Return Missing things from past ES games?

Post » Tue Jun 12, 2012 11:47 pm

The Alteration class spells that can unlock chests are not in Skyrim, Bethesda can you please add them to the game in a future patch

and there is no Invisibility spell or enchant like there is in Elder Scrolls Oblivion
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GabiiE Liiziiouz
 
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Post » Wed Jun 13, 2012 1:32 am

Invisibility is in the game identically to the way it worked in Oblivion, only chameleon was removed because it was extremely overpowered and could be exploited massively to make the game uber easy.

And "unlock" spell is now a standing stone ability.
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Jessie Butterfield
 
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Post » Tue Jun 12, 2012 11:11 pm

And feather! Feathered like a bird.
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Lou
 
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Post » Wed Jun 13, 2012 4:32 am

And feather! Feathered like a bird.

Dont need feather when you can become ethereal with a shout and ignore fall damage completely.
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Horse gal smithe
 
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Post » Tue Jun 12, 2012 9:47 pm

Dont need feather when you can become ethereal with a shout and ignore fall damage completely.
Right! if you want to fly buy il2 sturmovik
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Roberto Gaeta
 
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Post » Wed Jun 13, 2012 2:22 am

Invisibility is in the game identically to the way it worked in Oblivion, only chameleon was removed because it was extremely overpowered and could be exploited massively to make the game uber easy.

And "unlock" spell is now a standing stone ability.

so, it's not like this is a online multiplayer game, what's wrong with making the game uber easy, and if you don't like playing that way, you aren't forced to use Chameleon spell

and I have the game on 360 so i do not have access to console commands from the PC version...

also the coc toddtest console command from Morrowind and Oblivion is not in Skyrim for PC...
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Cartoon
 
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Post » Wed Jun 13, 2012 1:46 am

Dont need feather when you can become ethereal with a shout and ignore fall damage completely.

The issue is not that the game makes things impossible. If you want to limit your play to a min/max style with no role playing then it is true that everything that you need is in the game.

The issue is that with a wide open sandbox game many styles of role playing are available. For those who enjoy role playing a lock picking mage doesn't feel right. Choose the tower stone doesn't feel any more right. Features like open lock spells or a simple lock bash ability for warriors are not complicated or OP, and they do help the role player.
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Veronica Martinez
 
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Post » Wed Jun 13, 2012 5:53 am

Feather made it possible to carry more stuff. Never used it to fall.
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Sammykins
 
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Post » Wed Jun 13, 2012 2:03 am

so, it's not like this is a online multiplayer game, what's wrong with making the game uber easy, and if you don't like playing that way, you aren't forced to use Chameleon spell


Because it entirely possible to break quests simply by using it, scripted action failed to trigger properly, NPC's did not act or re-act as they should have, and due to the fact that the spell could be placed on ONE piece of clothing and make you invisible totally ruined the point of the invisibility spell. It is very easy to simply add chameleon to your character in Oblivion and complete the game with minimal combat and with practically no interaction with the game world. The developers decided that it was a spell effect that should be dropped entirely so that Invisibility was correctly balanced.


Feather made it possible to carry more stuff. Never used it to fall.

Sorry to much Ad&d making me think of the "feather fall" spell. You can use potions of strength to increase your carry weight at any time.
The issue is not that the game makes things impossible. If you want to limit your play to a min/max style with no role playing then it is true that everything that you need is in the game.

The issue is that with a wide open sandbox game many styles of role playing are available. For those who enjoy role playing a lock picking mage doesn't feel right. Choose the tower stone doesn't feel any more right. Features like open lock spells or a simple lock bash ability for warriors are not complicated or OP, and they do help the role player.

There is no need for a seperate spell, as redundancy in an RPG game is rather pointless as it makes core skills worthless. Whats the point of having a lock-picking skill that requires player skill and leveling to be effective when you can simply cast a spell and have it do it all the hard work? There isnt one, so thats why open locks spell was dropped in favour of a standing stone effect.
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Leilene Nessel
 
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Post » Wed Jun 13, 2012 3:18 am

Because it entirely possible to break quests simply by using it, scripted action failed to trigger properly, NPC's did not act or re-act as they should have, and due to the fact that the spell could be placed on ONE piece of clothing and make you invisible totally ruined the point of the invisibility spell. It is very easy to simply add chameleon to your character in Oblivion and complete the game with minimal combat and with practically no interaction with the game world. The developers decided that it was a spell effect that should be dropped entirely so that Invisibility was correctly balanced.




Sorry to much Ad&d making me think of the "feather fall" spell. You can use potions of strength to increase your carry weight at any time.


There is no need for a seperate spell, as redundancy in an RPG game is rather pointless as it makes core skills worthless. Whats the point of having a lock-picking skill that requires player skill and leveling to be effective when you can simply cast a spell and have it do it all the hard work? There isnt one, so thats why open locks spell was dropped in favour of a standing stone effect.

This is such nonsense.

-No its not. Its hardly an effort to design things so as spells do not break scripted events. They did so in Morrowind and Oblivion.
Youre assuming the spell is inserted into a game not designed for it, whereas the point is to design the game to encompass the spell.

-A potion is not a spell.

-Redundany is the opposite of pointless in an RPG. Its pointless in halo. This is not an FPS. In an RPG people assume roles.
The more roles the game allows the better. The more completely seperate ways there are to achieve a single goal, the better.
A thief picks a lock, a warrior bashes it and a mage uses a spell.
This is just about the core thing of RPG's.
Not to mention that 'redundancy' increases replay value as it allows wholly differing playstyles.

"Making core skills worthless" is an mmo mentality that has no place in any single player game, and least of all an RPG.
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Robert Jackson
 
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Post » Wed Jun 13, 2012 9:59 am

I hope they bring back the TES attributes and some skills like spears and acrobatics.
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Heather Kush
 
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Post » Wed Jun 13, 2012 10:51 am

Dont need feather when you can become ethereal with a shout and ignore fall damage completely.
You do if you are not playing the main quest. I have six characters, only one of which is devoted to the main quest.
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Mario Alcantar
 
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Post » Tue Jun 12, 2012 9:39 pm

This is such nonsense.

-No its not. Its hardly an effort to design things so as spells do not break scripted events. They did so in Morrowind and Oblivion.
Youre assuming the spell is inserted into a game not designed for it, whereas the point is to design the game to encompass the spell.

-A potion is not a spell.

-Redundany is the opposite of pointless in an RPG. Its pointless in halo. This is not an FPS. In an RPG people assume roles.
The more roles the game allows the better. The more completely seperate ways there are to achieve a single goal, the better.
A thief picks a lock, a warrior bashes it and a mage uses a spell.
This is just about the core thing of RPG's.
Not to mention that 'redundancy' increases replay value as it allows wholly differing playstyles.

"Making core skills worthless" is an mmo mentality that has no place in any single player game, and least of all an RPG.

Considering I wont play MMO's, I would say your post smacks of petulance. Redundancy in any RPG game is moronic, and a waste of resources for the developers. There is no point leveling a skill and spending perk points in to it, when a spell can do the identical task with NO skill required. To have a spell with the identical properties to a core class skill renders the entire skill pointless except from an RP perspective. We already have 2 tree's that are pointless in the game already (pickpocket/speach) because they are not implemented well enough and dont have enough of a bearing on the games mechanics. Adding in unlock spell creates a third pointless skill tree in lockpicking. Hell lockpicking is fairly pointless to perk even now, as with practive and skill you can open any lock no matter the level. Your suggestions only goes to weaken it even further to the point where the vast majority of players would not bother even leveling it.

Its a FACT that chameleon broke quests in Oblivion. I can even remember specifically that when going after the elder scroll in Oblivion there was an instance where using Chameleon would bug the quest out completely. There was agreement by the majority of players that using chameleon was a "cheap" way to play the game, and that it should be removed or severely nerfed.

And the fact of the matter is that chameleon and open locks are gone and wont be coming back. You and others will just have to learn to deal with that fact, like everyone else with the game.

You do if you are not playing the main quest. I have six characters, only one of which is devoted to the main quest.

You only need to do up to shout training in the MQ to get access to the abilities. I have 5 characters myself and Ive only gotten as far as learning dragonrend on one character, all others have done very little of the MQ. But all of them have shouts, as I only tend to play as far as retrieving the horn before branching off to do my own thing.
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Jessica Raven
 
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Post » Tue Jun 12, 2012 11:22 pm

Another chance to say what I want to see returned, before all else: a journal that is actually worth reading.
As well as (massively altered) degradation, and a whole load of spell effects, adjusted for Skyrim's approach is fine : fortify speed becomes haste, drain speed becomes slow, drain strength becomes drain melee damage, whatever. Slowfall, jump, water walking, silence, the rest of the weapons in bound form, more summons (mammoth familiar, anyone?), and what's wrong with cure disease as a Master spell?
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Claire Jackson
 
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Post » Tue Jun 12, 2012 9:42 pm

Considering I wont play MMO's, I would say your post smacks of petulance. Redundancy in any RPG game is moronic, and a waste of resources for the developers. There is no point leveling a skill and spending perk points in to it, when a spell can do the identical task with NO skill required. To have a spell with the identical properties to a core class skill renders the entire skill pointless except from an RP perspective. We already have 2 tree's that are pointless in the game already (pickpocket/speach) because they are not implemented well enough and dont have enough of a bearing on the games mechanics. Adding in unlock spell creates a third pointless skill tree in lockpicking. Hell lockpicking is fairly pointless to perk even now, as with practive and skill you can open any lock no matter the level. Your suggestions only goes to weaken it even further to the point where the vast majority of players would not bother even leveling it.

Its a FACT that chameleon broke quests in Oblivion. I can even remember specifically that when going after the elder scroll in Oblivion there was an instance where using Chameleon would bug the quest out completely. There was agreement by the majority of players that using chameleon was a "cheap" way to play the game, and that it should be removed or severely nerfed.

And the fact of the matter is that chameleon and open locks are gone and wont be coming back. You and others will just have to learn to deal with that fact, like everyone else with the game.



You only need to do up to shout training in the MQ to get access to the abilities. I have 5 characters myself and Ive only gotten as far as learning dragonrend on one character, all others have done very little of the MQ. But all of them have shouts, as I only tend to play as far as retrieving the horn before branching off to do my own thing.

IF the developers were including a skill for an unlock spell in the lockpicking tree, then yes quite worthless. However I would hope they would have enough sense to include the spell skill in the aleration tree. Fact is there are NO options, if you want to be able to siff through the lacking content in locked containers which I can only assume make up %85-90 of containers then you need to invest to a certain point into the LP tree. Sadly this game isn't play how you want as they advertised, its more play how we want you to based on a few necassary templates.
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Nienna garcia
 
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Post » Wed Jun 13, 2012 9:29 am

@Lexandro
Suffice to say that there are many people who play this game in a different fashion from yourself.
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Love iz not
 
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Post » Wed Jun 13, 2012 10:10 am

Considering I wont play MMO's, I would say your post smacks of petulance. Redundancy in any RPG game is moronic, and a waste of resources for the developers. There is no point leveling a skill and spending perk points in to it, when a spell can do the identical task with NO skill required. To have a spell with the identical properties to a core class skill renders the entire skill pointless except from an RP perspective. We already have 2 tree's that are pointless in the game already (pickpocket/speach) because they are not implemented well enough and dont have enough of a bearing on the games mechanics. Adding in unlock spell creates a third pointless skill tree in lockpicking. Hell lockpicking is fairly pointless to perk even now, as with practive and skill you can open any lock no matter the level. Your suggestions only goes to weaken it even further to the point where the vast majority of players would not bother even leveling it.

Its a FACT that chameleon broke quests in Oblivion. I can even remember specifically that when going after the elder scroll in Oblivion there was an instance where using Chameleon would bug the quest out completely. There was agreement by the majority of players that using chameleon was a "cheap" way to play the game, and that it should be removed or severely nerfed.

And the fact of the matter is that chameleon and open locks are gone and wont be coming back. You and others will just have to learn to deal with that fact, like everyone else with the game.



You only need to do up to shout training in the MQ to get access to the abilities. I have 5 characters myself and Ive only gotten as far as learning dragonrend on one character, all others have done very little of the MQ. But all of them have shouts, as I only tend to play as far as retrieving the horn before branching off to do my own thing.

I'm going to have to disagree vehemently here. Without redundancy, you are forced to play in one particular way, and no other. For example, the oak/stone/ebony-flesh spells make it possible to forgo armor, smithing and their proficiencies and perks altogether, but I would hate the game if the devs decided to remove those as "redundant". It's not true at all that if you can do something with a spell, it's not needed in any other form. I, for one, hate the time-limited nature of spells for passive survival stats. Mage characters will disagree, and I'm glad we all can play the defensive way we prefer, something impossible without redundancy.

Feather may be gone, but now followers can easily be exploited to carry unlimited weight. (No console commands or other cheats involved. Just tell them to pick up items you drop.) So I don't miss it as much as I thought I would.

If chameleon broke quests, shame on the devs, not on having and using the spell.
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Ben sutton
 
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Post » Wed Jun 13, 2012 11:15 am

I guess I won't be getting Elder Scrolls VI, Congratuations Bethesda, you as a company are screwing up as much as Square Enix, Capcom and Konami are

I enjoyed being able to rush Oblivion's Main Questlin under an hour using Chameleon
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jenny goodwin
 
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Post » Wed Jun 13, 2012 4:27 am

We should be able to wear two rings again.

and the Masque of Clavicus Vile should be turned back into a ring like it was in the begining. The story of the mask makes no freaking sense now that they turned it into an actual mask, just because Masque sounds like Mask, it doesn't mean an actual Mask.. It was a ring to begin with. the story of the lady who wore it to win the heart of a rich nobleman, how would that of worked if it was a full faced helmet? It was just a ring, a ring you put on your finger, why oh gods! CAn I not wear two Rings?? Are my fingers broken?? Does my dovalkien hands not work if I wear two rings?!? WHy Has Shegorath cursed me with this Maddnessss!

Where is my rings?? Did yOUt ake my Ring??SRinr GInRinriNGrINriNRGINRRING.... My Precious..
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Brittany Abner
 
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Post » Wed Jun 13, 2012 3:04 am

We really do need this thread again, don't we? I think if a day goes by without it, the board as a whole will collapse.

Redundancy is nice in some places. Chameleon and Invisibility are both magic spells that do essentially the same thing. Adding the unlock spells would give mages a way to get past doors and chests without having to use the Lockpick (which is the only way anyone can in Skyrim). I'd also like to see a bash option for warriors, though it'd make noise that would attract nearby enemies.
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Donatus Uwasomba
 
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Post » Wed Jun 13, 2012 3:00 am

There is no point leveling a skill and spending perk points in to it, when a spell can do the identical task with NO skill required.

Lockpick Skill Tree has "Unbreakable Lockpick" before "Master Locks Are Easier."

Useless, useless, useless.
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Charlie Sarson
 
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Post » Wed Jun 13, 2012 2:38 am

We really do need this thread again, don't we? I think if a day goes by without it, the board as a whole will collapse.

Redundancy is nice in some places. Chameleon and Invisibility are both magic spells that do essentially the same thing. Adding the unlock spells would give mages a way to get past doors and chests without having to use the Lockpick (which is the only way anyone can in Skyrim). I'd also like to see a bash option for warriors, though it'd make noise that would attract nearby enemies.

Warriors are all about melee so making a huge sound by breaking down a door would actually be interesting
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adame
 
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Post » Wed Jun 13, 2012 9:27 am

Lockpick Skill Tree has "Unbreakable Lockpick" before "Master Locks Are Easier."

Useless, useless, useless.

Don't forget the Skullkey from the Daedric Lord quest
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Emzy Baby!
 
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