Alter of Spell Making

Post » Wed Jul 20, 2011 1:05 pm

Hey guys,
I was just curious if there was any news on the Alter of spell making being in the game. It is one of the things that I liked the most in Oblivion. Although it needed a bit a tweaking. Has there been any information on this @ all?

Cheers
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Alyna
 
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Post » Tue Jul 19, 2011 11:23 pm

Hey guys,
I was just curious if there was any news on the Alter of spell making being in the game. It is one of the things that I liked the most in Oblivion. Although it needed a bit a tweaking. Has there been any information on this @ all?

Cheers


they are in not herd much about them but they said there not just in one place like oblivion there all round skyrim

[EDIT] my bad was thinking of enchanting alters
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patricia kris
 
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Post » Wed Jul 20, 2011 10:07 am

i am sorry :sadvaultboy: you can't make spells no more. wait gezp makes my question myself!
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Jenna Fields
 
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Post » Wed Jul 20, 2011 8:09 am

Sweet that is awesome news. I was really hoping that it was a mechanic that they were going to keep.
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Yvonne Gruening
 
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Post » Tue Jul 19, 2011 11:46 pm

Spell making as we once new it is out. Sorry.
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Ana
 
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Post » Wed Jul 20, 2011 2:41 pm

Spell making as we once new it is out. Sorry.



Really... that kinda blows then.
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Andres Lechuga
 
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Post » Wed Jul 20, 2011 6:00 am

Do you think the spells will be perks?

Or completely separate from the magic skill perks?

I hope they are separate, but when you add up 12-20 perks for each skill - that is already getting close to the 85 spell effects for Illusion, Conjuration, Restoration, Destruction, Alteration. It seems within the realm of possibility that all the spells will be perks.
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Peetay
 
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Post » Wed Jul 20, 2011 5:39 am

One of the most dissapointing pieces of news is that after spellmaking got horribly stunted in Oblivion, they decided to gimp it even more and axe it completely.
I am a very sad panda about this :( :(
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Eduardo Rosas
 
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Post » Wed Jul 20, 2011 5:00 am

I'm also a bit concerned about how we will be acquiring new spells. If they are strictly perks you get at level up, then it seems that we would not be purchasing them from merchants. Spells were probably my best gold sink in Oblivion.
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Kat Ives
 
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Post » Wed Jul 20, 2011 11:50 am

I'm also a bit concerned about how we will be acquiring new spells. If they are strictly perks you get at level up, then it seems that we would not be purchasing them from merchants. Spells were probably my best gold sink in Oblivion.

I really can't see them setting it up like that because for one, it would make it so you learn new effects spontaneously and two, it would force you to take spells at the bottom of the tree to get one at the top. I highly doubt this is the case.
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Craig Martin
 
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Post » Wed Jul 20, 2011 2:26 am

Woah, Woah where was it heard that we won't be able to make our own spells anymore?

If so then that truley svcks. Seriously I loved playing magic characters in MW and OB for that very purpose.
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Lou
 
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Post » Wed Jul 20, 2011 4:42 am

No spell making = 110% FAIL

Hopefully they get it working before release
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Leah
 
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Post » Wed Jul 20, 2011 6:42 am

I was hoping for an expanded ability to make spells, not a complete removal. That will be yet another serious blow backward to the series, but TES games have slowly been transforming into action adventure games and less and less role-playing ones. I wish Bethesda had stuck to its original plan of leaving the main game series a solid role-playing sandbox game world and making the Legends series(Battlespire & Redguard) the more action-oriented games.
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Dan Wright
 
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Post » Wed Jul 20, 2011 6:36 am

I was hoping for an expanded ability to make spells, not a complete removal. That will be yet another serious blow backward to the series, but TES games have slowly been transforming into action adventure games and less and less role-playing ones. I wish Bethesda had stuck to its original plan of leaving the main game series a solid role-playing sandbox game world and making the Legends series(Battlespire & Redguard) the more action-oriented games.


I could not agree more.
A new Battlespire or Redguard with todays technology would be awesome.
But TES should remain TES.
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Rebekah Rebekah Nicole
 
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Post » Wed Jul 20, 2011 4:37 am

Ok I found the source, it seems you just can't combine effects through spells you have. Spell creation itself was not talked about and may or may not be in. Jeez you guys get your facts straight before scaring the hell out of me. =_=
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Veronica Martinez
 
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Post » Wed Jul 20, 2011 4:04 am

Ok I found the source, it seems you just can't combine effects through spells you have. Spell creation itself was not talked about and may or may not be in. Jeez you guys get your facts straight before scaring the hell out of me. =_=

If you think about it makes perfect sense that it's not present. The new spell casting system doesn't really leave any room for it and rather than giving us an extremely gimped version of spell making to prevent exploits it was better to just remove it all together.
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Andrew Perry
 
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Post » Wed Jul 20, 2011 1:50 am

Oh I hope not, but I'm going to sit on the 'wait and see' bench. I really hope it's in there, otherwise it's going to be next to pointless being a magic based character imo. Which my main role in these games. I want to craft my own spells through research and the likes. I don't want to be stuck to a predetermied spell list like every other game. That was the feature that sold Morrowind to me (my introduction to this series).

Oblivion as well (I actually prefered oblivions mages guild actually).
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Stacyia
 
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Post » Wed Jul 20, 2011 12:57 pm

I'm sure they'll remove it instead of actually trying to repair it.

That's the Bethesda way, if it's broke toss it out. It's sad, but true.
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Carys
 
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Post » Wed Jul 20, 2011 2:12 am

If spellmaking is lost, it is much worse than the loss of separate cuirass and greaves. It hurts mage characters so much to not have that aspect. The new way of spellcasting is part of the problem, but the way Shouts are perceived as magic [...which by lore it is] clouds the sense that magic is being gimped even while that is exactly what is happening. A warrior character still gets lots of customization options [the combined armor, top and bottom is shared by everyone, so it is not a warrior specific loss] on offensive equipment, but the mage loses this. The Warrior get's a whole line of magic in Shouts while still have a full set of melee option, but with the mage, he has in Shouts a different magic that doesn't necessarily distinguish itself as a different skill set and these shouts need to recharge so it feels like the mage is getting magic spells that are gimped from the way their normal magic works and are giving up customization too.
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Prisca Lacour
 
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Post » Wed Jul 20, 2011 3:04 am

I'd rather do two things. The first would like the ability to make scrolls, possibly through enchanting. That way people who liked the old build-a-spell system in the past games could still get what they want - ballanced both by the fact it would take time to gather the items needed to create the spell, and the scolls would disapear after a use - not to mention enchanting is a skill again.

And next I'd build a combination system like what they were talking about. So some spells, such as a shield and lightning spell could be cast at the same time to create a shield charged with lightning so whoever hit it got shocked. That way there would be a real learning aspect to the spell system. Abnormal effects could happen with unique combinations, and combining some spells could be dangerous to the caster.

With enchanting a skill again, and word that they're seeing what they can do with combining spells...I'll just sit back and hope. I'd rather not have the spell alter back though. The whole alter business never made a lick of sense to me. Here's hoping you can use soul gems like Sigil stones and use them where ever you are as long as there aren't any enemies near by.
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Darlene DIllow
 
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Post » Wed Jul 20, 2011 2:24 am

If spellmaking is lost, it is much worse than the loss of separate cuirass and greaves. It hurts mage characters so much to not have that aspect. The new way of spellcasting is part of the problem, but the way Shouts are perceived as magic [...which by lore it is] clouds the sense that magic is being gimped even while that is exactly what is happening. A warrior character still gets lots of customization options [the combined armor, top and bottom is shared by everyone, so it is not a warrior specific loss] on offensive equipment, but the mage loses this. The Warrior get's a whole line of magic in Shouts while still have a full set of melee option, but with the mage, he has in Shouts a different magic that doesn't necessarily distinguish itself as a different skill set and these shouts need to recharge so it feels like the mage is getting magic spells that are gimped from the way their normal magic works and are giving up customization too.

Yep
I tried to argue that point ages ago but got shut down by all the "roleplayers" who enchanted 110% chameleon and then demanded it be removed for being overpowered. A warrior's weapon will get better in quality and aesthetics as they progress but mages will just get the same old fireball which increases by x amount in damage.
"But you can hold down to make a flame thrower"
Yeah and I'm gonna be so amazed by that flame thrower after 100 hours. Imagine if a warrior had a iron longsword for the whole game. Thats what we get just one poxy animation with a % damage increase. Hold down the left button for extra damage, woopee.
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Phoenix Draven
 
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Post » Wed Jul 20, 2011 5:27 am

Yep
I tried to argue that point ages ago but got shut down by all the "roleplayers" who enchanted 110% chameleon and then demanded it be removed for being overpowered. A warrior's weapon will get better in quality and aesthetics as they progress but mages will just get the same old fireball which increases by x amount in damage.
"But you can hold down to make a flame thrower"
Yeah and I'm gonna be so amazed by that flame thrower after 100 hours. Imagine if a warrior had a iron longsword for the whole game. Thats what we get just one poxy animation with a % damage increase. Hold down the left button for extra damage, woopee.


I agree with your general point, but I think you meant 'powergamers' where you said 'roleplayers'.
Roleplayers generally have no interest in things like 'the best weapon in the game', 'finishing the game', and other stuff like that.
Im a roleplayer and on a thread about levitation someone told me I couldnt have it because it would 'allow me to bypass painstakingly created content'.
I just dont see that argument at all, not one iota. I dont get it.
That, I think, is a good example of the difference in mindset between a roleplayer and a powergamer.
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Madeleine Rose Walsh
 
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Post » Wed Jul 20, 2011 3:18 am

Am I the only one who doesn't give two flying ballsacks about spell making being removed?
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steve brewin
 
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Post » Wed Jul 20, 2011 12:48 am

I really can't see them setting it up like that because for one, it would make it so you learn new effects spontaneously and two, it would force you to take spells at the bottom of the tree to get one at the top. I highly doubt this is the case.


Or you could purchase a basic frost damage spell that scales with your destruction skill and benefits from cost reduction/increased spellpower perks. Buying basic spell effects with perks would really limit choices for battlemage/nightblade characters. It's fine that their spells wouldn't be as powerful as a pure mage's but making spells perks would hugely limit their repertoire, really svcking the fun out of many playstyles.
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elliot mudd
 
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Post » Wed Jul 20, 2011 7:55 am

Am I the only one who doesn't give two flying ballsacks about spell making being removed?

You obviously give enough flying ballsacks to click on the thread about spell making.
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Siobhan Wallis-McRobert
 
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