Auto-targetting magic

Post » Fri Feb 18, 2011 9:03 pm

It's magic, so I wouldn't mind such a system. You become a mage so you DON'T have to have a good aim. Although usually this means:

>> You can't hit it with your spell?
>> Use bigger spell!
>> Still can't hit it?
>> Use area effect spell!!
:flamethrower: :flamethrower: :flamethrower:
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carrie roche
 
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Post » Sat Feb 19, 2011 10:37 am

It's funny how 90% of the people who vote "no" say that they would however like this effect on some spells, when the "yes" option of the poll does not imply that the effect should be used on every spell


If that option was on the poll I would gladly vote it :D

It would be very difficult to put it into the game without sacrificing balance. If you put on the "view NPCs/ Enemies on max distance" option and spam auto follow spells, even under powered blasts would still kill many a target before they could get to you. Dragons as well, with all the effort they have put into making them difficult... oh look, there’s a dragon in the sky! *spam spam spam*. Ill admit, it would be very amusing to watch dragons failing to dodge auto follow spells in the sky but they just would not be as dangerous to mage characters compared to other classes. Also as a mage character, I would like to use spells strategically in order to take down different foes.

If they put a distance cap on auto follow spells and make them hit for low damage then it might work. I also think someone mentioned spells like chain lightening which would be fantastic to implement the idea into. I do think they do something like this, but I hope it does not over power the class.
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Nathan Maughan
 
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Post » Sat Feb 19, 2011 12:12 am

I have no problem with aiming at all. But it may be because i play PC with a precise gaming mouse. I guess you could add an optional aim-helper, witch fixes you more precisely on the target when you have your cross-hair close to the opponent .
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xx_Jess_xx
 
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Post » Sat Feb 19, 2011 6:56 am

I don't mind either way. If it is in, I will love it. I absolutely loved it in ME2. It was a brilliant idea, to be sure.

You can't say.. Well, technically you can say it, but regardless, you can't say it would ruin the game and that if you can't aim the spell yourself, then you shouldn't be a mage and therefore should roll a melee. The way magic worked in Oblivion was pathetic, IMO. Not saying I didn't like it, but it just didn't have anything special.. I had no problem hitting people, but I think part of being a mage... and magic, is guiding spells. Why shouldn't spells do it? Seriously, for someone to assert that anyone should be less of a mage for wanting the ability to guide spells doesn't comprehend magic at all. In fact, that would be something mages and scholars in TES would try to do, create spells that can be guided to their target either by the spell simply following, or being guided by the will/mind of the caster. It'd be an advancement towards the field of magic and spells, and would also make warfare life and the rest of life easier. And I am positive there are casters who have been able to utilize their powers in rooms adjacent to them, using perhaps telekinesis to move items around rooms and etc. To say that it should be an arbitrary and simple system like that is just rubbish.

Some people need to open their minds and stop being sticks-in-the-mud. Just because it is TES doesn't mean TES cannot grow or change. TES isn't a stagnant pool. And new things are always developed.

And in no way am I flaming, trolling, or trying to start a war
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Juan Suarez
 
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Post » Fri Feb 18, 2011 8:59 pm

That could be interesting. A type of spell which would follow the crosshair allowing the player to add some guidance to it after launching it. It could allow (within limits) a caster to hit someone who dodges to the side if they could get the crosshair back on target soon enough for the spell to adjust.
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Marie Maillos
 
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Post » Sat Feb 19, 2011 11:28 am

If spellmaking is in it could one of the variables.
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SEXY QUEEN
 
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Post » Fri Feb 18, 2011 11:52 pm

Limiting the FPS and emphasising the RPG is key. Perhaps not all spells should be auto-target, but some auto-targetting is fine, like a bit of target magnetism.

My character is likely more skilled at hitting the target than I am as a player. Should be reflected in the gameplay.
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Evaa
 
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Post » Sat Feb 19, 2011 3:21 am

It would make the magic all about button mashing and less about targeting and precision... Definite NO.
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Anna Kyselova
 
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Post » Sat Feb 19, 2011 4:43 am

That could be interesting. A type of spell which would follow the crosshair allowing the player to add some guidance to it after launching it. It could allow (within limits) a caster to hit someone who dodges to the side if they could get the crosshair back on target soon enough for the spell to adjust.

That is actually a pretty good idea and would be much better than auto-targeting spells.
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Roddy
 
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Post » Sat Feb 19, 2011 11:47 am

I don't think auto-aiming is needed, and I don't want it either. If they did that for magic, then bows would need to have guided arrows as well.

Two Worlds 2 had guided magic missles, and it was easier and in a way more fun, but I feel that it makes magic too easy and you can't prioritize targets unless a new aiming system comes along with the auto-aiming. Also, I've always been able to handle casting magic bolts at my enemies from range in Morrowind and Oblivion, so I think that Skyrim wouldn't need auto-aiming.
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Charleigh Anderson
 
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Post » Sat Feb 19, 2011 7:21 am

I don't mind either way. If it is in, I will love it. I absolutely loved it in ME2. It was a brilliant idea, to be sure.

You can't say.. Well, technically you can say it, but regardless, you can't say it would ruin the game and that if you can't aim the spell yourself, then you shouldn't be a mage and therefore should roll a melee. The way magic worked in Oblivion was pathetic, IMO. Not saying I didn't like it, but it just didn't have anything special.. I had no problem hitting people, but I think part of being a mage... and magic, is guiding spells. Why shouldn't spells do it? Seriously, for someone to assert that anyone should be less of a mage for wanting the ability to guide spells doesn't comprehend magic at all. In fact, that would be something mages and scholars in TES would try to do, create spells that can be guided to their target either by the spell simply following, or being guided by the will/mind of the caster. It'd be an advancement towards the field of magic and spells, and would also make warfare life and the rest of life easier. And I am positive there are casters who have been able to utilize their powers in rooms adjacent to them, using perhaps telekinesis to move items around rooms and etc. To say that it should be an arbitrary and simple system like that is just rubbish.

Some people need to open their minds and stop being sticks-in-the-mud. Just because it is TES doesn't mean TES cannot grow or change. TES isn't a stagnant pool. And new things are always developed.

And in no way am I flaming, trolling, or trying to start a war


First off, its been awhile since I played ME2, but if I remember correctly, it was played strictly in 3rd person, and the combat was heavily centered around an intricate cover system, which would explain the use and need for target seeking 'biotic' powers that you could arc around cover.

Secondly, I liked your thoughts on mages striving to guide their spells to their intended targets, but again, I'm only for the idea of guiding these spells, if the action is controlled by the player, and not just some auto target, aim-assist system that does it for you.

The system that 'JMcD' outlined a couple of posts back, would be a reasonable way to do it.
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Victoria Vasileva
 
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Post » Fri Feb 18, 2011 11:14 pm

i voted yes but only for some spells. like soul trap, rally, demoralize, turn undead, frenzy. spells like that. i would like to see offensive spells have the effect but only to a slight degree.
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meghan lock
 
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Post » Sat Feb 19, 2011 3:36 am

It would make the magic all about button mashing and less about targeting and precision... Definite NO.


It seems to me it would be more thoughtful and RPG-like, and less twitch-based FPS.
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W E I R D
 
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Post » Sat Feb 19, 2011 11:34 am

If they did that for magic, then bows would need to have guided arrows as well.



That would be the most stupid thing ever. We found a feature that could make the mage different from the archer, and then you want to grant that feature to the archer, too?
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Danii Brown
 
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Post » Sat Feb 19, 2011 5:58 am

..Thanks the Nines- there won't be such a silly thing as autoaim. :chaos:
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Cool Man Sam
 
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Post » Sat Feb 19, 2011 11:17 am

That would be the most stupid thing ever. We found a feature that could make the mage different from the archer, and then you want to grant that feature to the archer, too?


If mages could cast auto-targeting fireballs, why would anyone want to be an archer? Sure, spells cost magicka, but magicka regenerates (hopefully) and arrows don't. I do not want to have auto-targeting arrows, I'm just saying that auto-targeting arrows would be needed to balance archery with spellcasting, especially since in archery you still have to deal with ballistics, making it a much harder way of doing ranged attacks.
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Eliza Potter
 
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Post » Sat Feb 19, 2011 10:18 am

That would be the most stupid thing ever. We found a feature that could make the mage different from the archer, and then you want to grant that feature to the archer, too?



You mean BESIDES being able to attack at range and up close, with elements having various effects on the victim besides raw damage, the ability to heal and buff oneself, summon armor and minions, altering the beliefs and views of others, draining and leeching the powers of enemies, and altering the fabric of reality?

You've made a very depraved mage if they played like an archer.
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glot
 
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Post » Sat Feb 19, 2011 10:51 am

Auto-targetting magic..... I just threw up in my mouth a little bit!
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Rhi Edwards
 
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Post » Sat Feb 19, 2011 12:25 pm

What do you mean, 'spells didnt hit anyway' ?

Try increasing the range of them. 10 feet instead of 0.
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Jonathan Braz
 
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Post » Sat Feb 19, 2011 6:08 am

If mages could cast auto-targeting fireballs, why would anyone want to be an archer? Sure, spells cost magicka, but magicka regenerates (hopefully) and arrows don't. I do not want to have auto-targeting arrows, I'm just saying that auto-targeting arrows would be needed to balance archery with spellcasting, especially since in archery you still have to deal with ballistics, making it a much harder way of doing ranged attacks.

As an archer, you should have far higher range, and the ability to give headshots and such to deal more damage. Maybe you could be able to cripple limbs, Also, arrows shouldn't be blocked by a block-spell.

You mean BESIDES being able to attack at range and up close, with elements having various effects on the victim besides raw damage, the ability to heal and buff oneself, summon armor and minions, altering the beliefs and views of others, draining and leeching the powers of enemies, and altering the fabric of reality?

Yep, pretty much. Fireball=arrow. All of that other stuff was useless, except for conjuration and heal.
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Luis Longoria
 
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Post » Sat Feb 19, 2011 8:09 am

As an archer, you should have far higher range, and the ability to give headshots and such to deal more damage. Maybe you could be able to cripple limbs, Also, arrows shouldn't be blocked by a block-spell.


In Oblivion there weren't any headshots or limb damage don't know about Skyrim though, were they confirmed somewhere?

There was one thing in Oblivion though, supposedly if you have 100% Reflect Damage arrows can still hurt you. However, I'm pretty sure the Shield spell, which increases your armour, still reduces damage from arrows.

However, with the lack of spellmaking in Skyrim, the damage of magic spells could be optimised so that a well-timed, well-aimed arrow shot would be as worthy as, if not more worthy than, spamming auto-targeting spells if there is auto-targeting magic. I still don't think auto-targeting is needed though.
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Queen
 
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Post » Sat Feb 19, 2011 9:36 am

I voted no for reasons I will get into below.

In response to this post above, I certainly wouldn't classify myself as an 'RPG purist', as some are, but I'm more of a game enthusiast who holds player skill in the highest of regards, when playing any sort of game.

I mean lets really look at this statistics based strategic gameplay for a second. It was heavily used and developed in older RPG games because of a lack of technology to really translate those statistics, numbers and percentages into precise on screen action, in worlds that were designed of poor visual quality (because of weak graphical capabilities). Nowadays, however, technology has advanced to a point that allows us a visual immersion factor, that should be considered as much a necessity in any RPG game, as any other facet should . Roleplaying at its core is now as much about visual immersion, as it is about developing and defining a specific character's attributes and skills with numbers, percentages and statistics. Beautiful, rich, realistic environments go a long way to helping me 'roleplay' my character. Meanwhile developer creativity and ingenuity, coupled with the advances in technology and game development tools, have allowed these old number based skill systems, which define our characters, to be translated into tangible actions and effects that can be seen, felt and heard on-screen, and whose precise and proper use, not to mention their well-timed implementation is literally now in the hands of the gamer(as it should be) rather than decided by a roll of the dice. This however, doesn't simply come down to being able to aim quickly and effectively with a mouse/gamepad(but that certainly is a part of it). To me the strategy comes in when I have to quickly anolyze whats happening on screen and react expediently and accordingly, given what I know about these variables in the game, and all the while, taking into consideration the strengths and weaknesses of my character, and trying to decide what that type of character would do. Lastly it must look epic, or at the very least sensible. If it doesn't, my level of immersion is severely disturbed. And so because of this I slowly but surely master the skills involved in controlling my character in the game, and I constantly push the limits of what I can do with my character, until I'm extremely good at it, and the actions that I'm creating on screen are visually satisfying; often spectacular, but ultimately stay true to my 'roleplaying' experience.

Personally, and so long as it can be avoided, I strive to keep my combat scenarios from degrading into messy, pointless hack and slash fights, or ridiculous looking, side-strafing, panicky jumping battles that muddy the visual experience I'm trying to create and absorb at the same time.

So in closing, player skill is of the utmost concern in my mind. The greater the challenge it is to master, and the more complex and diverse the system is that the player's skill can affect and alter, the better experience I have playing a game. So I say no to anything auto-aim, auto-target, or auto-lock implemented in the game. I would say to anyone who feels that they need it----just try and get better, it makes the game experience that much more rewarding when you really do something amazing on screen.

Player skill should come from knowing when to use tools and apply them effectively and not from FPS or action-game twitch reactions in my opinion. A great example of this is Mass Effect. At first glance ME looks like a FPS with some RPG elements... but it's not so simple! At any time you can pause the game and bring up a menu. During this time you can aim at another enemy, ready to fire immediately at your new target. During this time, you can direct your team members use abilities on certain areas or attack certain targets. During this time you can queue up an ability of your own such that when you unpause you unleash it in your desired direction. The game can be played as an action RPG, but so to can it be treated as a tactical beast, letting you pause and decide your next move at any moment. This allows player skill not to come from how good they are at aiming their weapon, but in how they manage cover, their team mates, and their use of special abilities if their class has them. The ability to pause at any time and re-aim, and in ME2's case lock on "spells," prevents it from being a glorfied FPS and solidifies it as the RPG that it is. I've changed my mind, I'm no longer neutral on this. TES will not get the pause and decide your next move feature, so the option of slight auto-aiming is the next best thing to solidify it as an RPG and not a glorified twitch action game, in my opinion.

This video is a perfect example of how I think pausing and aiming or homing spells make an otherwise action game into an RPG:
http://www.youtube.com/watch?v=YzQRa-o3mUs
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Dalia
 
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Post » Sat Feb 19, 2011 10:00 am

Player skill should come from knowing when to use tools and apply them effectively and not from FPS or action-game twitch reactions in my opinion. A great example of this is Mass Effect. At first glance ME looks like a FPS with some RPG elements... but it's not so simple! At any time you can pause the game and bring up a menu. During this time you can aim at another enemy, ready to fire immediately at your new target. During this time, you can direct your team members use abilities on certain areas or attack certain targets. During this time you can queue up an ability of your own such that when you unpause you unleash it in your desired direction. The game can be played as an action RPG, but so to can it be treated as a tactical beast, letting you pause and decide your next move at any moment. This allows player skill not to come from how good they are at aiming their weapon, but in how they manage cover, their team mates, and their use of special abilities if their class has them. The ability to pause at any time and re-aim, and in ME2's case lock on "spells," prevents it from being a glorfied FPS and solidifies it as the RPG that it is. I've changed my mind, I'm no longer neutral on this. TES will not get the pause and decide your next move feature, so the option of slight auto-aiming is the next best thing to solidify it as an RPG and not a glorified twitch action game, in my opinion.

This video is a perfect example of how I think pausing and aiming or homing spells make an otherwise action game into an RPG:
http://www.youtube.com/watch?v=YzQRa-o3mUs



That is how I look at it as well. It is like if in Civ 6 they decide to add FPS elements to the combat and then people telling others they just need to get better at shooting. Well yeah in that Civ 6 I guess you might need to, but since it is a turn based strategy game the need never should have come up. Shift pause/Vats whatever you want to call it returns RPG elements to an RPG game instead of just making it a FPS with dialogue choices.
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Donald Richards
 
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Post » Sat Feb 19, 2011 12:27 am

After thinking about it, I have decided that it may not be such a bad idea. I understand what people are saying about random magic "flinging" yet nothing would ever hit. It would be nice for the magic effects to actually hit a person for once without having to be 2 ft away from them.
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sarah taylor
 
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Post » Fri Feb 18, 2011 9:08 pm

Personaly I don't like auto aiming in games. I enjoyed the challenge of hitting a moving target in OB. At least give us an option to switch auto aim off if it is included. This is probably a bit of a jump but what would come next after auto aim magic? Auto aim archery?! Urgh keep auto aim out of Skyrim please.
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BRIANNA
 
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