Custom Spells and Spellmaking

Post » Sun Sep 19, 2010 9:58 am

It should still be in the game, but I can live without it. Hopefully they've improved the magic system so much that we forget about the spell making. ;)
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Johnny
 
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Post » Sun Sep 19, 2010 3:55 am

Still praying that its in. Not having spell creation would be terrible. That would render a third of my builds obsolete. I'll buy a PC if spell making isnt in.
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Cheville Thompson
 
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Post » Sun Sep 19, 2010 11:15 am

From another thread I posted in,

"As a mage, part of the fun was studying magic ad it's effects on thing's with the spell creation.

I really hope it's in the game because not only does it remove combat options but also role play options. I want to feel like a scholarly mage."

All of you non mage characters might not care but it bothers the rest of us.
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Betsy Humpledink
 
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Post » Sun Sep 19, 2010 4:21 am

The excuse to remove spell making because it's too overpowering is a bunch of BS.

No one is forcing anyone to make spells they don't want. If I want to make a more powerful spell it should be my decision to do so and if it breaks the game that's my problem as well.

A mage not able to make their own spells isn't a mage at all.
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FLYBOYLEAK
 
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Post » Sat Sep 18, 2010 9:18 pm

The main problem I had in Oblivion was the fact you couldn't make certain custom spell effects like reanimate. You either had to get the Staff Of Worms or do the Hill of Suicides, which takes FOREVER for just a greater power.
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Marie
 
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Post » Sat Sep 18, 2010 7:48 pm

I think this is one of the main reason they took out spellcrafting. The 1-point low level spells which turned it into an endless grind (because it had to be balanced around that). If there are only existing spells, they can tweak the leveling pace much more easily.

I hardly ever used spellcrafting in the previous games. All it basically added was different amounts of damage or duration for your spells. And since they were usually cheaper than existing spells, it felt like cheating. So personally, I'm really not going to miss sprellcrafting and am excited about the other news on the magic and spell system.

One more thing, I'm not too convinced about the translation of the Italian magazine because it doesn't seem like the translator knows English very well. Has this been confirmed from multiple sources?

It wasn't cheating. It was making a spell that didn't svck. I think there was one spell that was worth a d*** in oblivion: the 100 shock on target spell. Thats it. All the rest i only purchased for the effects. Morrowind didn't have ANY worthwhile purchasable spells (of course it made up for that with having a fully customizable and easily reachable spell crafting system. Oblivions was a bit more aggravating to use but not by much)

I was going to go for 360 this time so i didn't need to buy a new pc. Looks like thats not going to happen this time since i'm going to need the mods. :(
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Lovingly
 
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Post » Sat Sep 18, 2010 9:17 pm

What's the big deal with all this spellmaking? It's probably for the best.
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Princess Johnson
 
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Post » Sun Sep 19, 2010 7:26 am

A post about the italian game coverage has revealed that spellmaking may be removed.
Its something to take with a grain of salt really, it could have been mistranslated.

But what do you think?
Should it be in or out?


One arguement is that it may have been removed because it was incompatable with the new system because the new system has a number of ways to cast spells, such as charging a spell up or channeling it for a period of time. Even casting it on the ground and creating a trap.

I think it should be in. It wouldn't break the new system, and its been instrumental to the TES series.
I don't think its incompatable, and here are a few suggestions on how it could work

Maybe during the spellmaking process we can directly edit the magnitude, duration, AoE of each of its states such as charging or channeling.
This would add a lot of flexibility and greatly improve the system.

I get the feeling that custom spells are in, it seems like Todd was saying they were having trouble working in multiple spell "effects" which, in this case, I think meant visual effects. Now, obviously we need clarification on this because without being able to mix and customize spell effects the magic system has a major chunk missing. I really think it would be sad if there was no customization when it comes to spells, that gets rid of a HUGE gameplay element. Becoming a master of the schools of magic and creating huge intricate ass kicking spells was a major part of my playing no matter what character I used unless he was a straight warrior and even then I'd usually throw in some destruction.
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KU Fint
 
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Post » Sun Sep 19, 2010 7:01 am

All of you non mage characters might not care but it bothers the rest of us.

You don't speak for all of us who play mages. I played several pure mages in Oblivion (no armour, no weapons, just magic/staves and robes) and never made a single custom spell. I won't care if spellcrafting is in, but I won't care if it's out, either.
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kasia
 
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Post » Sun Sep 19, 2010 1:45 am

The removal of spellmaking would be a huge dissapointment for me, i definately hope its in.
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Mistress trades Melissa
 
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Post » Sun Sep 19, 2010 5:42 am

I don't think it is out. I think they were referring to making a new spell or combining spells through dual wielding spells. Also I think some people are VASTLY overestimating what is going to be done with the new spellcasting system given the very limited info we have.
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naome duncan
 
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Post » Sun Sep 19, 2010 7:55 am

It wasn't cheating. It was making a spell that didn't svck. I think there was one spell that was worth a d*** in oblivion: the 100 shock on target spell. Thats it. All the rest i only purchased for the effects. Morrowind didn't have ANY worthwhile purchasable spells (of course it made up for that with having a fully customizable and easily reachable spell crafting system. Oblivions was a bit more aggravating to use but not by much)


Granted, the Oblivion magic system was horribly broken, that's why I always played with mods that altered it.

However, that's no garantuee that Skyrim's will be broken as well. With the removal of spellcrafting, I hope they can make a much more balanced system that makes buyable spells actually useful. By doing so they might be able to make a robust magic system that's much more interesting to level in.

But it works both ways. If they succeed to make a balanced magic system, it won't matter as much that they removed it. If it's broken like in Oblivion and Morrowind, it'll really be missed for pure mage characters. It's really hard to tell up front how it will turn out, but to criticize the decision right away and be outraged like some people is a bit premature in my opinion. As others have tried to explain earlier in the thread, it might even be better for character customization, especially combined with the perk system.

It all depends on implementation and I hope they'll nail it this time.
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Mariaa EM.
 
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Post » Sun Sep 19, 2010 5:49 am

The excuse to remove spell making because it's too overpowering is a bunch of BS.

No one is forcing anyone to make spells they don't want. If I want to make a more powerful spell it should be my decision to do so and if it breaks the game that's my problem as well.

A mage not able to make their own spells isn't a mage at all.


I'm still trying to figure out where people are getting this information that the system is overpowered is the reason why they removed it. The only reason that it would be removed is because the new magic system is a good replacement and having both the new magic system plus the spellcrafting system together could get out of hand and become too powerful. It's not a matter of "Oh well if you don't want to get overpowered spells then don't make them" because it's the fact that anyone having the ability to make themselves unstoppable does not work in games and thus will not be added if they know that it will. Enough said.
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Gaelle Courant
 
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Post » Sun Sep 19, 2010 5:06 am

You don't speak for all of us who play mages. I played several pure mages in Oblivion (no armour, no weapons, just magic/staves and robes) and never made a single custom spell. I won't care if spellcrafting is in, but I won't care if it's out, either.

You're missing out if you never made some cool custom spells. You could do stuff like turning invisible while summoning huge monsters or conjuring full sets of deadric weightless armor, Making huge blasts of fire or giant chains of electricity. I loved to paralyse someone and give them cold damage for an extended period of time while giving them 1% chameleon and calling it "turn to ice" or casting a huge area effect control creature spell and mixing with control humanoid to turn entire groups of enemies into temporary armies of my own. The sky was the limit if you had the magicka for it and you COULD have the magick for it by making custom fortify magicka spells and stacking them. I called one of them "The germ" where I would paralyse someone for a full minute while poisoning them at the same time and they'd just lay there dying. Spell making was fun as hell!
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BRAD MONTGOMERY
 
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Post » Sun Sep 19, 2010 3:11 am

I envisioned a spell making system were it was ACTIVE.

The Player would muster a large portion of their Magicka and a concentrate it into a specific kind of Speff effect, the amount of magicka Mustered would be diminishing so a kind of trail and error or you'll have to know exactly what kind of spell you want to make before you make it apporach would be needed. you couldn't do it on the fly, a form of contcentration of focus would be needed to even start the process, meditating or being at rest and utilizing the magicka.

so during the task you control

Concentration: whether or not its densely packed / and if that affects a wide or limited area

Sustained or not - deciding whether or not its a flame thrower or a fire ball, an arc of lightning or a sustained flurry

Frequency would control whether the effects lasts after the intial caste, such as setting things on fire, or effecting a persons mind after using a very powerful charm spell.

the more adept you are at spell making / being a mage the more effects you can utilize while making a spell and the less likely you are to backfire during the process
, spell effects are taught by their respective guild schools (each Chapter in Oblivion speciallized in a school) or by Books/Scrolls.

You would be able to make spells beyond your scope, but it would be difficult and taxing to your character in making it and casting that spell. certain spells depending on how you made them would be difficult for you to caste at first, but with more use you become more proficient at using your spells.

You could still be taught spells from other mages or learn from scrolls bought at varios stores ment for the ease of individuals not proficient in Magick.


just my two cents.
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Pumpkin
 
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