This Series Is Spiraling Out Of Control. Please Stop Dumbing

Post » Sun Jun 03, 2012 2:56 pm

LOL no, to use your argument.


Your examples displayed no creativity or imagination. Nor have you stated why it is a 'gimmick' in the first place. Just came off as a newb that never even used it.
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Nick Pryce
 
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Post » Sun Jun 03, 2012 3:29 am

Sleeping and waiting is a CHOICE. I go out of my way not to wait. Your health auto regenerating is not.

Thats fine, but Skyrim is a different game that would not be able to support those mechanics. In Skyrim, one swing from a boss on master difficulty can reduce your health by 50%, sometimes kill you if you don't have much hp's to begin with. Even if regen didn't exist, you would either be forced to retreat and rest or you would be forced to drink half the potions in your inventory (which is equally unrealistic).

But this is no different than previous ES games. In previous games you would be reduced to no health and have to either retreat and drink potions or sleep/wait. The good thing about Skyrim is that health potions aren't nearly as common as they were in Morrowind or Oblivion where you could carry 100 of them before reaching level 5.

In all honesty, it seems like you haven't played the game much. Atleast not as a pure warrior type.
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amhain
 
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Post » Sun Jun 03, 2012 10:56 am

Thats fine, but Skyrim is a different game that would not be able to support those mechanics. In Skyrim, one swing from a boss on master difficulty can reduce your health by 50%, sometimes kill you if you don't have much hp's to begin with. Even if regen didn't exist, you would either be forced to retreat and rest or you would be forced to drink half the potions in your inventory (which is equally unrealistic).

Only if your not very good. I never waited to regain health in Morrowind and Oblivion. Daggerfall handled this better anyway. Now I have to regen health, which is just more hand holding. Getting two hit by a enemy? Awesome, that's what I'm talking about.

I guarantee Ive played more Skyrim than you. I am he who was once him.
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Danial Zachery
 
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Post » Sun Jun 03, 2012 7:04 am

I'd hardly call the shouts "tactical" considering their long cooldown periods (which I'm not complaining about). Would you care to elaborate?

How would a long cooldown period not equal a tactic? The term has nothing to do with cooldown periods. You can also get an item (that I know, perhaps therea many more) that lower the cooldown.

If you want an example, play a stealth character against some opponent that has a chance of killing you in a few hits, crank it to master if you need. sometimes your unrelenting shout is all that will keep you alive long enough to take something out. Combine that with stuff like the sprinting strike (don't remember name), stealth attacks, and other melee perks and at least that part of the game is pretty well fleshed out.

Certainly a bigger range of meaningful choices than "hit it alot, do some blocking, chug a pot". And in Morrowind you didn't even get to block manually..so while the previous two games may have had plenty of content in terms of menus and making stuff, it was pretty light in terms of actual skill use. On top of this, what little fun you could have with this kind play in Oblivion was nullfied by the fact that invisbility was ridiculous, and you eventually have a character that was almost as godlike as the one you had in Morrowind.
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Leticia Hernandez
 
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Post » Sun Jun 03, 2012 6:09 am


There's not enough keybinds available for the spells I use regularly in Skyrim. Try again.

Yes, we know, the console UI is terrible.
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sam smith
 
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Post » Sun Jun 03, 2012 4:08 am

Look at how well the game is selling. Bethesda is making more off this game then anyone expected.
Bethesda isn't going to "go back" to the less dumbed down version of games, all they care about is money.

This just in, a business tries to make money. News at eleven.

As for degradation, it should work like this: All armors and weapons degrade back to their base stats, which would mean only crafted, or improved armor/weapons would degrade. That way smithing wouldn't be needed for every build. Secondly repairing would take the same materials as it did to craft or improve, not just a hammer. That would be a perfect for everybody degradation system IMO, and balance smithing a bit. I would also bring back the disintegrate spells which would effect base armors and weapons on NPCs, gradually breaking them.

To be honest, I think this was originally intended, the smithed enhancements to slowly degrade back to base. At least, I remember hearing something about it somewhere.

LOL, no. Only for the unimaginative and uncreative was SC a 'gimmick'.

Eh... no offense, but it kinda was. All you really did was put in numbers in a formula.

It kinda took the magic out of, well, magic.
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Amysaurusrex
 
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Post » Sun Jun 03, 2012 8:48 am

I'd hardly call the shouts "tactical" considering their long cooldown periods (which I'm not complaining about). Would you care to elaborate?
In a way that makes them more tactical. You can't just spam them until you run out of stamina or magicka, like you can power attacks, zoomed bow shots, or spells. I've used a variety of shouts in tactical ways. Like Unrelenting Force to knock archers off the walls when taking Whiterun for the Stormcloaks. I've also used Whirlwind Sprint to put some distance between me and my enemy so I could take him on with a bow or spells. Throw Voice is just made for tactical use, as is Slow Time. Aura Whisper is good for any thief or assassin, and Become Ethereal is a very good last resort.

Not to mention just aggroing a bunch of baddies and summoning a giant dragon distraction. But to return to the point, you have to time them and use them at the right moments for maximum effect.
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Zosia Cetnar
 
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Post » Sun Jun 03, 2012 2:55 pm

Only if your not very good. I never waited to regain health in Morrowind and Oblivion. Daggerfall handled this better anyway. Now I have to regen health, which is just more hand holding. Getting two hit by a enemy? Awesome, that's what I'm talking about.

Not very good? So, as a pure warrior on master difficulty without regen, you think it would be possible to finish dungeons without needing to wait/rest? Really?

In Morrowind you didn't need to because of how pathetic the AI was, so I get that. But in Skyrim, its very hard to avoid hits sometimes, especially when surrounded by 5 attackers. You would need to have either lots of health potions or a wait/rest function or regen to finish some of these dungeons on master difficulty as a pure warrior. It doesn't matter how good you are.
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Schel[Anne]FTL
 
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Post » Sun Jun 03, 2012 5:49 am

Eh... no offense, but it kinda was. All you really did was put in numbers in a formula.

It kinda took the magic out of, well, magic.
Only if you lacked imagination and creativity.
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Darlene Delk
 
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Post » Sun Jun 03, 2012 3:08 pm

Your examples displayed no creativity or imagination. Nor have you stated why it is a 'gimmick' in the first place. Just came off as a newb that never even used it.

Assumptions are the bane of existance.

Spellmaking was a gimmick as it either offered minor convenience or allowed you to make hideously overpowered spells. There were no in-between.
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Myles
 
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Post » Sun Jun 03, 2012 10:49 am

Not very good? So, as a pure warrior on master difficulty without regen, you think it would be possible to finish dungeons without needing to wait/rest? Really?
It would be more than possible.
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Damian Parsons
 
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Post » Sun Jun 03, 2012 1:23 am

You cant post this here with the die hard fan boys, They encounter a major glitch/bug and ignore it rather then call it out.

Which is sad.. if i didnt know any better id say EA made this game
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Cheville Thompson
 
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Post » Sun Jun 03, 2012 2:55 pm

How would a long cooldown period not equal a tactic? The term has nothing to do with cooldown periods. You can also get an item (that I know, perhaps therea many more) that lower the cooldown.

If you want an example, play a stealth character against some opponent that has a chance of killing you in a few hits, crank it to master if you need. sometimes your unrelenting shout is all that will keep you alive long enough to take something out. Combine that with stuff like the sprinting strike (don't remember name), stealth attacks, and other melee perks and at least that part of the game is pretty well fleshed out.

Certainly a bigger range of meaningful choices than "hit it alot, do some blocking, chug a pot". And in Morrowind you didn't even get to block manually..so while the previous two games may have had plenty of content in terms of menus and making stuff, it was pretty light in terms of actual skill use. On top of this, what little fun you could have with this kind play in Oblivion was nullfied by the fact that invisbility was ridiculous, and you eventually have a character that was almost as godlike as the one you had in Morrowind.
What I meant was that since cooldowns were long, tactics would logically have to be limited as it could only be used at the beggining of battle and near the battle's end. Beside, unrelenting force, become ethereal, and maybe another are really the only good shouts anyways. Spamming Fus Ro Dah hardly accounts for proper tactics. Also about invisibility, it can get just as ridiculous in Skyrim if you have muffled boots.
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Scott Clemmons
 
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Post » Sun Jun 03, 2012 2:09 pm

It would be more than possible.

Im not talking about embershard mine here. Im talking about dungeons where you will be confronted with 3 or 4 adept necromancers while you're level 5. No way you can get through that as a pure warrior without rest or regen, unless you take about 10000 gold worth of potions with you.

How many potions would you drink?

BTW, drinking potions in a fight is one of the most unrealistic and game breaking things you can do and yet its been a game mechanic in every ES game I have ever played. Funny how you don't [censored] about that though.
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joeK
 
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Post » Sun Jun 03, 2012 10:28 am

So does this mean we won't have to listen to all of your whining next time?

Something tells me you will be back.

Whining? Are you so simple?
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Sammi Jones
 
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Post » Sun Jun 03, 2012 1:27 pm

Spellmaking was a gimmick as it either offered minor convenience or allowed you to make hideously overpowered spells. There were no in-between.
Only the daft deal in absolutes. Know more about spell creation.
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Michelle davies
 
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Post » Sat Jun 02, 2012 11:31 pm

What I meant was that since cooldowns were long, tactics would logically have to be limited as it could only be used at the beggining of battle and near the battle's end. Beside, unrelenting force, become ethereal, and maybe another are really the only good shouts anyways. Spamming Fus Ro Dah hardly accounts for proper tactics. Also about invisibility, it can get just as ridiculous in Skyrim if you have muffled boots.

As I said, there is some tactical fun if you play on a hard setting, and use a combination of skills WITH THE SHOUTS, nopt spamming the shouts..which by your own account is impossible anyway with the cooldown. FUS RO DAH has so far been essential for a sneak character on master....on a fwe occasions of course, lots of stuff is still just fodder.

Thus far there is nothing coming even close to the level of ridiculousness of invis or chameleon in the previous games, and I have the muffled footsteps perk.
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c.o.s.m.o
 
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Post » Sun Jun 03, 2012 5:22 am

Oh, so now I put a paralysis effect on my shock spell. Oh okay.
No, not really. Paralysis was much too expensive and combining it with shock, which was also very expensive (presumably because it was the least resisted type of elemental damage), would make for a very low-damage spell if you wanted to have any hope of actually casting it without crazy amounts of fortify int or fortify magicka. What you quite possibly would do is combine with weakness to shock, blindness, calm, or damage attribute.


Or combine water breathing with swift swim. Gee, art like this should be on a museum!
Why bother with swit swim? I'd personally rather add more night eye since torches and the like doesn't work too well under water. Then again, I usually CE'd water breathing and a ton of NE, since my monitor back then was an old CRT with very faded colors and brightness. Couldn't see anything unless I turned up the light to crazy levels.

Well, how about merely having the ability to make spells that suited the situation? Increase damage at the cost of needing to go into touch range? Or keeping it a ranged target type spell but turning the AoE way down, effectively making your spell a single target sledgehammer? How about having the freedom to build the spells you found suitable? How about slowly but surely killing Gaenor by constantly spamming slow damage strength spells until they'd punch through his Reflect-layer and, due to his full suit of ebony, root him to a single spot permanently? How about making customized summon spells with half the duration and a *much* more agreeable magicka cost?

There were plenty of funny things you could do with magicka in Morrowind and if gamesas hadn't totally gutted magic and removed spell creation on top of that, there'd be just as much fun with it in Skyrim. More, actually. Touch, bolt-type, ball-type, or sustained jet. More ways to deliver the effect = more options = more variety = more fun. Can you really tell me with a straight face that you wouldn't like to use a poison jet in one hand and a freeze jet in the other? That you wouldn't like to throw balls of exploding thunder after bandits? That you wouldn't enjoy having a high damage, short range flame thrower as a late game anti-draugr measure, rather than the short damage, short range flamethrower the game gives you? Really?
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Chantelle Walker
 
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Post » Sun Jun 03, 2012 5:13 am

Only if you lacked imagination and creativity.

Well, if you're using that argument, why would you need spellmaking anyway?

As you take the perks, and if they made the spells scale (which they should, I don't know why they haven't done so already) you could pretty much take it as your character improving/making new versions of their spells as they go along.

Only with less futzing around with the guts of the mechanics.
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Lizzie
 
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Post » Sun Jun 03, 2012 3:14 am

Only the daft deal in absolutes. Know more about spell creation.

Assumptions are the bane of existance.

Why don't you show us some your High Art custom spells that only someone with your grace and flair can even hope to think of?

There were plenty of funny things you could do with magicka in Morrowind and if gamesas hadn't totally gutted magic and removed spell creation on top of that, there'd be just as much fun with it in Skyrim. More, actually. Touch, bolt-type, ball-type, or sustained jet. More ways to deliver the effect = more options = more variety = more fun. Can you really tell me with a straight face that you wouldn't like to use a poison jet in one hand and a freeze jet in the other? That you wouldn't like to throw balls of exploding thunder after bandits? That you wouldn't enjoy having a high damage, short range flame thrower as a late game anti-draugr measure, rather than the short damage, short range flamethrower the game gives you? Really?

Yes.
I'm more interested in effect that form. And uh, I guess spraying green goo with one hand and white stuff with the other doesn't get me off :teehee:
Between the existing spells, shouts and potions/poisons, I don't really miss any spells effects, from Daggerfall or Morrowind.
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CRuzIta LUVz grlz
 
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Post » Sun Jun 03, 2012 1:36 am

As I said, there is some tactical fun if you play on a hard setting, and use a combination of skills WITH THE SHOUTS, nopt spamming the shouts..which by your own account is impossible anyway with the cooldown.

Thus far there is nothing coming even close to the level of ridiculousness of invis or chameleon in the previous games, and I have the muffled footsteps perk.
How about one shotting elder dragons with x30 backstabs? But yes, now I see what you meant by the tactical advantages of shouts. The sad thing is, Unrelenting For. and Become Ethe. can get you out of anything and everything, so there is little reason to use the other shouts.
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Mrs. Patton
 
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Post » Sun Jun 03, 2012 10:53 am

Im not talking about embershard mine here. Im talking about dungeons where you will be confronted with 3 or 4 adept necromancers while your level 5.

How many potions would you drink?

BTW, drinking potions in a fight is one of the most unrealistic and game breaking things you can do and yet its been a game mechanic in every ES game I have ever played.
Not that many. As a pure warrior, Id be eating cooked food anyway, not using potions. As for realism, lol at realism in an ES. I have a 300+ pound invisible bag of invisible loot.

Well, if you're using that argument, why would you need spellmaking anyway?

As you take the perks, and if they made the spells scale (which they should, I don't know why they haven't done so already) you could pretty much take it as your character improving/making new versions of their spells as they go along.

Only with less futzing around with the guts of the mechanics.
Er, created spells had in game effects. Im playing a cRPG, not a tabletop. I'm not referring to imagination or creativity in any other regard than to make interesting spells that aren't generic "I made huge fireball", or "I sat at the altar for two hours sliding a radius back and forth".
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Mr.Broom30
 
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Post » Sun Jun 03, 2012 8:12 am

How about one shotting elder dragons with x30 backstabs? But yes, now I see what you meant by the tactical advantages of shouts. The sad thing is, Unrelenting For. and Become Ethe. can get you out of anything and everything, so there is little reason to use the other shouts.

Well yeah, I purposefully went with axes and didnt take the daggers perk...just seeing the 15x damage was enough to get me uninterested.
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Eibe Novy
 
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Post » Sun Jun 03, 2012 3:46 am

Every TES game gets that award.

That is because they are all THAT good.
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Tania Bunic
 
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Post » Sun Jun 03, 2012 9:46 am

Er, created spells had in game effects. Im playing a cRPG, not a tabletop. I'm not referring to imagination or creativity in any other regard than to make interesting spells that aren't generic "I made huge fireball", or I sat at the altar for two hopurs sliding a radius back and forth".

Well, what in game effects can't you do already?

I mean, if you want spells to have two effects... you can already throw two spells at the same time.

Edit: I mean, if you want a fireball that paralyzes people, there's nothing stopping you from having paralyze in one hand, fireball in the other, and chucking them at the same time.
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Phillip Hamilton
 
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