Cut content and the complaining

Post » Thu Aug 25, 2011 11:04 pm

Has no one thought on the magic thing, that only being able to cast two spells might make the game more fun to play? I mean c'mon, yes i can understand you wanting to be an all powerfull mage who can cast anything and whatnot but dosn't that take the fun out of it a bit? a spell which does 100% Fire, Frost and shock damage as well as -100% RESISTANCE to Fire, Frost and Shock a spell which will do MASSIVE amounts of damage because as im sure you know -100% resistance to something with 100% damage to it.

Im not sure if im making sense, Im just saying to me having to cast the diffrent spells instead of one massive spell will make battles more intense and fun, I really don't think the loss of spell making is that big a deal but at the same time I DO understand why people are un happy about its removal.

And again if this made no sense i apolagise its 2 in the morning

As far as I am concerned, you are making perfect sense. Out with making decisions in the safety of the University, in with having to make decisions while in combat.
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Ludivine Poussineau
 
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Post » Thu Aug 25, 2011 11:57 pm

I have no reason to complain. Except I'm really hoping there'll be some outstanding mods though.
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Nathan Maughan
 
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Post » Thu Aug 25, 2011 10:43 am

Melee no-bleedthrough svcked, many of the original maps were awful, the first 5-6 arena seasons were not based on W/L, and the kill times were longer. Made even more so by AA's. Many of these decisions are easily seen for what they are: either crutches for the low skilled players, or handicaps for the highly skilled (slow kill times cap displays of individual skill). Armor lock is by far the most obvious crutch, made in response to player whining about grenades and power weapons (displaying their lack of understanding in how to place grenades and keep control of power weapons). It says "you don't need to get better! Just press X not to die!"

Don't get me started on bloom. It's dice rolling in a shooter. I like dice in D&D, I dislike them in FPS's. DMR is especially bad, because at middle range there is no optimal style (spam=close, pace=far, mid=???). Bloom works for automatic weapons, and games with very fast kill times. Bloom is bad in a game largely based around a precision mid range utility weapon with slow kill times. If you want to debate it more, do it privately with me.


Just the only thing Im going to say on the subject of Reach, IMHO best Halo hands down and the reason why? I find the game fun, I find that there is skill needed to play it, I enjoy the story but Where so many people say Bungie catered to the casuals (Just a note I am NEVER casual when it comes to halo) they didn't, bungie said SO many times they where making Reach the way THEY wanted it to be, they wern't catering to anybody but themselves. I don't see how armor abilities are a crutch either all of them, so easy to counter. But as this thread is all about, Just my opinoin

Anyway back to skyrim
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мistrєss
 
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Post » Thu Aug 25, 2011 9:25 pm

As far as I am concerned, you are making perfect sense. Out with making decisions in the safety of the University, in with having to make decisions while in combat.


THANK GOD! i don't normally make sense at 2 in the morning lol, Actually could this be the big problem with why people are complaining about the removal of spell making? because they won't be able to cast on big powerfull spell

EDIT: sorr for a double post
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x a million...
 
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Post » Thu Aug 25, 2011 9:07 am

Losing builds=inexcusable.

Good thing that they are gaining so many; you know with perks being able to build each character in a very specific manner, it doesn't sound like they're losing builds at all.
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Camden Unglesbee
 
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Post » Fri Aug 26, 2011 12:48 am

Good thing that they are gaining so many; you know with perks being able to build each character in a very specific manner, it doesn't sound like they're losing builds at all.

No SC=loses builds. No H2H, perhaps no jump or speed variable=loses builds.
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Jason Wolf
 
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Post » Thu Aug 25, 2011 9:30 am

Good thing that they are gaining so many; you know with perks being able to build each character in a very specific manner, it doesn't sound like they're losing builds at all.


He's upset because the loss of Spellmaking is going to cost him 300+ builds, as will the lose of Athletics and Acrobatics...

How 1 feature (Spellmaking) will cost him so many builds, I'll never know.

But I agree with you. We lost a couple playstyles with the losses of Athletics, Acrobatics, and Hand to Hand as a skill, but gained so many more with the inclusion of Dual Wielding, Smithing, Enchanting, and perks.
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Charlotte Buckley
 
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Post » Thu Aug 25, 2011 12:00 pm

No SC=loses builds. No H2H, perhaps no jump or speed variable=loses builds.


+ Dual Wielding = more builds
+ Smithing = more builds
+ Enchanting = more builds
+ Perks = more unique builds
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Josephine Gowing
 
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Post » Thu Aug 25, 2011 9:26 pm

He's upset because the loss of Spellmaking is going to cost him 300+ builds, as will the lose of Athletics and Acrobatics...

How 1 feature (Spellmaking) will cost him so many builds, I'll never know.

But I agree with you. We lost a couple playstyles with the losses of Athletics, Acrobatics, and Hand to Hand as a skill, but gained so many more with the inclusion of Dual Wielding, Smithing, Enchanting, and perks.

Because I thought outside of the box, as did many I know that used SC to diversify magical builds. Along with the dozen builds I had with H2H, to the dozen that revolved around acrobatics and speed.
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sas
 
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Post » Thu Aug 25, 2011 9:14 pm

So, if Thief 4 drops, and Garret decides to use guns, and rob banks like a drug addict, etc, no one would have a problem with that, because game series need to evolve?

That's what ppl are talking about, fundamentals that define the series.

if this were indeed "Skyrim", it wouldn't be a huge problem, however, it's "TESV: Skyrim", which means it should retain a lot of aspects that defined previous games.

Skyrim has lost nearly it's entire identity as an Elderscrolls game, almost every mechanic has been changed, maybe for the better, maybe not. (They've changed mechanics before, the real problem, is that they've decided to be overly secretive about it. Which is why the forums are exploding with complaint threads, Bethesda is doing a terrible job at crowd control.)

The point is, many fans have certain expectations of a TES game, and what it should entail, since Bethesda decided to make all these drastic changes, and not explain them fully, they brought it on themselves.

I make mods for this community, when I re-wrote one of my mods recently, fans reacted strongly to features from earlier versions not being in the re-write. Some of them have used my mod for years, and years, they had expectations of what should be in my mod, and I don't blame them. In this case, I simply hadn't gotten around to upgrading those features yet, I was doing incremental releases, so, some features just weren't done at that time. (I wouldn't remove a core mechanic intentionally, for the very reason we are discussing.)

Does that make it a bit more clear?
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Hussnein Amin
 
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Post » Thu Aug 25, 2011 8:12 pm

No SC=loses builds. No H2H, perhaps no jump or speed variable=loses builds.


I honestly want to know what your builds were with the SC system, as your using it in your opinions. How did the SC system influence your builds, was it stat boosts? RP value?
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SWagg KId
 
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Post » Thu Aug 25, 2011 12:12 pm

+ Dual Wielding = more builds
+ Smithing = more builds
+ Enchanting = more builds
+ Perks = more unique builds

1: Does nothing for magical builds, adds a dozen or so styles for melee.

2: You could RP this in previous ES games.

3: You could RP this in previous games.

4: Does nothing for magical builds.

SC allowed for limitless possobilities.
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jesse villaneda
 
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Post » Thu Aug 25, 2011 11:57 am

1: Does nothing for magical builds, adds a dozen or so styles for melee.

2: You could RP this in previous ES games.

3: You could RP this in previous games.

4: Does nothing for magical builds.

SC allowed for limitless possobilities.

Perks would also never allow for unique builds.
You just know someone has picked the same perks.
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Ernesto Salinas
 
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Post » Thu Aug 25, 2011 3:00 pm

/violin to all the people so upset about nothing
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Tikarma Vodicka-McPherson
 
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Post » Thu Aug 25, 2011 6:17 pm

I honestly want to know what your builds were with the SC system, as your using it in your opinions. How did the SC system influence your builds, was it stat boosts? RP value?

Inquisitors, Witch Doctors, Illusionists, Druids, Cleric and Monks, Nagas, Street Performers, Maomer, Mediums, Psijic Order, All types of Vampire mayhem, Astrologists, Archaeologists, all types of Paladins and Crusaders, even used SC as a 'ability' mechanic that drained stamina, with 'moves' like Concentration and Bullseye, etc. and thats the tip of the iceberg, I could go for a while. Not being restricted by the games setting (not talking OPed spells) was also a part of it. not even doing quests, making up my own, or my own representations and mechanics. Everything and anything, I think of new ones all the time. All in Vanilla ES games. They can (the devs) represent, I can represent, we represent together.
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SWagg KId
 
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Post » Thu Aug 25, 2011 7:41 pm

What are some example of what you did with Spell Creation, Xarnac?

EDIT: Nevermind.
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Jerry Cox
 
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Post » Fri Aug 26, 2011 12:37 am

I agree. This is Skyrim, not Oblivion, nor Morrowind, not Daggerfall, and not Arena. There's no reason to carry over past features when something entirely new can be made for the benefit of us all. I'm especially excited for the new creation system. I don't think Elderscrolls has ever allowed you to create, alter, and enchant your gear to such an extent before.
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Darian Ennels
 
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Post » Thu Aug 25, 2011 9:32 pm

Inquisitors, Witch Doctors, Illusionists, Druids, Cleric and Monks, Nagas, Street Performers, Maomer, Mediums, Psijic Order, All types of Vampire mayhem, Astrologists, Archaeologists, all types of Paladins and Crusaders, even used SC as a 'ability' mechanic that drained stamina, with 'moves' like Concentration and Bullseye, etc. and thats the tip of the iceberg, I could go for a while. Not being restricted by the games setting (not talking OPed spells) was also a part of it. not even doing quests, making up my own, or my own representations and mechanics. Everything and anything, I think of new ones all the time. All in Vanilla ES games.

I don't think I will be able to do my Paladin without the right spells.
I'm with you all the way on this one.
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Ria dell
 
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Post » Fri Aug 26, 2011 12:00 am

THANK GOD! i don't normally make sense at 2 in the morning lol, Actually could this be the big problem with why people are complaining about the removal of spell making? because they won't be able to cast on big powerfull spell

EDIT: sorr for a double post


It's not the power thing. For instance, I like to use this example, I liked to use a spell called Northern Winds. It dealt low ice damage for a long period of time, burdened the enemy, and feathered me. So it was like a cold wind started to kick up, but because I'm a nord the cold didn't hurt me but infact made me faster while freezing the enemy and slowing them down.

In SK, I won't be able to do that unless they have premade spells which include two of the three effects in one spell.
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lucile davignon
 
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Post » Fri Aug 26, 2011 12:14 am

Perks would also never allow for unique builds.
You just know someone has picked the same perks.


Sure, someone will take a few perks the same.

But when you have to essentially choose 50 out of 280 perks, are you trying to tell me that your build is going to be common place amongst other gamers?

I'm not a math major by any means, but if the formulas I learned in my math class last semester are any kind of accurate, Skyrim's perk system is going to make for thousands upon thousands of unique possibilities.
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Justin Hankins
 
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Post » Thu Aug 25, 2011 3:00 pm

Inquisitors, Witch Doctors, Illusionists, Druids, Cleric and Monks, Nagas, Street Performers, Maomer, Mediums, Psijic Order, All types of Vampire mayhem, Astrologists, Archaeologists, all types of Paladins and Crusaders, even used SC as a 'ability' mechanic that drained stamina, with 'moves' like Concentration and Bullseye, etc. and thats the tip of the iceberg, I could go for a while. Not being restricted by the games setting (not talking OPed spells) was also a part of it. not even doing quests, making up my own, or my own representations and mechanics. Everything and anything, I think of new ones all the time. All in Vanilla ES games. They can (the devs) represent, I can represent, we represent together.

So I wasn't the only one. :P


I'd like to know how class specialisation is going to work, because of of the great things about the old system was that you could choose to start off proficient in some skills while weaker in others. Iy gives your character a sense of history and purpose if he doesn't start off at the bottom in everything. Picking it all up as you go along doesn;'t give me more freedom, because I want the freedom to choose what I am at the start, and not wander through Bethesda's crap until I can pick some specialisations.
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Stacey Mason
 
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Post » Thu Aug 25, 2011 6:59 pm

It's not the power thing. For instance, I like to use this example, I liked to use a spell called Northern Winds. It dealt low ice damage for a long period of time, burdened the enemy, and feathered me. So it was like a cold wind started to kick up, but because I'm a nord the cold didn't hurt me but infact made me faster while freezing the enemy and slowing them down.

In SK, I won't be able to do that unless they have premade spells which include two of the three effects in one spell.


Sure you can.

Equip Feather in on hand, Burden in the other. Cast them both, and then switch to a DoT Ice spell.

Or... just cast the DoT Ice spell, which will do essentially what I believe you were trying to do with the Burden spell, which was slow down your opponent, correct? Ice spells now slow down the enemy. So you can dual wield a Feather spell and an Ice spell, and cast them both at once, giving you Feather, while doing Ice damage to your enemy and slowing him down.

I like Spellmaking also. With my Khulain character, I use Spellmaking to create spells that 1.) Summon a powerful spirit to fight by my side, and 2.) Cast a powerful Shield spell over me that will help protect me.

Well, Spellmaking is gone... instead if I want to do that, I just equip a Shield spell and a Summon spell, and cast them.

If I want to adjust the duration and power of a damage spell, well that is done now on the fly.

When it comes to Spellmaking, you're preaching to the choir. I love Spellmaking, and use it quite regularly. I just don't see Spellmaking as a loss when now we get to adjust spell effects, duration, and strength on the fly instead of predetermining it at a merchant or an altar.
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Naomi Lastname
 
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Post » Thu Aug 25, 2011 11:42 am

Sure you can.

Equip Feather in on hand, Burden in the other. Cast them both, and then switch to a DoT Ice spell.

Or... just cast the DoT Ice spell, which will do essentially what I believe you were trying to do with the Burden spell, which was slow down your opponent, correct? Ice spells now slow down the enemy. So you can dual wield a Feather spell and an Ice spell, and cast them both at once, giving you Feather, while doing Ice damage to your enemy and slowing him down.

I like Spellmaking also. With my Khulain character, I use Spellmaking to create spells that 1.) Summon a powerful spirit to fight by my side, and 2.) Cast a powerful Shield spell over me that will help protect me.

Well, Spellmaking is gone... instead if I want to do that, I just equip a Shield spell and a Summon spell, and cast them.

If I want to adjust the duration and power of a damage spell, well that is done now on the fly.

When it comes to Spell Making, you're preaching to the choir. I love Spell Making, and use it quite regularly. I just don't see Spell Making as a loss when now we get to adjust spell effects, duration, and strength on the fly instead of predetermining it at a merchant or an altar.

That's not the same as spell creation. Not to mention most of my spells in particular took more than 2 effects, and usually a lot to get the AI to react a certain way, make an actual new effect, or aesthetic results.

Plus I dont think a lot of people knew what all you could actually do with SC, from adding aesthetic panache to your spells, to obtain unique effects through the environment, or messing with certain AI. A lot of people didnt even know you could make trap spells.
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Unstoppable Judge
 
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Post » Thu Aug 25, 2011 12:03 pm

I don't think I will be able to do my Paladin without the right spells.
I'm with you all the way on this one.

Turn undead being a restoration spell means a Paladin build can make more sense now, you don't need to use any conjuration, not exactly the purview of a holy knight.
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Trey Johnson
 
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Post » Thu Aug 25, 2011 2:22 pm

Turn undead being a restoration spell means a Paladin build can make more sense now, you don't need to use any conjuration, not exactly the purview of a holy knight.

I'm on about my mass healing and curing spells at the cost of my health,fatigue and magicka.
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Claudz
 
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