Are Dragon Shouts redundant?

Post » Wed Sep 01, 2010 8:22 pm

I can't do that, because even if I don't use it myself, premade spells will still suffer from the limitations it forces on the game. And in past games, if you didn't use spell making, you'd eventually reach a point where the default spells just aren't powerful enough for your needs, though this could be adressed by allowing the effects of spells to become stronger as your stats and skills improve, but that simultaniously removes one of the main motivations to make spells in past games. In Morrowind and Oblivion, if I decided that my current main attack spell wasn't strong enough anymore but couldn't find a better one, I'd make one, but if the spell already becomes better as I get stronger, than what's the point of doing so?


Actually, in the podcast, when asked about the subject, Todd Howard said there was no spellmaking. Though keep in mind, the way he said it was that at the time, they did not plan to do it, unless they could make it work well, implying that we MIGHT see it, but only if they can do it well, which is a notion I agree with, if your going to do something, you should do it well, and I certainly wouldn't complain about having spell making if it can be done in a way that actually allows for unique and interesting spells, unfortunately, Bethesda has never succeeded at doing so before. Could they do it in the future? Maybe, but I've been shown nothing to indicate they can, as I've yet to see a single game include spell making and also have a good magic system, though considering that the only games I've seen with spell making in are Elder Scrolls games, that might not necessarily prove anything.


I understand your point about it imposing limitations IF you use the stock spells you find in-game and they're not powerful enough. If Spellcraft were a skill, it could solve that. However, that's out. As for using it in a way that works with the new magic system, I think it could be done with balance if regular stock spells level with you, and you get to craft better ones as you get higher up. Then power is equal between stock spells and craftable ones. The craftable ones just get to be more unique.

I would love to see that compromise implemented, and it would make everyone happy, IMO.

Don't really care about spears.

Skill merger is fine. With the new way you level, I'd say it's a requirement.

Spellcrafting worries me though. have the mentioed if item enchanting is also gone the way of the dodo? I know both of them could easily be abused to make overpowered skills/items/effects, but it had a ton of roleplay value. You didn't HAVE to abuse the enchanting and sppell making.


Halberds/Polearms are likely in, not necessarily "spears" exactly. Unconfirmed, but very likely based on concept art.

The new skill set will make gameplay smoother and better, IMO.

Yes, enchanting is in as its own skill. Abusing spellcrafting wouldn't be an issue with Skyrim's "fire-for-effect" leveling system. No more boosting.
User avatar
tannis
 
Posts: 3446
Joined: Sat Dec 09, 2006 11:21 pm

Post » Thu Sep 02, 2010 12:41 am

Spell-making would over-power mages, and not just in DPS measurements.

Each archetype has a craft skill: Warriors - smithing, Rogues - alchemy, Mages - enchanting. In addition, all of these crafting skills benefit other classes (alchemy helps mages and warriors, enchanting helps warriors and rogues, smithing helps rogues and mages). Spell-making would give a second crafting ability to mages, and one that only benefits mages. A mage gets special treatment with the ability to do more.

Secondly, spell-making would make dual-wielding spells redundant. Why waste two hands for two spells, when you can make a single spell with the same effects and free up your other hand? Just combine the effects into a single spell, while still being able to hold a shield or sword on top of it (or even yet another spell with multiple effects). A mage again gets special treatment with the ability to do more.

(this, coming from someone who plays mages)
User avatar
Rusty Billiot
 
Posts: 3431
Joined: Sat Sep 22, 2007 10:22 pm

Post » Thu Sep 02, 2010 1:43 am

I like the sound of this choose your own effect on the fly much more than having to switch inbetween spells.

Tap once for the fire ball, that's kinda like the base damage. You could hold down the button with the same spell and a higher damage dealing but quicker magicka draining flamethrowner comes from your hand. When crouched and looking at a serface, think mines in James Bond Agent Under Fire, after pressing the spell botton the character will creat a rune that will explode when someone gets near enough. And for aoe, rapidly pressing the button will charge the fire attack in your arms, the more magicka you put in creating a larger aoe so the more magicka you have the more area you can cover, and once you finally stop pressing the character will punch the ground creating that huge fire explotion.

Like this, the way the spell is used is up to you instead of needing five of the same basic spells with different effects for what you want to do. And if you want to combine a second spell with your fire spell, well use your second hand. You could be charging a paralize aoe spell in one hand and holding enemies off with a fire spell in another. Its all up to you.

Scrolls could be used as well if players want to use two or more spell effects in one hand. Here's hoping for the ability to enchant pieces of paper. Enchanting a piece of paper could act like spellmaking, in so acting as a guide to help the character channel magicka into more effects without straining the arm. Better yet, enchanting is a skill, so spellmaking in tern would also be tied down to a skill.
User avatar
Laura Samson
 
Posts: 3337
Joined: Wed Aug 29, 2007 6:36 pm

Post » Wed Sep 01, 2010 12:31 pm

I understand your point about it imposing limitations IF you use the stock spells you find in-game and they're not powerful enough. If Spellcraft were a skill, it could solve that. However, that's out. As for using it in a way that works with the new magic system, I think it could be done with balance if regular stock spells level with you, and you get to craft better ones as you get higher up. Then power is equal between stock spells and craftable ones. The craftable ones just get to be more unique.

I would love to see that compromise implemented, and it would make everyone happy, IMO.

Actually the whole concept of categorising spells into different forms and effects inheritably makes it more limited. Yes you can create many combinations on your own, but all of them would just be a slight change on the original spell, thus making most of the spells' look, feel, usage really similar.
If you look at other games with no spellmaking, most of the time you'll see that no two spells are alike, this couldn't be said about TES games though.

This system works for enchanting, because it doesn't need big variety. Your sword will either burn, zap, steal your enemy's soul or all three of the above.
User avatar
Erika Ellsworth
 
Posts: 3333
Joined: Sat Jan 06, 2007 5:52 am

Post » Wed Sep 01, 2010 3:50 pm

Actually the whole concept of categorising spells into different forms and effects inheritably makes it more limited. Yes you can create many combinations on your own, but all of them would just be a slight change on the original spell, thus making most of the spells' look, feel, usage really similar.
If you look at other games with no spellmaking, most of the time you'll see that no two spells are alike, this couldn't be said about TES games though.

This system works for enchanting, because it doesn't need big variety. Your sword will either burn, zap, steal your enemy's soul or all three of the above.




Or blind or even drain health because of the swords low damage or even slow down the enemy so my thief can get around but I'd still love to throw a Burden and drain fatigue all in a neatly packed fire ball on the fly and get away.


and for one spamming immersion on your sig (which I use to love) this is sounding very unimmersiony!
User avatar
Nana Samboy
 
Posts: 3424
Joined: Thu Sep 14, 2006 4:29 pm

Post » Thu Sep 02, 2010 12:42 am

I make very unique spells that fit with my unique builds, that in turn make for really unique gameplay. Unless there's a way to combine effects and name them (which is basically just spell making), I'll just go back to a TES that has it. Id rather they delay the game to include spell making than scrap it. They say they are having a hard time implementing it, but I guarantee there will be a mod for it within the first six months of release. If I had a PC, that wouldn't be too bad, but I dont. I dont see how they could take away one of the best customization tools and something that separated TES from most lesser RPGs. I think its even more important than smithing, or enchanting.


Xarnac, I just wanted to quote info posted from another member:

"booheads

Curate


Group: Members
Joined: 08-June 10
Posted Today, 03:58 AM
Although I wouldn't mind spellcrafting, I'm 100% certain its going to be greatly changed or removed because of 2 very big gameplay implementations:

1. Duel Wielding, combining spells in spell-creator makes DW trivial. I don't see how the old system could work with this, they'd need to change spell-creation to compensate.

2. New Dynamic-spells. Holding down the button results in flamethrower, tap for fireball, ground target for glyph, DW two for big fireball, possibly hold 2 for aoe. Isn't this essentially spell-creation in the palm of your hand? Again, I don't see how the old system can in any way work with this unless you had to fill out 5 different effect windows for each spell you made. Seems silly and redundant to a degree.



Combine DW, Dynamic-Spells, and natural scaling with your Skill-lvl ---> don't you basically get a amped active/tactical version of spell-creation?
This post has been edited by booheads: Today, 04:03 AM"

The scripting of spells seems to be MUCH more complex than previous ES games.. personally I would rather them take out spellcrafting if it means more dynamic spell casting.. I thought it was "redundant" to have to buy/learn a different spell depending if you wanted to burn stuff with a touch, or throw a fireball. REALLY clutters up the spellbook Now it seems, with your character having knowlege of fire manipulation, for example, the can be creative with it. It seems they want the combat to be more freeform, and being able to do multiple effects with different spells in each hand seems like fun. Charge up and freeze a group of enemies with a charged frost spell, then shatter them all with lightning..

I wonder how Necromancy will play a role? Maybe charging up the summon skeleton spell actually makes the corpse of an enemy rise up or something? (like the King of Worms staff)..
User avatar
Lori Joe
 
Posts: 3539
Joined: Tue Jun 20, 2006 6:10 am

Post » Wed Sep 01, 2010 7:53 pm

If the magick overhaul is done properly, it could very well be much more awesome than any previous ones. Same goes for dragon shouts, if done well, great!
User avatar
Alexander Lee
 
Posts: 3481
Joined: Sun Nov 04, 2007 9:30 pm

Post » Wed Sep 01, 2010 11:44 pm

I agree Dragon Shouts to be redundant with magic spells, and the fact they've "globalized" a power that is technically Nord-exclusive (with the possible exception of that Tiber Septim fancy-pants) kinda annoys me, too.


Tiber Septim was, indeed, Atmoran, which is quite close to be Nord. Though it hasn't been said too much about Thu'um, in the Lore. We know that Nords used it. But that doesn't mean that other races couldn't. It was in Hight Hrothgar, in Skyrim, where Nords learnt how to use the Voice, so maybe that's the reason.
User avatar
~Sylvia~
 
Posts: 3474
Joined: Thu Dec 28, 2006 5:19 am

Post » Wed Sep 01, 2010 5:01 pm

Or blind or even drain health because of the swords low damage or even slow down the enemy so my thief can get around but I'd still love to throw a Burden and drain fatigue all in a neatly packed fire ball on the fly and get away.


and for one spamming immersion on your sig (which I use to love) this is sounding very unimmersiony!

You've kinda lost the point of my sig....

And you can always just cast Burden then drain fatigue (then again, I don't really know why would you want to cast both in the first place, when just one of them does the job just as well...)
User avatar
steve brewin
 
Posts: 3411
Joined: Thu Jun 21, 2007 7:17 am

Post » Wed Sep 01, 2010 10:07 pm

Or blind or even drain health because of the swords low damage or even slow down the enemy so my thief can get around but I'd still love to throw a Burden and drain fatigue all in a neatly packed fire ball on the fly and get away.


and for one spamming immersion on your sig (which I use to love) this is sounding very unimmersiony!

You've kinda lost the point of my sig....

And you can always just cast Burden then drain fatigue (then again, I don't really know why would you want to cast both in the first place, when just one of them does the job just as well...)
User avatar
sexy zara
 
Posts: 3268
Joined: Wed Nov 01, 2006 7:53 am

Post » Wed Sep 01, 2010 7:46 pm

Well Dragon Shouts right now are part only of Skyrim and I doubt the will appear again in other TES games, but they will expand Lore more.
For example confirmed Dragon Shout thats push enemies cannot be alternative of Telekineses spell since can only push (but with great power) actor while spell will allow more options like reach and manipulate items/activators from large distance.
User avatar
ANaIs GRelot
 
Posts: 3401
Joined: Tue Dec 12, 2006 6:19 pm

Post » Wed Sep 01, 2010 3:41 pm

You've kinda lost the point of my sig....

And you can always just cast Burden then drain fatigue (then again, I don't really know why would you want to cast both in the first place, when just one of them does the job just as well...)



well i know your sig is making fun of immersion screamers yeah, but I still loved it none the less.

Drain fatigue makes their damages less damaging, and Burden slows them dow... and fire roasts them while im runnnin away...yeah? and thats too much switching hotkeys for what could have been 1 spell...
User avatar
Alex Blacke
 
Posts: 3460
Joined: Sun Feb 18, 2007 10:46 pm

Post » Wed Sep 01, 2010 11:57 pm

Actually the whole concept of categorising spells into different forms and effects inheritably makes it more limited. Yes you can create many combinations on your own, but all of them would just be a slight change on the original spell, thus making most of the spells' look, feel, usage really similar.
If you look at other games with no spellmaking, most of the time you'll see that no two spells are alike, this couldn't be said about TES games though.

This system works for enchanting, because it doesn't need big variety. Your sword will either burn, zap, steal your enemy's soul or all three of the above.


In Morrowind you could make a spell with the following effects: Command creature, feather, fortify speed, waterwalk. Cast this on the mudcrab merchant, then lead him to Suran so you don't have to hunt for him. This is an example of the glory of spellcrafting which will be missed
User avatar
Hella Beast
 
Posts: 3434
Joined: Mon Jul 16, 2007 2:50 am

Post » Wed Sep 01, 2010 4:56 pm

In Morrowind you could make a spell with the following effects: Command creature, feather, fortify speed, waterwalk. Cast this on the mudcrab merchant, then lead him to Suran so you don't have to hunt for him. This is an example of the glory of spellcrafting which will be missed

I also couldn't have that spell in my hand and another weapon.
User avatar
Darren Chandler
 
Posts: 3361
Joined: Mon Jun 25, 2007 9:03 am

Post » Thu Sep 02, 2010 1:24 am

I also couldn't have that spell in my hand and another weapon.

... So? :shrug:
User avatar
Angela Woods
 
Posts: 3336
Joined: Fri Feb 09, 2007 2:15 pm

Post » Wed Sep 01, 2010 9:42 pm

... So? :shrug:

You won't understand if you haven't followed the thread.
User avatar
Nathan Maughan
 
Posts: 3405
Joined: Sun Jun 10, 2007 11:24 pm

Post » Wed Sep 01, 2010 7:56 pm

Actually the whole concept of categorising spells into different forms and effects inheritably makes it more limited. Yes you can create many combinations on your own, but all of them would just be a slight change on the original spell, thus making most of the spells' look, feel, usage really similar.
If you look at other games with no spellmaking, most of the time you'll see that no two spells are alike, this couldn't be said about TES games though.

This system works for enchanting, because it doesn't need big variety. Your sword will either burn, zap, steal your enemy's soul or all three of the above.


Well, by having a listed 85 spells, we'll already be limited.....so why not add variety and option to that by allowing you to craft spells combining multiple effects, and do so at different levels, so you can have spells with a range of powers from weak to uber-stong. And this would be balanced because it wouldn't necessarily give mages any boost over what other player types have. The option could be related to one of the mage guilds, or you could even just pay someone to craft a spell that you dictate if you don't want to join a mage guild. I guarantee, no matter what, Skyrim WILL be about the option of using any playstyle and being successful with it.

Anyway, that's just one idea. I'm not nearly as well-versed in the Spellcrafting argument as I should be because I just have never needed to use it much. But I would like to see Bethesda find an equitable solution for all players of Skyrim that doesn't cause imbalances.
User avatar
Farrah Barry
 
Posts: 3523
Joined: Mon Dec 04, 2006 4:00 pm

Post » Thu Sep 02, 2010 1:49 am

Two Worlds 2 even has spell creation. Beth cant let frickin Two Worlds top them at Magic. Also, there's no way to spin it. Not having spell creating is a limitation.
User avatar
Ross
 
Posts: 3384
Joined: Thu Aug 10, 2006 7:22 pm

Post » Wed Sep 01, 2010 8:05 pm

What's with everyone crying over spears?
User avatar
vicki kitterman
 
Posts: 3494
Joined: Mon Aug 07, 2006 11:58 am

Post » Thu Sep 02, 2010 1:07 am

Wrong thread friend :o
User avatar
Tessa Mullins
 
Posts: 3354
Joined: Mon Oct 22, 2007 5:17 am

Post » Wed Sep 01, 2010 9:39 pm

I still have yet to hear an argument for spellcrafting that indicates the ability to make unique spells instead of the 'I Win' buttons. I know that people want to be lazy in mind and body because it takes less energy, but lack of strategy is boring to me. When you have the option to combine and tweak every effect into spells for each situation it eliminates strategy and becomes a game of 'fill out the spreadsheet'. With the new system it sounds like you can tailor a spell to do the desired effect on the fly without the feeling of 'I Win!' buttons. This will allow me to actual feel like I am creating and performing magic (which I think is the goal of BGS). I do not want to fill out a form every time I want to make my magic.

Perhaps that is the difference in opinion. Players who want to feel in control of the magic and those who want to fill out a form.
User avatar
Nitol Ahmed
 
Posts: 3321
Joined: Thu May 03, 2007 7:35 am

Post » Wed Sep 01, 2010 3:26 pm

I can't decide whether you are for or against Spell making in your post, but as a thought.


you have to be kidding me if your telling me there is no strategy in making spells for unique situations?

and if its spreadsheety what is enchanting then?
User avatar
Jonny
 
Posts: 3508
Joined: Wed Jul 18, 2007 9:04 am

Post » Wed Sep 01, 2010 8:30 pm

I still have yet to hear an argument for spellcrafting that indicates the ability to make unique spells instead of the 'I Win' buttons. I know that people want to be lazy in mind and body because it takes less energy, but lack of strategy is boring to me. When you have the option to combine and tweak every effect into spells for each situation it eliminates strategy and becomes a game of 'fill out the spreadsheet'. With the new system it sounds like you can tailor a spell to do the desired effect on the fly without the feeling of 'I Win!' buttons. This will allow me to actual feel like I am creating and performing magic (which I think is the goal of BGS). I do not want to fill out a form every time I want to make my magic.

Perhaps that is the difference in opinion. Players who want to feel in control of the magic and those who want to fill out a form.

you must not be reading then. Not only have we given examples of the non OPEd spells we create, but weve also said how it adds strategy and gameplay that wouldn't be in there without it. Just because X person cant think of anything imaginative, or unique to do with spell making, doesnt mean that we cant.
User avatar
Alyesha Neufeld
 
Posts: 3421
Joined: Fri Jan 19, 2007 10:45 am

Post » Thu Sep 02, 2010 1:55 am

I can't decide whether you are for or against Spell making in your post, but as a thought.


you have to be kidding me if your telling me there is no strategy in making spells for unique situations?

and if its spreadsheety what is enchanting then?



I am not against spell making, but I am against the idea that it is indispensable.

Let me try to be clearer. Oblivion spell making always felt like filling out a spreadsheet instead of manipulating magical forces. That is my problem with it compared to what the Skyrim magic system will be (hopefully).
User avatar
Cat Haines
 
Posts: 3385
Joined: Fri Oct 27, 2006 9:27 am

Post » Wed Sep 01, 2010 12:26 pm

By that stance then no aspect of Magic in TES felt like manipulating Magical Forces....you -bought- spells >_> not learned them saved for that one instance in finger of the mountain.



I like you would rather a realtime aspect where your total Magicka was gathered and you would shape that into a spell memorized with spell effects that the player learns over the course of the game sure, but getting rid of is not the answer in my book.


I'd go into detail but that would be flooding the page with suggestions.
User avatar
Laura-Lee Gerwing
 
Posts: 3363
Joined: Fri Jan 12, 2007 12:46 am

PreviousNext

Return to V - Skyrim