Custom Spells and Spellmaking

Post » Sat Sep 18, 2010 9:07 pm

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.

Suppose there's a fire damage spell, and there's a paralysis spell. Normally, when I "charge" the fire spell, it casts as a flamethrower, rather than just a fireball if I tap the cast key. And, just for our purposes, although this may not be how it works, let's suppose that "charging" the paralysis spell extends the paralysis duration (so tapping might paralyse for five seconds, but if you charge for a while, the enemy might be paralysed for over ten seconds).

Ok, so what happens when we try to combine them into a single fire damage + paralyse spell. Your suggestion, from what I gather, is that you can select either the fire damage or the paralysis as a "primary" spell effect. And then the casting options you get from "charging" the spell, by holding down the cast key, apply only that that primary spell effect? So, for example, if you select fire damage as the primary spell effect, then tapping the spell will give you fireball + five second paralysis; but charging the spell will give you flamethrower + five second paralysis. Or, if you select paralysis as the primary spell effect, then tapping the spell will give you fireball + five second paralysis; but charging the spell will give you fireball + ten second paralysis.

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Claudz
 
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Post » Sat Sep 18, 2010 5:28 pm

I loved creating custom spells, from DF thru Oblivion. You could customize how long that lich stuck around, or how big the blast radius was. The fact that you named the spell, made it your own...you created it. I dont' know, just seems like it was more impactful, if you actually created it, instead of buying it. It will be interesting to see how fans react to all the negative news starting to come out. For the first month, it was all candies and nuts....now the details of what's been removed starts pouring in.
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Becky Cox
 
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Post » Sun Sep 19, 2010 8:25 am

I like spellcrafting but I won't die if it's in because as I posted in the last thread:

I won't be hurt if spellcrafting is gone, seeing as the system is basically still in the game if you think about it. Now you can have spells in each hand, that constitutes two different spells. Then each spell can do different things depending on how you use it. You can make constant channeled spells by holding the attack buttons for each spell, so that 4 different effects. Also, you can place spell runes on the ground as traps for each spell so that's 6 different effects now. Also you can cast both at once to make one big powerful spell at once, so that ends in 7 different effects at once. That's more than spellcrafting ever gave you, think about it. If people would just take the time to work out the information given in Skyrim, the customization far outweighs Morrowind and Oblivion and even surpasses Daggerfall....DAGGERFALL!!!! So please don't just say that the game is getting "dumbed down" and too simple when in fact it's the opposite. This just comes down to it not being like Morrowind so it's bad...


This shows you an example of how the new system can give you more options than even the old spellcrafting system did. So I voted other on whether it should be in the game because either way, it will be fine.
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Robert Devlin
 
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Post » Sat Sep 18, 2010 9:41 pm

I think it may have been mistranslated, enchanting is a skill, that and spell creating kinda go hand and hand
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Marine Arrègle
 
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Post » Sun Sep 19, 2010 8:40 am

Yes, I used spell creation. In Morrowind, that is.
I have no problems with spell creation boing out whatsoever. It opens up for making a better balanced game, with more intresting spell effects. This system seems more like Midas Magic or some of the other Oblivion overhauls/additions.
In the end, we have the construction set to do [censored] up things with.
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Karine laverre
 
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Post » Sat Sep 18, 2010 9:05 pm

This shows you an example of how the new system can give you more options than even the old spellcrafting system did. So I voted other on whether it should be in the game because either way, it will be fine.

I agree that I like the new effects. I've been wanting those. But that doesn't warrant getting rid of it in my mind. They could do both relatively easily.
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Leah
 
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Post » Sat Sep 18, 2010 5:40 pm

I like spellcrafting but I won't die if it's in because as I posted in the last thread:



This shows you an example of how the new system can give you more options than even the old spellcrafting system did. So I voted other on whether it should be in the game because either way, it will be fine.

The problem is that the new system isn't incompatible, and while it may allow you to do more with each individual spell the old system was still more flexible, it just had to be set up beforehand, not on the fly.
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Kayla Bee
 
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Post » Sun Sep 19, 2010 4:09 am

I voted Other. Before I would have said YES!, but now I say other, because I need to try it and see. While I would love to have it in, since I love customizing things, at least Bethesda
is trying to do something different now, so it's a wait and see approach. They may actually pull this off and make it the next best thing of slice bread.

Yes I have always made custom spells in all TES games.
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Gemma Archer
 
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Post » Sun Sep 19, 2010 9:16 am

So just to clarify the alternative you're suggesting:

Suppose there's a fire damage spell, and there's a paralysis spell. Normally, when I "charge" the fire spell, it casts as a flamethrower, rather than just a fireball if I tap the cast key. And, just for our purposes, although this may not be how it works, let's suppose that "charging" the paralysis spell extends the paralysis duration (so tapping might paralyse for five seconds, but if you charge for a while, the enemy might be paralysed for over ten seconds).

Ok, so what happens when we try to combine them into a single fire damage + paralyse spell. Your suggestion, from what I gather, is that you can select either the fire damage or the paralysis as a "primary" spell effect. And then the casting options you get from "charging" the spell, by holding down the cast key, apply only that that primary spell effect? So, for example, if you select fire damage as the primary spell effect, then tapping the spell will give you fireball + five second paralysis; but charging the spell will give you flamethrower + five second paralysis. Or, if you select paralysis as the primary spell effect, then tapping the spell will give you fireball + five second paralysis; but charging the spell will give you fireball + ten second paralysis.

Is that roughly the idea?
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FoReVeR_Me_N
 
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Post » Sat Sep 18, 2010 10:05 pm

The new spell system sounds pretty inventive so I really have no idea if lack of spell creation is gonna harm my enjoyment of SKY. And as far as I know, we can still duel wield spells.
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Jamie Lee
 
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Post » Sun Sep 19, 2010 1:18 am

So just to clarify the alternative you're suggesting:

Suppose there's a fire damage spell, and there's a paralysis spell. Normally, when I "charge" the fire spell, it casts as a flamethrower, rather than just a fireball if I tap the cast key. And, just for our purposes, although this may not be how it works, let's suppose that "charging" the paralysis spell extends the paralysis duration (so tapping might paralyse for five seconds, but if you charge for a while, the enemy might be paralysed for over ten seconds).

Ok, so what happens when we try to combine them into a single fire damage + paralyse spell. Your suggestion, from what I gather, is that you can select either the fire damage or the paralysis as a "primary" spell effect. And then the casting options you get from "charging" the spell, by holding down the cast key, apply only that that primary spell effect? So, for example, if you select fire damage as the primary spell effect, then tapping the spell will give you fireball + five second paralysis; but charging the spell will give you flamethrower + five second paralysis. Or, if you select paralysis as the primary spell effect, then tapping the spell will give you fireball + five second paralysis; but charging the spell will give you fireball + ten second paralysis.

Is that roughly the idea?

You've kinda got the rough idea.
I don't necessarily mean a primary skill, more of a primary effect. I suggest that you create a spell for a simple uncharged spell. You tap it the spell comes out. Charging it would be based off of that, like you said.
However your idea about having a primary spell may be a good addition. If you had a flamethrower with fire and paralyze, it would be very imbalanced for paralyze to be "recast" every second with a 1 second duration. Or maybe not, maybe it would consume too much magicka and you would only get a few seconds use out of it.

Yes this is roughly the idea, but other people may have better ideas. Im just trying to say the two systems can be done together.
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D LOpez
 
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Post » Sun Sep 19, 2010 8:01 am

I like spellcrafting but I won't die if it's in because as I posted in the last thread:


This shows you an example of how the new system can give you more options than even the old spellcrafting system did. So I voted other on whether it should be in the game because either way, it will be fine.


Those examples are fine for direct damage dealing spells. It's less clear how this will work for other types of spell effects, particularly when it's nice to be able to customise them along more than one dimension. For instance, take the Frenzy/Fury spell which makes enemies fight among eachother. What casting options will we have for that spell? Will "charging" the spell affect its magnitude (works on higher level creatures), its duration, its area-of-effect? Most concerning is whether we'll only be able to vary the spell along one of these dimensions, and that seems to the detriment of playing a character which relies substantially on magic.
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Skrapp Stephens
 
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Post » Sat Sep 18, 2010 10:57 pm

I am heart-broken, and my excitement for Skyrim has dropped a-hundredfold. I'm not exaggerating.

I'm sure there is news that would make me feel differently, but right now I'm devastated. I get annoyed at them giving us less-skills, annoyed when the gameplay seems to be dumbed down, but I'll still enjoy the game thoroughly (I enjoyed Oblivion despite the many problems with it.) However, spell creation was my favorite gameplay mechanic in the elder scrolls series. It made me feel like anything was possible. I could create strange spells and play the game in a way the designer could have never conceived. I could create spells very specific to my character and roleplay all the better. I could have fun making ridiculously powerful spells that could only be cast with fortified magicka. Spell-making was what made Elder-scrolls games from a one-or-two playthrough situation to a game I could play for years.

The pro to this is that they will obviously have some more interesting spells, and I'm sure we'll see lots of cool ones. But right now the spells just sound like something listed out of dragon age, and you know what, [censored] dragon age. I mean, I enjoyed it, but that's not what I want. I want the next installment of my favorite game series to actually feel like an installment in my favorite game series.

To answer the poll's question, yes, spell-making should be in the game.
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J.P loves
 
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Post » Sat Sep 18, 2010 8:28 pm

In one of his posts, the OP of the Italian thread said it came from a magazine called GMC. On the http://bethblog.com/index.php/2011/01/17/dragons-preparing-to-deliver-skyrim-details-worldwide/, under Italy, it lists the name of the magazine in Italian.

Anyone here speak http://www.giochiperilmiocomputer.it/?
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Tamara Primo
 
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Post » Sat Sep 18, 2010 10:00 pm

The problem is that the new system isn't incompatible, and while it may allow you to do more with each individual spell the old system was still more flexible, it just had to be set up beforehand, not on the fly.


But it is, because I didn't even add the fact that destruction spells have their own unique effects on top of damage. This could easily get out of hand with all these combinations of spells on top of the combinations that are known to be present in Skyrim. We still don't know if spellmaking really is out of the game but I can easily see how it could get out of hand and turn into something akin to the overpowered enchant stacking that happened in Morrowind.
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Keeley Stevens
 
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Post » Sun Sep 19, 2010 9:16 am

Other: as long as there is variety and balance in the spells we're given, and especially if spells in general are more fun to use and see this time around, I don't care one way or another personally. I wish they were in for those who just have to have them, though.
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Fiori Pra
 
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Post » Sat Sep 18, 2010 6:20 pm

I'm all for trying new game-play mechanism, as long as they keep the game immersive enough, with deep personality of its own and a unique sense of culture, and give me satisfaction enough from developing my characters, give me enough sense of triumph over challenging situations, give me enough content and variety to explore and conquer, give me a world that feels real, in its own coherent reality standards, and challenge me a lot to keep me straggling for the entire course of the game, so that I do not feel "OK, I've done it all. No more challenges for my character." ever.

This would be my ideal role playing game, and in such a game, I'm ready to try any new game mechanism.

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GLOW...
 
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Post » Sun Sep 19, 2010 8:55 am

But it is, because I didn't even add the fact that destruction spells have their own unique effects on top of damage. This could easily get out of hand with all these combinations of spells on top of the combinations that are known to be present in Skyrim. We still don't know if spellmaking really is out of the game but I can easily see how it could get out of hand and turn into something akin to the overpowered enchant stacking that happened in Morrowind.

My posts are just saying that it can be compatable. It can work. I have described a way where it could work. I quoted someones take on that idea, and then made a new suggestion.
The new system is not incompatable with spellmaking. All they have to do is modify the old spellmaking system slightly.
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Genocidal Cry
 
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Post » Sun Sep 19, 2010 12:26 am

I think it may have been mistranslated, enchanting is a skill, that and spell creating kinda go hand and hand


This. Basically what I was saying in the last thread. Enchant a piece of paper, thus making it a scroll. I'd like to see spellmaking be tied to a skill.
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helen buchan
 
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Post » Sun Sep 19, 2010 7:56 am

A horrible decision from dev team. A horrible decision. I'm struck speechless that they decided to remove it. It was one of the most unique aspects of elder scrolls games - an ability to creat your own spells. It raised the whole "magic system" into next level. .
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Natasha Callaghan
 
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Post » Sat Sep 18, 2010 7:28 pm

A horrible decision from dev team. A horrible decision. I'm struck speechless that they decided to remove it. It was one of the most unique aspects of elder scrolls games - an ability to creat your own spells. It raised the whole "magic system" into next level. .


We don't know if it is even true or not. We got no quotes, no solid facts. Nothing. Absolutely nothing. Not bashing the person who translated for us, but all we really got from them is their word.
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:)Colleenn
 
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Post » Sun Sep 19, 2010 2:07 am

http://www.gamesas.com/index.php?/topic/1163184-devs-listen-uscollective-community-power-is-needed/ (that one was released first...)

And Bethesda said why that you couldn't combine spells, http://www.gameinformer.com/b/features/archive/2011/01/24/skyrim-building-better-combat.aspx?PostPageIndex=2, so I, personally, think that doing so would be redundant and unnecessary.

I trust their judegement.
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Lynne Hinton
 
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Post » Sun Sep 19, 2010 8:36 am

http://www.gamesas.com/index.php?/topic/1163184-devs-listen-uscollective-community-power-is-needed/ (that one was released first...)

And Bethesda said why that you couldn't combine spells, http://www.gameinformer.com/b/features/archive/2011/01/24/skyrim-building-better-combat.aspx?PostPageIndex=2, so I, personally, think that doing so would be redundant and unnecessary.

I trust their judegement.

Once again, taking "combine" totally wrong. He means that if you put two different spells together, they would COMBINE and yield a third, unique effect. That never happened in any of the TES games, even with spell making.
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Cedric Pearson
 
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Post » Sun Sep 19, 2010 3:59 am

DCDeacon I'm afraid that there will be mass suicides on the Skyrim forums unless we clear this spell making buisness up! Is it in the game?


@Mankar_Camoran Might be time for folks on the forums to step away from the ledge and chill out a little, for crying out loud...


To me that means no, but thats for you too decide.
Sad.
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Cassie Boyle
 
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Post » Sun Sep 19, 2010 2:20 am

To me that means no, but thats for you too decide.
Sad.


No, it's just him saying that people need to chill and stop overreacting over something they think will make the game ruined but have no idea because they are theorycrafting. Theorycrafting is bad because people always end up either overestimating the game and then when they get it they are disappointed or they underestimate it and they get so depressed over it they don't buy the game or they hate the game right off the bat while they are playing it because they are looking for something to be wrong instead of enjoying playing the game *cough* Oblivion *cough*.
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Josh Dagreat
 
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