Are Dragon Shouts redundant?

Post » Wed Sep 01, 2010 11:44 am

While spell-crafting hasn't been confirmed out, I'd rather have it than Dragon shouts, dragons, or any other crafting/creating mechanic. If I could only have one that is.

Edit: Apparantly a new IGN preview has confirmed no spell making? Is this true? If so, I probably wont even get Skyrim.
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vanuza
 
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Post » Wed Sep 01, 2010 7:12 pm

While spell-crafting hasn't been confirmed out, I'd rather have it than Dragon shouts, dragons, or any other crafting/creating mechanic. If I could only have one that is.

Edit: Apparantly a new IGN preview has confirmed no spell making? Is this true? If so, I probably wont even get Skyrim.


They way Todd has been talking about it, I'm betting it doesn't make the game. It just doesn't seem to fit the way spells are in Skyrim.

As for not buying the game because of that, I think you should reconsider. Skyrim seems to be an improvement on more or less all areas compared to Oblivion and other prequels.
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sexy zara
 
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Post » Wed Sep 01, 2010 3:35 pm

They way Todd has been talking about it, I'm betting it doesn't make the game. It just doesn't seem to fit the way spells are in Skyrim.

As for not buying the game because of that, I think you should reconsider. Skyrim seems to be an improvement on more or less all areas compared to Oblivion and other prequels.

Na, no spell making is a deal breaker. Its essential for a third of my builds. I'll just go back to Morrowind/Oblivion.
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neen
 
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Post » Wed Sep 01, 2010 2:55 pm

Na, no spell making is a deal breaker. Its essential for a third of my builds. I'll just go back to Morrowind/Oblivion.


It's certainly your prerogative, but can you elaborate on why it is a deal breaker? I am curious as to why it is so important.
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Charleigh Anderson
 
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Post » Wed Sep 01, 2010 10:57 pm

It's certainly your prerogative, but can you elaborate on why it is a deal breaker? I am curious as to why it is so important.


You're asking why spellmaking, in a series that has always been about customization and openness, is a deal breaker?
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Luna Lovegood
 
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Post » Wed Sep 01, 2010 8:24 pm

If they overhauled the magic system, then they could have easily expanded it to include the effects of Dragon Shouts, rather than simplifying it, which they almost certainly have done.

I mean the Shouts could turn out to be awesome, but at this point do we even really know what Dragon Shouts do? We only have a vague notion and I just don't see how Dragons necessitate these shouts.

They didn't "add in" shouts. Some Nords always had the ability. If you read the in-game books like Children of the Sky and the Five Songs of King Wulfharth you'll find information about the Shouts. Kind of interesting effects.

The breath and the voice are the vital essence of a Nord. When they defeat great enemies they take their tongues as trophies. These are woven into ropes and can hold speech like an enchantment. The power of a Nord can be articulated into a shout, like the kiai of an Akaviri swordsman. The strongest of their warriors are called "Tongues." When the Nords attack a city, they take no siege engines or cavalry; the Tongues form in a wedge in front of the gatehouse, and draw in breath. When the leader lets it out in a kiai, the doors are blown in, and the axemen rush into the city. Shouts can be used to sharpen blades or to strike enemies. A common effect is the shout that knocks an enemy back, or the power of command. A strong Nord can instill bravery in men with his battle-cry, or stop a charging warrior with a roar. The greatest of the Nords can call to specific people over hundreds of miles, and can move by casting a shout, appearing where it lands.

The most powerful Nords cannot speak without causing destruction. They must go gagged, and communicate through a sign language and through scribing runes
.

Shor's Tongue

The first song of King Wulfharth is ancient, circa 1E500. After the defeat of the Alessian army at Glenumbria Moors, where King Hoag Merkiller was slain, Wulfharth of Atmora was elected by the Pact of Chieftains. His thu'um was so powerful that he could not verbally swear into the office, and scribes were used to draw up his oaths. Immediately thereafter the scribes wrote down the first new law of his reign: a fiery reinstatement of the traditional Nordic pantheon. The Edicts were outlawed, their priests put to the stake, and their halls set ablaze. The shadow of King Borgas had ended for a span. For his zealotry, King Wulfharth was called Shor's Tongue, and Ysmir, Dragon of the North.

Kyne's Son

The second song of King Wulfharth glorifies his deeds in the eyes of the Old Gods. He fights the eastern Orcs and shouts their chief into Hell. He rebuilds the 418th step of High Hrothgar, which had been damaged by a dragon. When he swallowed a thundercloud to keep his army from catching cold, the Nords called him the Breath of Kyne.

Old Knocker

The third song of King Wulfharth tells of his death. Orkey, an enemy god, had always tried to ruin the Nords, even in Atmora where he stole their years away. Seeing the strength of King Wulfharth, Orkey summoned the ghost of Alduin Time-Eater again. Nearly every Nord was eaten down to six years old. Boy Wulfharth pleaded to Shor, the dead Chieftain of the Gods, to help his people. Shor's own ghost then fought the Time-Eater on the spirit plane, as he did at the beginning of time, and he won, and Orkey's folk, the Orcs, were ruined. As Boy Wulfharth watched the battle in the sky he learned a new thu'um, What Happens When You Shake the Dragon Just So. He used this new magic to change his people back to normal. In his haste to save so many, though, he shook too many years out on himself. He grew older than the Greybeards, and died. The flames of his pyre were said to have reached the hearth of Kyne itself
.
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Robert Bindley
 
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Post » Wed Sep 01, 2010 1:00 pm

You're asking why spellmaking, in a series that has always been about customization and openness, is a deal breaker?


Yes, that is what I asked. Was what I said confusing??
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Donatus Uwasomba
 
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Post » Wed Sep 01, 2010 2:49 pm

It's certainly your prerogative, but can you elaborate on why it is a deal breaker? I am curious as to why it is so important.

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.
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Racheal Robertson
 
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Post » Wed Sep 01, 2010 2:54 pm

They didn't "add in" shouts. Some Nords always had the ability. If you read the in-game books like Children of the Sky and the Five Songs of King Wulfharth you'll find information about the Shouts. Kind of interesting effects.

. . .

"The most powerful Nords cannot speak without causing destruction. They must go gagged, and communicate through a sign language and through scribing runes"


Hahaha I must admit that's hilarious. Thank you for citing this evidence though, it helps settle things from the lore perspective.
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Cassie Boyle
 
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Post » Wed Sep 01, 2010 10:40 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.


I can definitely understand your wariness, but if the magic system is being completely overhauled, the very design philosophy behind it changing, I think that they saying it is difficult to implement is completely valid. Now that spells are essentially weapons with multiple mutable uses, the spreadsheet design of spells probably just doesn't work.

Like I said it's your prerogative, and I'm not going to damn your opinion because it's perfectly valid, but I don't exactly agree with it. Personally I never used spellcrafting.
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Dean Brown
 
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Post » Thu Sep 02, 2010 12:29 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.


I haven't heard anything about it being "hard to implement"... All I've heard is that it "won't fit with the way we want to implement magic", i.e. to spreadsheet:y and "takes away the magic in magic".

I said this before, but we don't really know the mechanics behind spells as of now. And knowing that it is being changed, we can assume it's different (and hopefully better) from before and spellcrafting might just not be very relevant.

I mean, has there been anything about wheter spells have any actual "set" numbers show as to amount of dmg etc? Maybe spells level up with you or something, we just don't know.
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Gemma Woods Illustration
 
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Post » Wed Sep 01, 2010 8:26 pm

I can definitely understand your wariness, but if the magic system is being completely overhauled, the very design philosophy behind it changing, I think that they saying it is difficult to implement is completely valid. Now that spells are essentially weapons with multiple mutable uses, the spreadsheet design of spells probably just doesn't work.

Like I said it's your prerogative, and I'm not going to damn your opinion because it's perfectly valid, but I don't exactly agree with it. Personally I never used spellcrafting.

That why I wouldn't expect you to totally understand, but thats the exact reason we need it in. If for some reason you do get the urge to try it out, its there for you to try. That's what TES is all about IMO. Even if you do only play a certain way, there's plenty of stuff out there for you to mess with. Im sure there's plenty of people that never mess with high acrobatics. Those people never understood the joy of hopping over a house, or jumping into a tree to get away from an Ogre etc. More options, thats what we need. If you want to balance it, fine. If you want to negate certain effects that contradict each other, fine. Just dont scrap it, because like I said, I give it six months before a modder includes it without breaking the game.

I haven't heard anything about it being "hard to implement"... All I've heard is that it "won't fit with the way we want to implement magic", i.e. to spreadsheet:y and "takes away the magic in magic".

Which makes no sense to me. Too spreadsheety? Er, its an RPG thats want we want (honestly, that sounds like something to placate people who didnt even like TES in the first place). 'Takes the magic out of magic', what the hell does that even mean? The 'hard to implement' came from earlier interviews.
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Juliet
 
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Post » Wed Sep 01, 2010 8:55 pm

Which makes no sense to me. Too spreadsheety? Er, its an RPG thats want we want. 'Takes the magic out of magic', what the hell does that even mean. The 'hard to implement' came from earlier interviews.


Actually that's the exact opposite of what I want. I like the Roleplay aspect of RPG's, and the spreadsheet breaks my immersion terribly when it comes to the mysteriousness of magic. I would argue that a lot of people wouldn't want the spreadsheet, which is why spellcrafting (as seen in this thread's poll) isn't that important to people.
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CArla HOlbert
 
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Post » Wed Sep 01, 2010 11:19 pm

This can't be serious...
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OnlyDumazzapplyhere
 
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Post » Wed Sep 01, 2010 4:42 pm

Silly choice, as I dont expect these things are related at all. I actually dont care much for the dragon shouts, and I absolutely hate if spellmaking is out (which it seems it is)... but i dont think it's BECAUSE of dragon shouts at all, It's most likely because of the more dynamic spells they have in the game
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Shaylee Shaw
 
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Post » Wed Sep 01, 2010 3:07 pm

I think the appropriateness of dragonshouts will differ charter to charter.... if your play as a nord warrior and you make the main quest your most important objective dragon shouts are going to be crucial to that, but if your playing as a wood elf assassin you probably wont have a fleeting care about some silly prophecy steeped in dragon blood! and you would just look abit stupid taking down a dragon by shouting at it.

There is a shout that you whisper to teleport behind an enemy...
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Jarrett Willis
 
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Post » Thu Sep 02, 2010 12:20 am

Actually that's the exact opposite of what I want. I like the Roleplay aspect of RPG's, and the spreadsheet breaks my immersion terribly when it comes to the mysteriousness of magic. I would argue that a lot of people wouldn't want the spreadsheet, which is why spellcrafting (as seen in this thread's poll) isn't that important to people.

Stats make an RPG, you cant have a gameplay mechanic represent every variable in an RPG. The control list would be as big as a phone book. there's nothing spredsheety about spell creation. If your more of a casual/newer payer, dont use it and you'll never feel overwhelmed (not talking about you personally). But for seasoned vets that know their way around the game, its definitely not 'too spreadsheety'. Plus I wouldn't say that its not important to people, just that its not as important to these forum members as main story things are: dragons, shouts etc. Not to mention, I figure ma god amount of the people on here are newer RPG gamers that think a thousand pointless choices=an RPG. they'd probably be fine playing through the game five times as a warrior.
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Mark Churchman
 
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Post » Thu Sep 02, 2010 1:02 am

I remember reading somewhere (the original Pocketguide I believe, but don't quote me on that) that the shouts, the thu'um was just voice-magic unique to the sons of Skyrim. But I suppose that's gone the way of Nibenean facial-tattoos. In any case I'll be satisfied if manage to make the shouts palpably different from regular ol' casting. That really annoyed in Oblivion how the racial powers were just free spells.
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Wayne W
 
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Post » Wed Sep 01, 2010 10:58 pm

Which makes no sense to me. Too spreadsheety? Er, its an RPG thats want we want. 'Takes the magic out of magic', what the hell does that even mean. The 'hard to implement' came from earlier interviews.


I've listened to the podcast, seen the videos, read the articles online and a few in magazines. I've not heard anything about it being hard to implement. Maybe "hard to implement in a way that we want to" but not that they're having problems adding it as a feature.

And rpg does not does not translate into numbers atleast to me, and to have a simple "fire"spell, as an example, that leveled with the skill used/your level or something else would be just as good IMO.

I never used the spells sold by vendors myself, as I thought they were stupid and not the way I wanted them to be (to long duration for self spells and not enough DOTS and HOTS, or any at all for that matter...). That said, I'm confident Bethesda will make spells fun and cool in Skyrim and the loss of spellcrafting isn't the end of either the real world or the TES world IMO.
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Your Mum
 
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Post » Wed Sep 01, 2010 3:32 pm

I'd also like to add that two of the biggest misconceptions about advocates of spell creation is that we are A: trying to just make a bunch of OPed destruction spells with no imagination r creativity behind them, or B: Its all about destruction magic. A lot of the better spells I made had nothing to do with destruction magic and when people say that certain effects negate each other and thats why we shouldn't have spell creation, they usually cant cite any outside of the destruction school.
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Bee Baby
 
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Post » Thu Sep 02, 2010 1:08 am

Personally my only worry is when people let one thing, like spell creation, make or break the game for them. TES games are huge with a vast amount of things to do. If you spent so much time creating spells that not having that option makes it a non-game to you, then I am unsure what to say. I can understand being disapointed, I can understand writing to Bethesda about it. But not even playing the game because one feature you wanted didn't make it? I mean, come on. That sounds silly. There is no one aspect of TES that would make me not buy the game if it weren't included. I might [censored] and moan if they took out, say, repairing, but I'd still play it and I would probably still enjoy the hell out of it. So my main concern is why is this SO important to make or break the game? Can you really not enjoy the game not even a little bit without spell creation? If not, that tells me that you must have spent most of your time creating spells or something.
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Natalie J Webster
 
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Post » Wed Sep 01, 2010 3:49 pm

I'd also like to add that two of the biggest misconceptions about advocates of spell creation is that we are A: trying to just make a bunch of OPed destruction spells with no imagination r creativity behind them, or B: Its all about destruction magic. A lot of the better spells I made had nothing to do with destruction magic and when people say that certain effects negate each other and thats why we shouldn't have spell creation, they usually cant cite any outside of the destruction school.


Huh?

Spellcrafting was, IMO, most usefull with schools like alteration and illusion. It ain't rocket science to make a spell that damages your opponent with fire. And even though it isn't rocket science to make a spell that gives you 75% armour for 5 secs or a charm spell off 100pts for 5 secs either, it is a bit closer. That said, I have no idea what you spells you made in Oblivion.
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kristy dunn
 
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Post » Thu Sep 02, 2010 2:39 am

Personally my only worry is when people let one thing, like spell creation, make or break the game for them. TES games are huge with a vast amount of things to do. If you spent so much time creating spells that not having that option makes it a non-game to you, then I am unsure what to say. I can understand being disapointed, I can understand writing to Bethesda about it. But not even playing the game because one feature you wanted didn't make it? I mean, come on. That sounds silly. There is no one aspect of TES that would make me not buy the game if it weren't included. I might [censored] and moan if they took out, say, repairing, but I'd still play it and I would probably still enjoy the hell out of it. So my main concern is why is this SO important to make or break the game? Can you really not enjoy the game not even a little bit without spell creation? If not, that tells me that you must have spent most of your time creating spells or something.


As long as they don't remove something that is to much of a core part of the gameplay, then I totaly agree. My definition of "core" here is things like combat, open world etc etc, not more specific things like spears, or spellcrafting, or dunmers not having the voice they had in Morrowind etc etc.
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Rob
 
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Post » Wed Sep 01, 2010 9:41 pm

Would anyone else rather slow time and send enemies flying over. Firing the same fire ball with 6 more damage over 3 more seconds
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Mr.Broom30
 
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Post » Wed Sep 01, 2010 11:20 pm

Huh?

Spellcrafting was, IMO, most usefull with schools like alteration and illusion. It ain't rocket science to make a spell that damages your opponent with fire. And even though it isn't rocket science to make a spell that gives you 75% armour for 5 secs or a charm spell off 100pts for 5 secs either, it is a bit closer. That said, I have no idea what you spells you made in Oblivion.

Whenever spell creation comes up, usually the first rebuttals are "No thanks, we dont need OPed 100 damage in 100 feet fire spells durp a durp". When people say that the effects contradict each other, they get to ice+fire and are stuck. What other spells negate each other? there's a post like that right above mine. they figure spell creation just means upping the damage, or radius of an effect. Not putting several effects together to make a totally unique spell, with its own gameplay mechanics.

Personally my only worry is when people let one thing, like spell creation, make or break the game for them. TES games are huge with a vast amount of things to do. If you spent so much time creating spells that not having that option makes it a non-game to you, then I am unsure what to say. I can understand being disappointed, I can understand writing to Bethesda about it. But not even playing the game because one feature you wanted didn't make it? I mean, come on. That sounds silly. There is no one aspect of TES that would make me not buy the game if it weren't included. I might [censored] and moan if they took out, say, repairing, but I'd still play it and I would probably still enjoy the hell out of it. So my main concern is why is this SO important to make or break the game? Can you really not enjoy the game not even a little bit without spell creation? If not, that tells me that you must have spent most of your time creating spells or something.

Because now its spell creation, whats next? I dont want to lose any gameplay mechanics, or customization mechanics. Like I sad earlier, no spell creation messed up every character I use that uses magic, which is about a third. Taking away a third of my builds is not kosher. Its not like Im never playing a TES game again, Ill just go back to Morrowind.
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Svenja Hedrich
 
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