Can Someone Confirm?

Post » Mon Sep 26, 2011 4:22 am

Ive got a couple questions--- Please cite if possible.... or just post your gut feelings


Question 1--- Will a higher Stamina translate to a higher Speed / Jump height???

Question 2--- Is it true that there will be no more spell-making???

Question 3--- I heard http://elderscrolls.wikia.com/wiki/Skyrim_Wiki that they are over 280 perks... which translates into 15.5 perks per skill... that seems quite high (based on the amount of stars I saw in the first part of the footage)... Does anyone know if some perks are non-skill related??? Can anyone confirm any perks (other than the block perks that were shown)???


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x a million...
 
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Post » Mon Sep 26, 2011 6:09 am

The only answer I have for you is that there will be no spellmaking.
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Strawberry
 
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Post » Mon Sep 26, 2011 3:41 am

1- Don't think anyone knows.

2- Yes.

3- All perks are related to skills.
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Richus Dude
 
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Post » Sun Sep 25, 2011 10:45 pm

1: Speed and jump heights will be the same for all races and players.
2: Yes.
3: We don't know much detail about perks, just about what a few of them are ect. I didn't read much into it, so I'll let someone else handle that one.
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Ross
 
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Post » Sun Sep 25, 2011 3:32 pm

1- Don't think anyone knows.

2- Yes.

3- All perks are related to skills.



this, except number 1, we do know, todd says speeds and jump hieght are fixed, when you take off armor, your faster....as is with every other TES game.
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CHangohh BOyy
 
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Post » Sun Sep 25, 2011 10:55 pm

It really svcks that spell-making isnt in the game


I hope enchanting / smithing help make up for it... but i doubt it... Spell-making was the BOMB in TES III + IV
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Elisha KIng
 
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Post » Mon Sep 26, 2011 3:42 am

It really svcks that spell-making isnt in the game


I hope enchanting / smithing help make up for it... but i doubt it... Spell-making was the BOMB in TES III + IV


No god-mode mages does not mean that the spell system will be lacking.
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RObert loVes MOmmy
 
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Post » Sun Sep 25, 2011 5:43 pm

1. Speed and Jump are fixed except for weight, then you run faster.

2. There is no spellmaking.

3. Some skills have more perks to them than others. Block for example only had about 8 or 9. Where as I think One-handed had a few more. It varies.
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Phoenix Draven
 
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Post » Sun Sep 25, 2011 8:26 pm

No god-mode mages does not mean that the spell system will be lacking.


dude... god mode was reflect damage + reflect spell both at 100%

spell making is all about creativity and playing the game like you want to... there is nothing overpowered about creating your own spells
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Izzy Coleman
 
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Post » Sun Sep 25, 2011 3:16 pm

No god-mode mages does not mean that the spell system will be lacking.

More like exploiting mages lol and i do agree with u
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Dan Stevens
 
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Post » Sun Sep 25, 2011 7:37 pm

1. Speed and Jump are fixed except for weight, then you run faster.


that svcks... i could take no more spell creation... im not sure how i'll handle no more crazy speed + ups
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Emerald Dreams
 
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Post » Sun Sep 25, 2011 3:02 pm

There are ranks of perks that they include in the total number of perks.

So really, the number of perks is 280/number of ranks.
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Heather beauchamp
 
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Post » Sun Sep 25, 2011 3:23 pm

No god-mode mages does not mean that the spell system will be lacking.

No spell creation=lacking magic system.
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Amanda savory
 
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Post » Sun Sep 25, 2011 6:23 pm

Stamina will indirectly affect running speed, because characters with higher stamina will be able to sprint for longer. Armor apparently has a larger impact on running speed now. Other than that, we don't know.

Here are the pickpocket perks:

Light Fingers (0/5)- Pickpocketing bonus of 20% – Item weight and value reduce pickpocketing odds.
Night Thief- Pickpocketing sleeping people almost always works.
Poisoned- Place poisons in other people’s pockets silently to harm or kill.
Cutpurse- Pickpocketing gold is 50% easier.
Extra Pockets- Carrying capacity is increased by 100.
Keymaster- Pickpocketing keys always works.
Misdirections- You can pickpocket equipped weapons.
Perfect Touch- You can pickpocket equipped items.

There's a perk for each magic school that allows you to combine two of the same spells of that school together into a more powerful spell.
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Bek Rideout
 
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Post » Sun Sep 25, 2011 3:10 pm

There are 288 perks with 16 perks per skill.

We don't really know if all perks are related to skills but I would imagine they are though.
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Sanctum
 
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Post » Sun Sep 25, 2011 2:46 pm

No spell creation=lacking magic system.


What will it lack?

Please, I'm all ears.

The only spells that were created via spell creation were either different names for spells that already existed in some form in the game, or spells that did everything all at once. Not exactly a game-defining mechanic (unless you consider being able to kill everything by casting one spell game-defining).
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Gaelle Courant
 
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Post » Sun Sep 25, 2011 9:13 pm

What will it lack?

Please, I'm all ears.

The only spells that were created via spell creation were either different names for spells that already existed in some form in the game, or spells that did everything all at once. Not exactly a game-defining mechanic (unless you consider being able to kill everything by casting one spell game-defining).


No, there were some pretty cool spells that you could make, most of them taking advantage of AoE. I didn't like spell creation, but it did have its merits.
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Kathryn Medows
 
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Post » Sun Sep 25, 2011 10:38 pm

What will it lack?

Please, I'm all ears.

The only spells that were created via spell creation were either different names for spells that already existed in some form in the game, or spells that did everything all at once. Not exactly a game-defining mechanic (unless you consider being able to kill everything by casting one spell game-defining).


I agree with you Nerevarine, that's what spell making was to me. I guess the only qualm is one less RPG choice but to me it's not a freaking big deal. :dry:
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tannis
 
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Post » Sun Sep 25, 2011 11:16 pm

What will it lack?

Please, I'm all ears.

The only spells that were created via spell creation were either different names for spells that already existed in some form in the game, or spells that did everything all at once. Not exactly a game-defining mechanic (unless you consider being able to kill everything by casting one spell game-defining).


all the spells i used in oblivion were custom created... and they very rarely had anything to do with attacking

most used:
Restore health 100 pts for 2 seconds on self
Restore fatigue 100 pts for 2 seconds on self

^spell i couldnt cast until i was a master of restoration... but boy was it nice

Light 100 feet on self for 120 seconds
feather 100 on self for 120 seconds
detect life 100 on self for 120 seconds

^ i used this one a lot during dungeon crawls where i would pick up a ton of extra loot

Fortify speed 50 pts for 120 seconds on self
Fortify acrobatics 50 pts for 120 seconds on self
Fortify athletics 50 pts for 120 seconds on self

^ made me crazy athletic... cast this one a lot
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marina
 
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Post » Sun Sep 25, 2011 6:03 pm

I hate that speed and jump height is fixed, Kahjiit should be faster than an Orc.
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Tiffany Holmes
 
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Post » Mon Sep 26, 2011 1:18 am

I do wish they put more emphasis on speed and jumping. That was my favorite part of oblivion, getting really good at that, doing the whole thieve's guild quest-line just to get the boots of spring-heel Jack, and then it felt like I could get into areas and get past obstacles that other people definitely couldn't. It was the way of getting that same feeling as from levitation, but whatever.
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Cassie Boyle
 
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Post » Mon Sep 26, 2011 12:47 am

No god-mode mages does not mean that the spell system will be lacking.


I have been hearing this quite a lot to be honest about mages being god mode. Surely, I agree the magic at times could be powerful. But a mage character is very double edge sword. His magical skills are quite skillful and can easily destroy an enemy. But they are weak and very vulnerable.

-They don't wear armor themselves

-Close up battle mage versus swordsman; swordsman wins [at least that's how it worked in Oblivion for me, I could easily slice these mages with my sword]

-Range characters; mages are range characters. Without the range they are very vulnerable. Same could be said about an archer, however, an archer still has armor

A mage needs the skills they have to greater protect themselves. You could say a warrior with a claymore and heavily fortified heavy armor is a god mode warrior. But I think it's unfair to say that a mage is god mode when their magic is their only tool.
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Laura Tempel
 
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Post » Sun Sep 25, 2011 2:16 pm

dude... god mode was reflect damage + reflect spell both at 100%

spell making is all about creativity and playing the game like you want to... there is nothing overpowered about creating your own spells


Spell making did not let me play the game like I wanted. It missed many staple spell delivery types from most other RPG's that are now in Skyrim.
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maya papps
 
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Post » Sun Sep 25, 2011 10:55 pm

Spell making did not let me play the game like I wanted. It missed many staple spell delivery types from most other RPG's that are now in Skyrim.


And the casting types couldn't have gone well with spellmaking because...?
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Sun of Sammy
 
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Post » Mon Sep 26, 2011 2:16 am

And the casting types couldn't have gone well with spellmaking because...?


Exactly what I was thinking.

Bethesda took the easy way out on this one. If it's broke, get rid of it. Rather than making the spell-making system fun and interactive instead of just a slider with numbers, they just said let's get rid of it.
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sara OMAR
 
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