Cut content and the complaining

Post » Thu Aug 25, 2011 1:47 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.

You didnt have to work at Conjuration in Ob to utilize TU. It was a novice spell, and as long as you paired it with a another school you were more proficient in, its requirement was based on the more powerful effect. This way, a high Restoration can allow you to combine TU specifically with other Restoration spells. Just an observation, not trying to argue with your point.
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Pete Schmitzer
 
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Post » Thu Aug 25, 2011 8:58 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.



Thats fair enough, also very inventive for RP purposes : D As ive said i uderstand where your coming from but at the same time i don't think its such a big deal. You most likley will be able to cast the same spell but you will have to cast three diffrent spells (a buden, frost and feather as you pointed out) you still get the same effect just not in one spell. But honestly I do understand why you are upset about the loss of spellmaking, the same for the loss of HTH but seeing as a lot of skills are being combied i think HTH will end up in the two handed skill tree, there might not be takeable perks for HTH but you will still probably get better at it as TH goes up
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Charity Hughes
 
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Post » Thu Aug 25, 2011 12:21 pm

....There is a point when they have to say hey we cant add anything else.

Personally there are things I will miss, But the fact is to have a NEW game, things will have to go.

Nonsense. The name does say TES, yes? Well, if the game is in the TES world they should be making the TES world. Not some sad, half-@$$ed caricature of it.



The team had a vision to make a new game with certain features and story lines, Reimplementing old stuff is second to the current ambitions.

You know, I think the "vision" you speak of is alive on the dev team. That is the reason why we are seeing so many nonsensical cuts and omissions. Rather than work on perfecting and expanding what they got, they jumped off in a half-dozen new directions while completely ignoring what it does to what should be there. So we get a gimmick filled game world with a ton of things that exist in the world missing or gimped.
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sexy zara
 
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Post » Thu Aug 25, 2011 4:46 pm

Thats fair enough, also very inventive for RP purposes : D As ive said i uderstand where your coming from but at the same time i don't think its such a big deal.


Then you don't understand, that's just a small example of what you can do with spell creation.

It's a very big deal, especially for replay value, I wouldn't still be playing Morrowind, if I couldn't make new crazy spells to keep it interesting. (Losing the ability to mix n' match, really hurts the long term playability of this game. Luckily, mods will probably introduce new effects, etc, however, it will still require going into the CS to make certain effects(like his Northern Winds spell), which hurts the game, especially on consoles, where you can't use mods.)

All I can say, is that the 85 spells included, had better all be spectacular, and fill every need imaginable.
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Khamaji Taylor
 
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Post » Thu Aug 25, 2011 12:12 pm

Although I do agree with you, and I am a self-proclaimed optimist, I do think that people should be able to voice their opinions no matter what. People have all the right in the world to criticize, complain, and even whine when they don't agree with decisions. I think that as optimists, we must allow them to do what they want and not worry about it. We should not chastise them for doing this, nor should they chastise us for being optimists. I`m with you 100%, but they should still be able to have their voices heard and us, ours. My advice, just ignore it and enjoy the game the way you know you will. Why should you worry about how others enjoy the game, worry about how you enjoy the game because that's what's most important.

All in all, don't chastise people for chastising the game developer's decisions.

And the game developer's can't chastise back but respond by taking more out.

And so the world turns......:D
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sexy zara
 
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Post » Thu Aug 25, 2011 6:23 pm


All I can say, is that the 85 spells included, had better all be spectacular, and fill every need imaginable.

I am very worried the 85 spells will look like:

Spell 1 - fireball, magnitude x
Spell 2 - fireball, magnitude y
Spell 3 - fireball, magnitude z
Spell 4 - lightning, magnitude x
Spell 5 - lightning, magnitude y
Spell 6 - lightning, magnitude z
Spell 7 - shield. magnitude x
Spell 8 - shield, magnitude y
Spell 9 - shield, magnitude z
...
Spell z, zzzzz, magnitude z
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Klaire
 
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Post » Fri Aug 26, 2011 12:40 am

I am very worried the 85 spells will look like:

Spell 1 - fireball, magnitude x
Spell 2 - fireball, magnitude y
Spell 3 - fireball, magnitude z
Spell 4 - lightning, magnitude x
Spell 5 - lightning, magnitude y
Spell 6 - lightning, magnitude z
Spell 7 - shield. magnitude x
Spell 8 - shield, magnitude y
Spell 9 - shield, magnitude z
...
Spell z, zzzzz, magnitude z

Please, they wouldn't go that low. They'd at least give each magnitude a different prefix or suffix, like FF or DQ does!

But yeah, unless they bring back under-powered stuff like blind or noise, I really think that's how it's going to be.
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chinadoll
 
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Post » Thu Aug 25, 2011 9:17 pm

I am very worried the 85 spells will look like:
...
Spell z, zzzzz, magnitude z


I hope not. :shudders:

I'm thinking each will be unique, since duration, magnitude, and range, are controlled by the new casting mechanism. (Magnitude is probably calculated using your skill with the spell, which will reduce spell redundancy, assuming Bethesda used this logic, which I hope they did.)

Which means we may have lot's of completely new spells, which is great. The downside being the loss of the numerous combinations offered by SC.

(It could also change many spell mechanics, like, summons, are those only summoned while casting, or is there some pre-defined summon time, etc,. That has a huge impact on how they're used, and their usefulness.)
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Ice Fire
 
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Post » Thu Aug 25, 2011 11:06 am

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.


And you can just cast a regular trap spell now...
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Guinevere Wood
 
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Post » Thu Aug 25, 2011 2:41 pm

It's not cut content because it was never intended to be in the game. You can't cut something that was neve rin.


They treat each new game as it's own entity.
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Rhiannon Jones
 
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Post » Thu Aug 25, 2011 12:54 pm

It's not cut content because it was never added.


They treat each as it's own game.

That doesn't mean they can just ignore the fact that certain aspects should carry over. Or would it be quite alright if TES: VI is a puzzle game?
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Crystal Birch
 
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Post » Thu Aug 25, 2011 2:07 pm

I am very worried the 85 spells will look like:

Spell 1 - fireball, magnitude x
Spell 2 - fireball, magnitude y
Spell 3 - fireball, magnitude z
Spell 4 - lightning, magnitude x
Spell 5 - lightning, magnitude y
Spell 6 - lightning, magnitude z
Spell 7 - shield. magnitude x
Spell 8 - shield, magnitude y
Spell 9 - shield, magnitude z
...
Spell z, zzzzz, magnitude z
Well, that's pretty much what the perks are.
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sally coker
 
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Post » Fri Aug 26, 2011 12:43 am

http://www.youtube.com/watch?v=WL1lfSzgcAw&feature=related
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Steve Fallon
 
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Post » Thu Aug 25, 2011 1:30 pm

My two gold coins on the matter:

This is the best iteration of magic in an Elder Scrolls game (yep, I said it). It's always been a weak point for me. Sure, you could create any type of spell you wished, but they all pretty much looked and felt the same -- which was flimsy and cartoonish. Again, just my opinion, but Skyrim's magic has me absolutely excited.

If you want to make your own spells you'll have to a) wait for mods, or B) play a prior ES game. Whichever you choose, you people should really stop your [censored]ing and accept Skyrim for what it is, not condemn it for what it isn't (which, by the way, we don't really know because it's not even out yet).

Me, I'm just fine with Skyrim. From what I've seen thus far it's the game I've been waiting for my whole life. But that's just me.
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James Smart
 
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Post » Thu Aug 25, 2011 5:46 pm

Nonsense. The name does say TES, yes? Well, if the game is in the TES world they should be making the TES world. Not some sad, half-@$$ed caricature of it.

You know, I think the "vision" you speak of is alive on the dev team. That is the reason why we are seeing so many nonsensical cuts and omissions. Rather than work on perfecting and expanding what they got, they jumped off in a half-dozen new directions while completely ignoring what it does to what should be there. So we get a gimmick filled game world with a ton of things that exist in the world missing or gimped.


I was mostly referring to the fact that there is a finite amount of time and resources that can go into a game during development. A line has to be drawn at some point. Bethesda makes the games they want to make, whether it has the elements we all cherish from past, or all new stuff they want to try. And last I checked the world is still on Nirn in Tamriel. Just because some of the old game play mechanics are gone doesn't mean its not a TES game.
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Kristina Campbell
 
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Post » Fri Aug 26, 2011 12:46 am

Was it really almost 10 years ago (Wow, I have been around here a while) I was reading a bunch of players complaining about stuff that was in Daggerfall not being in Morrowind (What? No Climbing?)

Was it really 5 years ago folks on the forum were complaining about things that were in Morrowind not being in Oblivion (No Crossbows? No Spears?)

It is inevitable that people are going to complain. It almost seems that some people just want Oblivion 2.0 with prettier graphics and a new landscape. But if Bethesda created subsequent games that are too close to the previous ones then people will complain that "It's just Oblivion 2.0. I played this same game 5 years ago".

Yes, it is always interesting to see how the new game is shaping up to be different than the last one and I sometimes wonder about those decisions but in the end Todd Howard and crew have never let me down. I have spent hundreds of hours in their game worlds, just enjoying them for what they are.

But, the complaining on the forums? It happens every game without fail. What we are seeing now is no different than what I saw 9 1/2 years ago in the final months leading up to Morrowind's release.
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Reanan-Marie Olsen
 
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Post » Thu Aug 25, 2011 10:29 pm

And you can just cast a regular trap spell now...

And that wasnt my point.
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Cassie Boyle
 
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Post » Thu Aug 25, 2011 11:40 am

I completely agree, OP. People are getting a bit ridiculous.
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Shannon Lockwood
 
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Post » Thu Aug 25, 2011 9:41 pm

Was it really almost 10 years ago (Wow, I have been around here a while) I was reading a bunch of players complaining about stuff that was in Daggerfall not being in Morrowind (What? No Climbing?)
...


And I still miss the hell out of climbing. That was an absolute blast in DF.

The one thing that I do agree with the "optimists" on is "we'll see". It's coming out in a few months and then we will see what we have to work with. Thank God for the CS.
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Bereket Fekadu
 
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Post » Thu Aug 25, 2011 2:46 pm

And that wasnt my point.


Then what is your point?

If you can do all the same things you could with spellmaking now with dual wielding spells, and being able to control the spell effect and duration and magnitude during casting, then why is it such a problem?

Are you really that bummed that you can't do it at an altar, or with a merchant?

And with all those different classes you named off, you never really mentioned why Spellmaking was so important to those classes that you can't do them with Skyrim's magic system.
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Verity Hurding
 
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Post » Thu Aug 25, 2011 9:14 am

I was mostly referring to the fact that there is a finite amount of time and resources that can go into a game during development. A line has to be drawn at some point. Bethesda makes the games they want to make, whether it has the elements we all cherish from past, or all new stuff they want to try. And last I checked the world is still on Nirn in Tamriel. Just because some of the old game play mechanics are gone doesn't mean its not a TES game.

Certainly, it is a TES game. That's the name Bethesda gave it, and it going to be set in Skyrim, and we've heard of that before, and it is going to start off with a prisoner, and there will be a fireball spell, and there will be swords and all sorts of things. There will be quests, and four factions, and lots of buildings and holes in the ground where our players can bash and slash things. What is even greater is this time they'll be incorporating some of the mods what were popular with Oblivion like bow damage, and crafting. I do hope they had enough time and money to do those as will as the modders did them back in the day, but it will probably be okay. That is especially good for the consoles, since they aren't allowed free content.

Unfortunately, there are people out there who keep focusing on what might have been, what could have been, and what should have been instead of being properly grateful to the software company which is being kind enough to offer them the chance to spend their money on this new TES game which is certainly going to be very pretty and have fish that jump.
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Nitol Ahmed
 
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Post » Thu Aug 25, 2011 7:00 pm

Then what is your point?

If you can do all the same things you could with spellmaking now with dual wielding spells, and being able to control the spell effect and duration and magnitude during casting, then why is it such a problem?

Are you really that bummed that you can't do it at an altar, or with a merchant?

And with all those different classes you named off, you never really mentioned why Spellmaking was so important to those classes that you can't do them with Skyrim's magic system.

You cant do the same thing.
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james reed
 
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Post » Thu Aug 25, 2011 2:37 pm

Honestly, everything that was cut I barely if ever used. I don't think I once choose a class, I always made one. The birthsigns were practically useless. Spears are not worth using in my opinion. Shocker I know. I could keep going but whatever. Who reads this stuff anyways?
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Prisca Lacour
 
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Post » Fri Aug 26, 2011 12:43 am

Not to mention most of the stuff that was cut that we are complaining about aren't some setting/title specific mechanic. Spellmaking, Unarmed, Jumping and speed variables? Those are fundamental mechanics, not somthing title specific. Nobodies complaining because of the lack of Guar, or Oblivion gates, we want the cornerstone mechanics back. If not, then previous games in the series are superior in these regards.


Right again, Mr. Price. Your anolysis is flawless. That said, I would and will complain if there are no lesser Daedra. Lol.
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Emerald Dreams
 
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Post » Thu Aug 25, 2011 2:44 pm

All I have to say.

http://www.bethblog.com/index.php/2009/07/09/todd-howard-talks-about-15-years-of-the-elder-scrolls/

Deal with it...

--

Also, from the full interview.

Q: Have previous Elder Scrolls games had an effect on the development of later Elder Scrolls games? And if so, what are some examples?

A: Of course. So much of what we do is a reaction to the last game. Just listening to people’s experiences with the previous game flavors what we do with the next one. If you look at Oblivion, the big new things, like the AI or the combat, were a reaction to the key criticisms of Morrowind.
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Lory Da Costa
 
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