Really? No custom Spellmaking?

Post » Tue Jun 12, 2012 12:24 am

The spell I missed the most is night eye. I can't stand those light spells in Skyrim, I want my night eye back.
I like the light spells in Skyrim I wish we could expand the magnitude of the spells, I liked nighteye in short stints if I had to sneak and kill or if I did not want to be detected in a dungeon.
Yeah, my list is just a sample too. I edited it to add a few more, but it would take a while to sit down and catelog all of the spells that have been cut from the series since Morrowind. Some of them, like nighteye and absorb, were probably cut to make Khajiit and Vampires feel more special, and some of them like disintigrate weapon/armor were cut when they cut weapon/armor degradation. But that only explains a small percentage of the staggering loss in spells.
I seen that, cannot believe I forgot silence, I alsao loved my jump and slowfall spells. The amount is staggering that is gone. for those in doubt here is Morrowinds----------http://www.uesp.net/wiki/Morrowind:Spells.
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Sophie Morrell
 
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Post » Mon Jun 11, 2012 1:55 pm

Well, I remember watching The Making of Skyrim, and one of their hardest challenges was to make Skyrim authentic; paticularly magic. They didn't the knitty-gritty, brutal, realistic-looking world of Skyrim to have the semi-corny spell sound effects that Morrowind and Oblivion did. According to their sound producer guy, they already had enough trouble trying to mak the spells in the original game sound authentic.

I don't think it's that the just said 'Hey, [censored] spell making, who uses it anyway.' I think it's more that they didn't have the time to authenticate all the spell effects that would be in spell making. Like what would a spell that allows you to walk on water look and sound like? It wasn't about taking out spell making, it was about not enough time to implement it in the game without it being some half=-assed effort that could break immerson (my standpoint on spell making).
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Charles Weber
 
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Post » Mon Jun 11, 2012 2:58 pm

Well, I remember watching The Making of Skyrim, and one of their hardest challenges was to make Skyrim authentic; paticularly magic. They didn't the knitty-gritty, brutal, realistic-looking world of Skyrim to have the semi-corny spell sound effects that Morrowind and Oblivion did. According to their sound producer guy, they already had enough trouble trying to mak the spells in the original game sound authentic.

I don't think it's that the just said 'Hey, [censored] spell making, who uses it anyway.' I think it's more that they didn't have the time to authenticate all the spell effects that would be in spell making. Like what would a spell that allows you to walk on water look and sound like? It wasn't about taking out spell making, it was about not enough time to implement it in the game without it being some half=-assed effort that could break immerson (my standpoint on spell making).

If that is true, then I hope they take the time to bring it back in DLC or in TES VI.
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Rachel Eloise Getoutofmyface
 
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Post » Mon Jun 11, 2012 7:13 pm

Well, I remember watching The Making of Skyrim, and one of their hardest challenges was to make Skyrim authentic; paticularly magic. They didn't the knitty-gritty, brutal, realistic-looking world of Skyrim to have the semi-corny spell sound effects that Morrowind and Oblivion did. According to their sound producer guy, they already had enough trouble trying to mak the spells in the original game sound authentic.

I don't think it's that the just said 'Hey, [censored] spell making, who uses it anyway.' I think it's more that they didn't have the time to authenticate all the spell effects that would be in spell making. Like what would a spell that allows you to walk on water look and sound like? It wasn't about taking out spell making, it was about not enough time to implement it in the game without it being some half=-assed effort that could break immerson (my standpoint on spell making).

I'd rather have a half-assed effort with Spellmaking than the half-assed effort without it that I seem to be stuck with now.
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Motionsharp
 
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Post » Mon Jun 11, 2012 12:33 pm

Well, I remember watching The Making of Skyrim, and one of their hardest challenges was to make Skyrim authentic; paticularly magic. They didn't the knitty-gritty, brutal, realistic-looking world of Skyrim to have the semi-corny spell sound effects that Morrowind and Oblivion did. According to their sound producer guy, they already had enough trouble trying to mak the spells in the original game sound authentic.

I don't think it's that the just said 'Hey, [censored] spell making, who uses it anyway.' I think it's more that they didn't have the time to authenticate all the spell effects that would be in spell making. Like what would a spell that allows you to walk on water look and sound like? It wasn't about taking out spell making, it was about not enough time to implement it in the game without it being some half=-assed effort that could break immerson (my standpoint on spell making).
That is the problem the gameplay mechanics suffer because of the fluff, if they did not have the "super cool" release date of 11-11-11 they could have done it I am sure, there was a few things in this game set on the back burner for that rerlease date. I hope we get spell creation and spell effects in the first expansion pack and it definately needs to be in TES VI.
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Ashley Clifft
 
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Post » Mon Jun 11, 2012 5:04 pm

Don't miss it one bit, and I don't like the redundancy as some seem to want that allows mages to do everything as the only archtype. I wouldn't mind more unique effects though, or the combo thing as seen in the JAM. But those combos would be predetermined and mixed with good balance. Unlike spellmaking which was required if you wanted to do anything powerful as a mage. Choosing to play a mage over a warrior should have about the same "level of required devotion" in order to enjoy it. In Skyrim, I get the feeling that the spells actually work, and a good balanced mage (not a pure destro mage) is fun and relatively easy to play.

I also agree with ConnivingEagle in #117 which have some notable comments on the sounds (and I could add proper gestures for that matter). Maybe the game can handle mixing two sounds like would be the case in the JAM. But spellmaking would require about no limits in mixing, something at least my game doesn't seem to handle very well already (stacking of sounds during playback, I had the same problems also in FONV btw).
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Avril Churchill
 
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Post » Tue Jun 12, 2012 12:56 am

That is the problem the gameplay mechanics suffer because of the fluff, if they did not have the "super cool" release date of 11-11-11 they could have done it I am sure, there was a few things in this game set on the back burner for that rerlease date. I hope we get spell creation and spell effects in the first expansion pack and it definately needs to be in TES VI.

I agree it definitely needs to return for TES:VI, but sticking us with the current crappy system for the next ~5 years is unacceptable.
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Lovingly
 
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Post » Mon Jun 11, 2012 3:41 pm

I'll ask what made the Oblivion system more complex? And to take it a step further what did Spellmaking do to make it even more complex?

You cannot be serious with this question, can you? I just did a rough count of over 180 different spell effects that could be combined in Oblivion for spell making. That allows for more than a billion different spell combinations.

Having read the UESP over the years and seen all the edits those guys do to the "useful spells" page, I can say that there have been hundreds of different "useful" spells posted on that site over the years and some were quite creative. The extensive archived discussion ('talk' page) at the UESP site for spell creation shows that Oblivion spell crafting is (or at least can be) a high art.
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Ice Fire
 
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Post » Tue Jun 12, 2012 2:14 am

i'm sick of hearing about this, want to use that feature mod it in or play Oblivion. stop bringing it up!
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Jessie Butterfield
 
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Post » Mon Jun 11, 2012 5:28 pm

That is the problem the gameplay mechanics suffer because of the fluff, if they did not have the "super cool" release date of 11-11-11 they could have done it I am sure, there was a few things in this game set on the back burner for that rerlease date. I hope we get spell creation and spell effects in the first expansion pack and it definately needs to be in TES VI.

Well, hopefully there won't be anymore 'cool' release dates, After all, there's only 12 months.
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aisha jamil
 
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Post » Mon Jun 11, 2012 8:32 pm

Unfortunately graphics sells games. So, while you and I and others care about gameplay primarily, that doesn't typically lend itself to marketing. A ReAlLy KeWl DrAgOn FiGhT DuZ thO!11! And Kill cams! ANd VoIcE Acting!!!!

This.
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Ian White
 
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Post » Mon Jun 11, 2012 5:00 pm

I'd rather have a half-assed effort with Spellmaking than the half-assed effort without it that I seem to be stuck with now.

I'm sure the developers who spent years neglecting their personal lives in order to provide you with the best possible product they could feel really awesome when they read posts like that. But I guess they can console themselves by hugging one of the pile of Game of the Year awards that Skyrim won.
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Horror- Puppe
 
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Post » Mon Jun 11, 2012 9:45 pm

Unlike spellmaking which was required if you wanted to do anything powerful as a mage. Choosing to play a mage over a warrior should have about the same "level of required devotion" in order to enjoy it.

Except while mages lost spellmaking, warriors gained Smithing and the tiebreaker called Enchanting gives even more damage boosts to warriors while mages get no passive damage increases at all.

If Bethesda removed Smithing and Enchanting damage boosts from Skyrim tomorrow, you can bet your Daedric War Axe there would be as many complaints as you are hearing from the magic crowd over spellmaking.
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Chris Johnston
 
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Post » Tue Jun 12, 2012 12:35 am

i'm sick of hearing about this, want to use that feature mod it in or play Oblivion. stop bringing it up!

Modding is not an option for the ever increasing number of people who play on PS3 and Xbox. Why don't you stop reading threads with the word "spellmaking" in the title if you are tired hearing about it? Last I heard this was an open forum for discussion. And given that this thread has made it five pages, there seems to be a lot of interest in discussing spellmaking.
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Liv Brown
 
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Post » Mon Jun 11, 2012 8:36 pm

i'm sick of hearing about this, want to use that feature mod it in or play Oblivion. stop bringing it up!

Nope, I'll be here for the next ~5 years if need be. Spellmaking is too difficult to mod in and it is something Bethesda needs to support for DLC and mods... and consoles. This is Bethesda's mess, they need to clean it up. Waiting for TES:VI is unacceptable.
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Matthew Barrows
 
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Post » Mon Jun 11, 2012 11:33 pm

I agree it definitely needs to return for TES:VI, but sticking us with the current crappy system for the next ~5 years is unacceptable.
Yes, I agree that having less for the next five years is not acceptable in the least.
Well, hopefully there won't be anymore 'cool' release dates, After all, there's only 12 months.
I agree "cool" dates hamper ideas and restrict content and polish because they rushing to get done.
Modding is not an option for the ever increasing number of people who play on PS3 and Xbox. Why don't you stop reading threads with the word "spellmaking" in the title if you are tired hearing about it? Last I heard this was an open forum for discussion. And given that this thread has made it five pages, there seems to be a lot of interest in discussing spellmaking.
This shouldhave been a base feature in the game and this has been a real interest since it was mentioned it was cut and I continue to see it being a major issue for us.
Nope, I'll be here for the next ~5 years if need be. Spellmaking is too difficult to mod in and it is something Bethesda needs to support for DLC and mods... and consoles. This is Bethesda's mess, they need to clean it up. Waiting for TES:VI is unacceptable.
I will also be here for the next five plus years and I will to contiue to advocate against the absence of spell creation, there are a few of us that dispise this and we will continue to voice it in the hope that its included again, we are not happy with having less, mods is not the answer for everything some things should have been in the base game, mods just enrich the experience.
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no_excuse
 
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Post » Tue Jun 12, 2012 3:43 am

Why is it that most everyone blames the "cool release date" for EVERYTHING? Do they actually KNOW that the release date caused things to be cut? Or or they just making a harsh generalisation towards Bethesda? Because it sounds an awful lot like the latter.
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Adam Baumgartner
 
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Post » Tue Jun 12, 2012 2:15 am

I'm sure the developers who spent years neglecting their personal lives in order to provide you with the best possible product they could feel really awesome when they read posts like that. But I guess they can console themselves by hugging one of the pile of Game of the Year awards that Skyrim won.

umm its their job to make a great game, they get paid to do so, and im positive going to your job during the day then going home at night just like everyone else on this planet does doesn't mean they are neglecting their personal lives.. like seriously what a dumb comment.
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Charleigh Anderson
 
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Post » Tue Jun 12, 2012 3:07 am

you're like 3 months late guy
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Hazel Sian ogden
 
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Post » Tue Jun 12, 2012 4:40 am

umm its their job to make a great game, they get paid to do so, and im positive going to your job during the day then going home at night just like everyone else on this planet does doesn't mean they are neglecting their personal lives.. like seriously what a dumb comment.

ever heard of overtime guy?
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Noraima Vega
 
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Post » Tue Jun 12, 2012 12:32 am

No custom spell making. Todd howard said they were sorry to let it go but couldn't keep the graphics on the consoles with the variables that introduced. So, for graphics you lost it.
Don't mourn alone though- there's many other features gone as well, so you are not alone. You have company.

Maybe if enough people mourn together Bethesda will try to bring some virtues back, but I'm not holding my breath.
Todd is a huge liar, the game could have handled twice the graphics, the disc space was more than available.
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lucy chadwick
 
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Post » Mon Jun 11, 2012 5:41 pm

Why is it that most everyone blames the "cool release date" for EVERYTHING? Do they actually KNOW that the release date caused things to be cut? Or or they just making a harsh generalisation towards Bethesda? Because it sounds an awful lot like the latter.
Maybe because Skyrim has 'RUSHED!!1one' spelled allover it?
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Mari martnez Martinez
 
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Post » Mon Jun 11, 2012 7:28 pm

Why is it that most everyone blames the "cool release date" for EVERYTHING? Do they actually KNOW that the release date caused things to be cut? Or or they just making a harsh generalisation towards Bethesda? Because it sounds an awful lot like the latter.
Considering how much more could have been fit on disc, yes, the release date is definitely a factor.
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Andrew Lang
 
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Post » Tue Jun 12, 2012 3:23 am

Todd is a huge liar, the game could have handled twice the graphics, the disc space was more than available.
Very true I have read somewhere there was a sizable amount of unused space on the game disk after the completion of Skyrim.
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helliehexx
 
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Post » Mon Jun 11, 2012 10:36 pm

Very true I have read somewhere there was a sizable amount of unused space on the game disk after the completion of Skyrim.
Sizeable is an understatement, half the disc is empty, actually over half the disc. :swear: 360 discs could handle up to 8 gigs, and the game is only 3.8. ps3 could have had more than double as well, and pc is not an issue, because they could have easily installed 2 discs if need be.
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Darren
 
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