Anyone want more indepth conjuring

Post » Sun Jul 04, 2010 5:25 am

when playing oblivion i thought that conjuring was a bit underdeveloped. Like all it did was give u backup in a fight, that was it, while a guess thats what it was ment to at times it didnt make sense. "ok so im strong enough to both summon this huge ice atchaonrc thing for a couple of minutes, but i cant control 2 scamps at once". or how about the fact that we "are" controlling them , give us more control (proof that we control them, they are a sentient being that in every other instance in the game tries to kill you, but the dont when you summon them). also i think we should be able to permanently summon a creature, or summon one for like "x" in game days ( a week, a month, a year in game) , but make it a long process, say you have to find several diffrent items so that the creature will be bound to your will, which brings up another thing, since we are controlling them, shouldnt there be a way for them to break free of our control. base it of off stamina or something (if your stamina drop too low then you lose the ability to control them and they go on a rampage (and it should be a rampage, i mean, u just released a demon thingy into the world) , and since they are sentient then you should be able to develope a friendship with them to the point were you can perma summon one to be a companion , or something, my point being they should really develop the skill so its more than "summon armor" "summon someone to take the blows for you"
User avatar
Juanita Hernandez
 
Posts: 3269
Joined: Sat Jan 06, 2007 10:36 am

Post » Sun Jul 04, 2010 1:00 am

I actually enjoyed Conjuring in Oblivion, but it could see some improvements.
User avatar
A Dardzz
 
Posts: 3370
Joined: Sat Jan 27, 2007 6:26 pm

Post » Sun Jul 04, 2010 8:34 am

I kind of see your point. But, with the Frostcrag Spire DLC, you can get a permanent companion atronach.
User avatar
Sheeva
 
Posts: 3353
Joined: Sat Nov 11, 2006 2:46 am

Post » Sun Jul 04, 2010 10:51 am

I actually enjoyed Conjuring in Oblivion, but it could see some improvements.


Such as? You can't just post that and leave.
User avatar
ILy- Forver
 
Posts: 3459
Joined: Sun Feb 04, 2007 3:18 am

Post » Sun Jul 04, 2010 3:43 pm

Such as? You can't just post that and leave.

I like the ideas of a perma summon and also the ability to control a summon like a puppet master so to speak.
User avatar
pinar
 
Posts: 3453
Joined: Thu Apr 19, 2007 1:35 pm

Post » Sun Jul 04, 2010 5:58 am

I would like to see more options available with conjuration. That would require the enemy base to be bigger though. I wouldn't mind customization of conjuration too.. say.. summon a dramora and be able to choose what sort of equipment your pet will have available but at the cost of a higher magicka requirement and whatnot.
User avatar
Jerry Jr. Ortiz
 
Posts: 3457
Joined: Fri Nov 23, 2007 12:39 pm

Post » Sun Jul 04, 2010 6:05 am

I would like to see more options available with conjuration. That would require the enemy base to be bigger though. I wouldn't mind customization of conjuration too.. say.. summon a dramora and be able to choose what sort of equipment your pet will have available but at the cost of a higher magicka requirement and whatnot.


i think that it should be based on your level, as soon as your able to summon a certain dramora then it should be for small times and random equipment, and the more you summon them the more comfortable you are summoning them and you are able to keep them in our relm longer, and be automaticly pick ones with better gear, and before you atomaticly get ones with better gear it should be random, cas you are just picking them up out of their realm and bringing them into ours, so at a low level (with that creature) you character should be like "thank god i got one here at all.. crap he is gone" then at the higher level "ok here is a good one, there you are go attack that guy for me, thank you, good your done with him , bring his stuff back to me and ill let you go"
User avatar
Sarah Unwin
 
Posts: 3413
Joined: Tue Aug 01, 2006 10:31 pm

Post » Sun Jul 04, 2010 3:33 pm

when playing oblivion i thought that conjuring was a bit underdeveloped. Like all it did was give u backup in a fight, that was it, while a guess thats what it was ment to at times it didnt make sense. "ok so im strong enough to both summon this huge ice atchaonrc thing for a couple of minutes, but i cant control 2 scamps at once".

or how about the fact that we "are" controlling them , give us more control (proof that we control them, they are a sentient being that in every other instance in the game tries to kill you, but the dont when you summon them). also i think we should be able to permanently summon a creature, or summon one for like "x" in game days ( a week, a month, a year in game) ,

but make it a long process, say you have to find several diffrent items so that the creature will be bound to your will, which brings up another thing, since we are controlling them, shouldnt there be a way for them to break free of our control.

base it of off stamina or something (if your stamina drop too low then you lose the ability to control them and they go on a rampage (and it should be a rampage, i mean, u just released a demon thingy into the world) , and since they are sentient then you should be able to develope a friendship with them to the point were you can perma summon one to be a companion , or something,

my point being they should really develop the skill so its more than "summon armor" "summon someone to take the blows for you"


I completely agree - there was a missed opportunity in Oblivion in that we could have seen some truly epic quests involving researching conjuration and necromancy.

All the Necromancer NPCs we encountered in Oblivion, for example, had basically the same arsenal of spells as most of the other spellcasting NPCs, there could have been a deeper, much more interesting culture for this faction.

There is also potential for much more interesting Necromancy spells, faction NPCs and quests involving Necromancy.

Historically, in ancient times, Necromancy was a sort of divination involving corpses or summoning the spirits of the dead in order to seek guidance. In medieval times, necromancy was considered a form of sorcery involving summoning demons or spirits (which in Skyrim could translate to Daedric beings) for purposes of:
  • reanimation of the dead
  • food and entertainment,
  • to drive people mad
  • to inflame people to love or hatred, to gain their favor, or to constrain them to do or not do some deed"
  • conjuring a mode of transportation
  • identifying criminals,
  • finding items
  • revealing future events.

User avatar
Emilie M
 
Posts: 3419
Joined: Fri Mar 16, 2007 9:08 am

Post » Sun Jul 04, 2010 8:50 am

nope
User avatar
Ronald
 
Posts: 3319
Joined: Sun Aug 05, 2007 12:16 am

Post » Sun Jul 04, 2010 2:04 am

I think magic in general needs a little more depth. Buying spells in OB kind of felt like buying cheat codes -- they didn't have any effect or consequence other than "click to gain health!". Gaining points in magic skills just wasn't tangible enough to make me feel like a powerful mage... I felt more like a programmer.
But it looks like these issues have been addressed!
User avatar
Maria Garcia
 
Posts: 3358
Joined: Sat Jul 01, 2006 6:59 am

Post » Sun Jul 04, 2010 3:06 am

I have an Idea for the control summon, Say you summon it while hiding in a corner, the enemies are around the corner; You get to play in the summoned monsters point-of-view, for maximum control.
User avatar
Sanctum
 
Posts: 3524
Joined: Sun Aug 20, 2006 8:29 am

Post » Sun Jul 04, 2010 11:23 am

conjuration is actually one of my favorite skills, i hope there will also be alot more NPCs to summon.
User avatar
Laura Mclean
 
Posts: 3471
Joined: Mon Oct 30, 2006 12:15 pm

Post » Sun Jul 04, 2010 1:25 am

conjuration is actually one of my favorite skills, i hope there will also be alot more NPCs to summon.


im not wanting MORE things to summon, but better and more believable control
User avatar
Abi Emily
 
Posts: 3435
Joined: Wed Aug 09, 2006 7:59 am

Post » Sun Jul 04, 2010 5:59 am

I think I've read before some kind of specialization in Skyrim, ala "choosing either Daedric or Undead Summon" branch in perk tree. Out of this, some improvement from Oblivion won't hurt us at all. I don't see the perma-summon, just don't fit me here... maybe if it's refering to a mount...

Multisummon, of course, longer summons, yeah!, mmm... don't know why, but some kind of "curse" spell would fit here perfectly to me. Spells that transfer damage taken to others would be nice too, exorcisms, possessions, etc... There are lots of things to put in here; let's see what Beths is doing.
User avatar
Janette Segura
 
Posts: 3512
Joined: Wed Aug 22, 2007 12:36 am

Post » Sun Jul 04, 2010 4:15 pm

I think magic in general needs a little more depth. Buying spells in OB kind of felt like buying cheat codes -- they didn't have any effect or consequence other than "click to gain health!". Gaining points in magic skills just wasn't tangible enough to make me feel like a powerful mage... I felt more like a programmer.
But it looks like these issues have been addressed!


Totally agree, but I think to a degree they have added more depth to magic. As far as conjuring, I really would like to see the possibility of the conjurer losing control of the summoned being (and not just because you accidentally hit them), just like in some of TES books describe as a possibility.

And IF they increased the number of creatures you could summon, I'd really like to see more variety in what they do. That is, if you increase the number, don't make all the new additions to be creatures similar to ones you can already summon.
User avatar
jessica Villacis
 
Posts: 3385
Joined: Tue Jan 23, 2007 2:03 pm

Post » Sun Jul 04, 2010 3:02 pm

I play a stealth character. Would've liked to summon on target so the summons would act as distractions
User avatar
El Khatiri
 
Posts: 3568
Joined: Sat Sep 01, 2007 2:43 am

Post » Sun Jul 04, 2010 10:08 am

Multiple summons is a no-brainer, but I'd also like to see ranged summons, and perhaps illusory summons for the illusion school. Most importantly, I'd like to see a different timing system, where a conjuration continually drains your magica for as long as it's active, instead of having a pre-determined magica cost and duration. This means (theoretically, at least) that a more intimate bond exists between caster and summon than in the previous "fire and forget" system, as the caster must constantly focus his magica on the summon. More powerful creatures drain magica faster, and perhaps the drain could also be affected by range between caster and summon. The caster could also terminate the conjuration at any point.
User avatar
Victor Oropeza
 
Posts: 3362
Joined: Sun Aug 12, 2007 4:23 pm

Post » Sun Jul 04, 2010 5:42 pm

Multiple summons is a no-brainer, but I'd also like to see ranged summons, and perhaps illusory summons for the illusion school. Most importantly, I'd like to see a different timing system, where a conjuration continually drains your magica for as long as it's active, instead of having a pre-determined magica cost and duration. This means (theoretically, at least) that a more intimate bond exists between caster and summon than in the previous "fire and forget" system, as the caster must constantly focus his magica on the summon. More powerful creatures drain magica faster, and perhaps the drain could also be affected by range between caster and summon. The caster could also terminate the conjuration at any point.


i like this but i would rather it drain stamina than magica ,maybe both, or (CRAZY IDEA) they should add anther bar, concentration, low conentraiton means u fail casting a spell, lose control of a summon, ect. just a though
User avatar
Nicole Kraus
 
Posts: 3432
Joined: Sat Apr 14, 2007 11:34 pm

Post » Sun Jul 04, 2010 12:14 pm

I play a stealth character. Would've liked to summon on target so the summons would act as distractions


This

It's pointless using conjuration if you are playing stealth. Either the creature just sticks close to you like some sort of pet, or draws attention to you. Summon on target would be an awesome step forward.
User avatar
El Goose
 
Posts: 3368
Joined: Sun Dec 02, 2007 12:02 am

Post » Sun Jul 04, 2010 9:50 am

No thanks for lore reasons I hate the idea of permanent summons, most of us may play as Dovahkiin but we are not Daedric Princes, if you are one then I understand why you believe you have the power to summon a minion permanently but if you are not then you just are not powerful enough, not even as Dovahkiin. At least if I learned anything about how hard it is to keep Daedra on Nirn from Oblivion.

And to control... maybe, not sure though. I′m all for summoning more than one though as long as the calculations for the mana cost increase, so if one scamp costs me 10 mana, then 2 should cost base cost of both + 25% or 25 mana, and then 3 base cost of all 3 + 50% of that, or 30 + 15 = 45 mana, and going for as crazy as 4 would ofc be base cost of all + 75% or 40 + 30 = 70 mana for 4 scamps
User avatar
Sami Blackburn
 
Posts: 3306
Joined: Tue Jun 20, 2006 7:56 am

Post » Sun Jul 04, 2010 1:42 am

No thanks for lore reasons I hate the idea of permanent summons, most of us may play as Dovahkiin but we are not Daedric Princes, if you are one then I understand why you believe you have the power to summon a minion permanently but if you are not then you just are not powerful enough, not even as Dovahkiin. At least if I learned anything about how hard it is to keep Daedra on Nirn from Oblivion.


Agree'd. But the summons should be sustainable by caster.
User avatar
Dominic Vaughan
 
Posts: 3531
Joined: Mon May 14, 2007 1:47 pm

Post » Sun Jul 04, 2010 3:56 am

i like this but i would rather it drain stamina than magica ,maybe both, or (CRAZY IDEA) they should add anther bar, concentration, low conentraiton means u fail casting a spell, lose control of a summon, ect. just a though


Good idea. Perhaps the magica drain could even be dependent on stamina? (high stamina = less magica needed to maintain concentration, and vice versa)
User avatar
Chad Holloway
 
Posts: 3388
Joined: Wed Nov 21, 2007 5:21 am

Post » Sun Jul 04, 2010 7:41 am

Good idea. Perhaps the magica drain could even be dependent on stamina? (high stamina = less magica needed to maintain concentration, and vice versa)


exactly.. the way im thinking this is if i really was in the world of skyrim and i really was summoning a creature, what would it take, im assuming i would have to have some kind of constant effect to keep my hold on whatever it is i summoned,
User avatar
Matt Terry
 
Posts: 3453
Joined: Sun May 13, 2007 10:58 am

Post » Sun Jul 04, 2010 12:27 pm

id like to see permanent companions as well. supreme magicka allowed this and it was balanced out with having a constant drain on your magicka for however long the summon existed.

one thing i would love to see is that when summons are killed that you take a percentage of the killing blow. this would encourage you to use your summons better and if you can heal them when they get injured. it was far to easy to just keep sending summons in willy nilly and the AI wasnt always smart enough to realize that they should take you out first and then the summons would disapper. i really hope they make the npcs go after you if you start summoning stuff. it only makes sense.
User avatar
Kim Bradley
 
Posts: 3427
Joined: Sat Aug 18, 2007 6:00 am


Return to V - Skyrim