and yes if spelling is off, its due to lack of sleep and trolling forums myself, cant be helped.
Not disagreeing with the unlock at higher skills, this was done in Oblivion. Also in Skyrim you can not buy high level spells with no skill. however might be better to use perks. Do not see the point of an mini game and you can not have it in combat.
And yes mods with better spells already exists and they will be significantly increased once the CK is out, however using an external tool to modify spells takes some of the magic out of magic.
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Davorah Katz
 
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Post » Fri Jun 08, 2012 6:30 pm

Don't you think your opinion is sort of ironic, given how shallow spellmaking was? Sure, you could make any spell you wanted- which in turn made any situation in the game useless. That made everything kind of pointless, didn't it?

I think they took spellmaking out because of that. Also, they didn't want people to mimic shouts via spellmaking and avoid what they consider to be a huge game mechanic and something they worked for years to create. It's the same reason they took spells for locks out- you want to open a lock, you have to take lockpicking.

You may not like it, but there are valid reasons for not having it in the game. It creates more challenge to be limited to x amount of damage. In a game where almost everyone is complaining that it's dumbed down and easy, where is the fun in making spells that have even MORE damage?

No I dont think its ironic.
Spellmaking was a flagship feature of TES. Without it Arena would have been a mere thirteen a dozen dungeon crawler and there would never have been a Daggerfall.
The freedom it provided ensured the game had a long shelflife, as it allowed for vastly differing playthroughs.
Half of the fun it provided was in figuring out what worked, finding good combinations.
I dont care about 'balance' so much that I want it told from upon-high that I cannot do this or that as it 'unbalances' my game, Ive never heard of such tripe.
Since when did being guided down a narrow path where everything is restricted become more desirable than the option to use everything in the game world as you see fit?
Since when did taking out options that allow differing builds and playstyles, such as the lockpicking spell, become a bad thing?
I shall never understand the people that applaud a poorer game.
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Nana Samboy
 
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Post » Sat Jun 09, 2012 3:14 am

spells unlockable in the tree as said before, is because of learning to use your skills. Do you not learn decapitation as you level a sword? or zoom with bows? backstabs with daggers? spells dont have that, they just have magicka decrease consumption or dmg increases and a stagger, which is not how true skills learn. To put it plainly if I were to summon that familar wolf for 10 days straight, i think by then id be able to summon sonthing else than a wolf regardless of going to a master

Sorry, I strongly disagree. For me, you can conjoure a wolf x1000 times, it can mean you'll be able to cast it faster or for less mana but that doesn't give you the knowledge to call a demon automatically. You should read tomes to learn about it, or meet a mage that knows about it. It is way more logical this way.
The way with unlocking spells via perks is just a simplificatio nfor hack and slash games like diablo were it doesn't matter how, but where you should just feel more and more powerful as you hack and slash away.
Of course I would love that some spells should not be castable until you have enough mastery of your element, even if you know the spell. You should even be able to try it but it should fumble if you're not skilled enough. This reminds me of the good old Ultima online.

This franchise has always been a hack and slash with added RPG elements thrown in. those elements are simply becoming less spreadsheety and more realistic. no more random misses cuz skill is too low. Thats a reason why attributes are hidden, they held no significance other than showin you what stat was increasing as you lvl, the perk system allowes for dynamic control of "learning" as you play rather than throwing it all at you at once.

I don't dislike the perks system, but I don't understand why you're so afraid of attributes ? You had problems with numbers as a kid maybe ? How is it more realistic to have perks instead of attributes defining your strength, agility, willpower, intelligence and so on ? Can't you handle learning how a game works without a nice tutorial holding your hand over everything ? What about try & see ? What about experimentation ? What about this feeling to have in front of you a complex thing with endless possibility that challenges you to understand all its secrets ?

dont believe me? Rage is an FPS with RPG mechanics, Boarderlands is an FPS with RPG mehcanics, Mss effect is a third person shooter with RPG mechanics. Its not a symptom of consoleitus, its the fact that the game is evolving as it should. people want this series to be a third person table top game, which dosent work in a realtime situation. Yes i know speech should be more fleshed out, Yes i know that quests are dull since oblivion, i know what people want this game to be. But its not how it should be. It should be a realistic fantasy action adventure with RPG mechanics added.

Nonsense. You just spread out this image of what you want the game to be, without any regard to its legacy of history, or to the opinion of the people who made the TES successful in the first place. You just want this to become a clone of all these games just because "it is the way" ? This is pathetic...


even "true" RPGs like the Final fantasy series, or Tales of series, or Star Ocean series

Haha... "true RPG" ? you mean JRPG right ?

But I understand you as a more console-type player (don't take offense, there is none) that is used to play J-RPGs, than a PC player that is used to play D&D style RPGs.

Therefore you plead for mecanics that mimic more J-RPG than occidental RPGs (in the historical sense).

You should know though that a lot of the core fans of bethesda (the ones that made the TES a success) come from the second category rather that Final Fantasy fans.

I think people who tihnk like you are the reason Dragon Age 2 is what it is, compared to Dragon age 1.
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neen
 
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Post » Sat Jun 09, 2012 5:02 am

develop some crafty way to create a spell-making system
I have to agree that spellmaking has never been well integrated into the TES setting. It would be nice if spellcrafting felt like crafting. I'm sad it's gone, but I'll deal for now. Would like it back eventually, in a better form.
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Prue
 
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Post » Fri Jun 08, 2012 8:26 pm

I would have agreed with you once, but I'm over it now. I would like more spells though and more spells with grand animations and effects!

no personal insult intended directly at you with the following statement:

to say "i'm over it" opens the floodgates for poor future games. it gives beth an escape. the money is there and people will live with it. depth, option, customization and quality will be gone. that is fact.

a player's input will continue to decline. games will become static, action-oriented scripts.

player manipulation, control and effect will soon be gone.
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Kayla Oatney
 
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Post » Fri Jun 08, 2012 6:29 pm

No I dont think its ironic.
Spellmaking was a flagship feature of TES. Without it Arena would have been a mere thirteen a dozen dungeon crawler and there would never have been a Daggerfall.
The freedom it provided ensured the game had a long shelflife, as it allowed for vastly differing playthroughs.
Half of the fun it provided was in figuring out what worked, finding good combinations.
I dont care about 'balance' so much that I want it told from upon-high that I cannot do this or that as it 'unbalances' my game, Ive never heard of such tripe.
Since when did being guided down a narrow path where everything is restricted become more desirable than the option to use everything in the game world as you see fit?
Since when did taking out options that allow differing builds and playstyles, such as the lockpicking spell, become a bad thing?
I shall never understand the people that applaud a poorer game.



Spellmaking wasn't a 'flagship' feature of TES. I've never heard anyone on these boards say that spellmaking was why they bought Daggerfall. The open world concept, the lore, the questlines, the factions all contribute to the appeal of this game. There is no one feature above all others that makes the TES series what it is, it's a combination of things.

You want to argue about what options have been taken away without talking about what options were added- dual wielding spells is a game mechanic that may not work with random, unknown spell affects created in spellmaking. Did you take that into consideration? We also got crafting and local town jobs, dragon shouts, perks, a marriage system, and a radiant UI system.

You seem to think that the devs spent all this time taking out options. Maybe you should have thought about all the time it takes to create completely new game mechanics and the size and scope of this game. Development time is limited. Just 'pushing the release date back' isn't going to work if they couldn't figure out a way to make spell creation work within the game world.
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Megan Stabler
 
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Post » Fri Jun 08, 2012 9:52 pm

What mage worth their mana can't make their own spells?
As far as I can remember, pretty much every RPG system I've played.
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Racheal Robertson
 
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Post » Fri Jun 08, 2012 7:04 pm

Don't you think your opinion is sort of ironic, given how shallow spellmaking was? Sure, you could make any spell you wanted- which in turn made any situation in the game useless. That made everything kind of pointless, didn't it?

I think they took spellmaking out because of that. Also, they didn't want people to mimic shouts via spellmaking and avoid what they consider to be a huge game mechanic and something they worked for years to create. It's the same reason they took spells for locks out- you want to open a lock, you have to take lockpicking.

You may not like it, but there are valid reasons for not having it in the game. It creates more challenge to be limited to x amount of damage. In a game where almost everyone is complaining that it's dumbed down and easy, where is the fun in making spells that have even MORE damage?

Those are not valid reasons. If it took them years to "create shouts" they should probably look for new jobs. Shouts are nothing more than spells you can charge up. Shouts for that matter are no different than archery as the further you pull your string back, the greater the velocity and time it takes. To say that the current system is not pointless is silly. You have no reason to use any spell besides dual-cast Incenerate. For Conjuration, watch your Dremora wreck everything. There are no interesting game dynamics when it comes to spells. The fact that spells absolutely do not scale either is pitiful. The only way to increase Spell Damage is through consumables via Alchemy. WTF!? It already IS DUMBED DOWN and easy. Spellcrafting, the concept, allows it to be more complex and synergize better. It does not necessarily have to work exactly like past TES games where it was a no brainer to make the most OP spells possible for little effort.
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jodie
 
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Post » Sat Jun 09, 2012 3:51 am

With regard to the other comments in this threads...

I feel the loss of attributes was a boon to the TES series, which has always maintained the theme of improving a skill by using it. I don't miss them. If anything, I'd like it if Health, Magicka, and Stamina worked the same way. Of course, this would require a more polished and in-depth method for improving areas where you are lacking.

I mostly like how spell learning is done now. Practice, and it casts faster and costs less. Study, and you learn new spell effects. The only thing missing is Research, which should allow you to eventually create new spells from previously learned effects.

Player customization will never go away, and I believe that the overreactions of this forum are mostly just Internet Drama?. Bethesda may have made a decision you don't agree with, but they're not stupid, and they know player choice is the foundation of this franchise. Heaven forbid they attempt to innovate a little bit.

Yes, balance is a bit screwed up, but it's always broken in a TES game. Ditto bugs and glitches. It's not an excuse, but you'd think we'd know what to expect by now, and react accordingly.
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Lavender Brown
 
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