Excusion of Spell making - a bad developing decision and why

Post » Thu Dec 15, 2011 2:50 pm

Love the spell effects but wish there were more interesting summons and the like. Just seems so bland.

Mark/recall how do I miss thee.

On an unrelated note, I hope that sone of the DLCs include marriable companions to enable ALL race/six combinations to be represented.


As someone who is not a fury and is married to a woman I find attractive, I have no idea why this is a big deal to anyone.
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Amysaurusrex
 
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Post » Thu Dec 15, 2011 5:33 am

At first i thought you (op) was just going to complain about how spell making was out, but i read the topic (because i doubted my complaining assumption) and i agree with what you have wrote so i'm voting yes (even though i doubt it will help anything really).
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lisa nuttall
 
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Post » Thu Dec 15, 2011 3:12 am

As someone who is not a fury and is married to a woman I find attractive, I have no idea why this is a big deal to anyone.


These days, a certain segment of the populace expects every "romanceable" NPC to essentially be bisixual and for character race not to be a factor.

I'm not sure why. I don't have a problem with the GLBT community, but I think it's silly.
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Dan Wright
 
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Post » Thu Dec 15, 2011 7:57 am

These days, a certain segment of the populace expects every "romanceable" NPC to essentially be bisixual and for character race not to be a factor.

I'm not sure why. I don't have a problem with the GLBT community, but I think it's silly.


I still think its the same ones who complained about argonian's not having proper briasts in Morrowind (and who modded them in... I mean lets think about milk producing glands...on a lizard.).
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meg knight
 
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Post » Thu Dec 15, 2011 4:24 pm

I think a

*if yes would you like it to have its own perk tree?

option should be added to the poll.
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Lalla Vu
 
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Post » Thu Dec 15, 2011 4:19 pm

I suppose there'll be tons of mods adding spellmaking, would be nice to have some love for the mages from bethesda's side though!
I think a

*if yes would you like it to have its own perk tree?

option should be added to the poll.

I would prefer not having a perk tree for it, I don't think churning out spells for skill-ups is such a good idea
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Rob Davidson
 
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Post » Thu Dec 15, 2011 2:36 am

I think a

*if yes would you like it to have its own perk tree?

option should be added to the poll.


I don't think that would even really work. Spell making is something that contains thousands of variables, perks are mostly very general and it could take thousands of perks to properly install a perk tree along with spell making. I could be wrong though but I think spell making would be best off without perk influence and perks should just be kept to the skill sets.
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Emilie M
 
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Post » Thu Dec 15, 2011 12:30 pm

put spellmaking back in!!!!!
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biiibi
 
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Post » Thu Dec 15, 2011 7:20 am

I read through the post, and I agree that spell making should have been in the game. I probably wouldn't have used it 'cause I'm lazy, but if others want something like that, hey, more power to them. Give them the option; don't worry about "confusing" people like me. I'll figure it out, whenever I'm willing to get up out of my [butt]. :P

But I don't think that's the real reason why they took it out. I just have this gut feeling that the reason they took it out had to do something with the gamepad. I got this queasy feeling in my stomach that they didn't want to have too many spells available 'cause it would drive a gamepad user insane. Now I'm not knocking gamepads, 'cause I'm a gamepad user myself, but I'll tell you this: if I had to map dozens of spells onto my favorites list, I'd be annoyed as hell. But then again, like I said, it wouldn't really apply to me, 'cause I'm most likely too lazy to utilize something nifty like creating your spells. I really can't think of another reason why they would not implement something like this; that guy Bleak and Ellert made some valid points about Spell Making, sooo..... yeah. Can't think of another reason.

...But I hope I am wrong, 'cause I hate it when PC Elitists talk shhh about the gamepad And if I'm right, I'm giving them fuel for the fire. From a guy that supports gamepad usage! Now ain't that a [beach]?
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Liv Brown
 
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Post » Thu Dec 15, 2011 8:07 am

Staff crafting. You would be able to determine what spell you want (possibly two?), you would determine the magnitude, and that magnitude determines how much charge is used up. This would sidestep issues on whether you would be able to dual cast crafted spells and whether they would benefit from fortify spell school gear, but they would still scale off the caster's skill.
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Jennifer Munroe
 
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Post » Thu Dec 15, 2011 11:06 am

...But I hope I am wrong, 'cause I hate it when PC Elitists talk shhh about the gamepad And if I'm right, I'm giving them fuel for the fire. From a guy that supports gamepad usage! Now ain't that a [beach]?


Its not 'shh' talking about the game pad, its simply the fact that a gamepad is inferior in every way to a keyboard and mouse for gaming beyond the ability to not need a place like a desk to play. If you don't agree I'd happily challenge you to any FPS gamepad to keyboard and mouse. :whistling:
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Bee Baby
 
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Post » Thu Dec 15, 2011 11:48 am

I read through the post, and I agree that spell making should have been in the game. I probably wouldn't have used it 'cause I'm lazy, but if others want something like that, hey, more power to them. Give them the option; don't worry about "confusing" people like me. I'll figure it out, whenever I'm willing to get up out of my [butt]. :P

But I don't think that's the real reason why they took it out. I just have this gut feeling that the reason they took it out had to do something with the gamepad. I got this queasy feeling in my stomach that they didn't want to have too many spells available 'cause it would drive a gamepad user insane. Now I'm not knocking gamepads, 'cause I'm a gamepad user myself, but I'll tell you this: if I had to map dozens of spells onto my favorites list, I'd be annoyed as hell. But then again, like I said, it wouldn't really apply to me, 'cause I'm most likely too lazy to utilize something nifty like creating your spells. I really can't think of another reason why they would not implement something like this; that guy Bleak and Ellert made some valid points about Spell Making, sooo..... yeah. Can't think of another reason.

...But I hope I am wrong, 'cause I hate it when PC Elitists talk shhh about the gamepad And if I'm right, I'm giving them fuel for the fire. From a guy that supports gamepad usage! Now ain't that a [beach]?


That's not why. Morrowind and Oblivion both had Spellmaking with a gamepad.
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Josee Leach
 
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Post » Thu Dec 15, 2011 7:33 am

Its not 'shh' talking about the game pad, its simply the fact that a gamepad is inferior in every way to a keyboard and mouse for gaming beyond the ability to not need a place like a desk to play. If you don't agree I'd happily challenge you to any FPS gamepad to keyboard and mouse. :whistling:



Skyrim is an FPS. Oh wait.
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Greg Swan
 
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Post » Thu Dec 15, 2011 1:45 pm

OP is very well written and I actually really like the idea of each tier of spell unlocking a certain variable in the SC kit. (Though I also like to tomes ---> crafted spell idea as well)

With that said, I'm also one for balance as far as challenge in any game is concerned. If I set the difficulty to Master, I shouldn't be a demi-God at lvl 20. I personally feel that SC could be done in a balanced manner as long as effects that synergize got an appropriate cost increase. I'd also like to see the elimination of cost reduction gear going to 100%, and would like to have SC be a part of a larger mod that "balances" those other skills. Lastly, I agree that only at very high levels of skill (90+) should a crafted spell be better than a store bought one as far as effect/magicka is concerned.

Personally I think that many of Nells well put points have rather simple solutions. i.e. Dual casting a spell from 2 schools should require both DC perks to get the benefits. If you feel that your one perk should do something, craft a spell that is purely from that school.
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Juanita Hernandez
 
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Post » Thu Dec 15, 2011 3:56 pm

Took a long time to chime in, but I too think this is a pretty good suggestion on spell making.
I would add that both in Morrowind and Oblivion I hated the fact that spell strength was limited to 100. This was especially ridiculous with low-cost spells that actually required high effect value like feather. Of course, lack of feather spell in Skyrim (which I sorely miss) makes this point moot but still, the spell creation screen should not be designed allowing such slip-ups. If I can cast it, the game should allow me to create it.

That said I miss all the spells that were available before. I suppose since they really took their time designing various spell effects that they ran out of time for the spells that now got left out, but I for one am sorry to see them go. Especially night-eye. Its effect in Oblivion was great for me. But in Skyrim, all the caves are just so well lit that I actually don't need such a spell. And that is not a better way to do it immersion-wise. Just my worthless opinion.
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Nicole Mark
 
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Post » Thu Dec 15, 2011 12:10 pm

OP is very well written and I actually really like the idea of each tier of spell unlocking a certain variable in the SC kit. (Though I also like to tomes ---> crafted spell idea as well)

With that said, I'm also one for balance as far as challenge in any game is concerned. If I set the difficulty to Master, I shouldn't be a demi-God at lvl 20. I personally feel that SC could be done in a balanced manner as long as effects that synergize got an appropriate cost increase. I'd also like to see the elimination of cost reduction gear going to 100%, and would like to have SC be a part of a larger mod that "balances" those other skills. Lastly, I agree that only at very high levels of skill (90+) should a crafted spell be better than a store bought one as far as effect/magicka is concerned.

Personally I think that many of Nells well put points have rather simple solutions. i.e. Dual casting a spell from 2 schools should require both DC perks to get the benefits. If you feel that your one perk should do something, craft a spell that is purely from that school.

I too am for balance. However, I believe balance is achieved through difficulty slider, not by restricting everything in a game that lets you play god (if you so wish). Not everybody plays TES games for combat challenge.

Dual-casting a spell from 2 schools is pretty much out of the question the way spells are made in Skyrim. Just what would the effect be? But I agree that perks should be in place before one could do that had it been possible in the first place.
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mollypop
 
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Post » Thu Dec 15, 2011 4:32 am

"@gstaffinfection Can't really understand why
spellmaking isn't featured in skyrim. Just lazy design?"
Me. tweet to Gstaffinfeciton; Cmmonity manager of Bethesda, 1st December.

"[censored] you"
Gstaffinfeciton. Twitter, 1st December.

Well, at least someone from Bethesda is responding
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Yvonne
 
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Post » Thu Dec 15, 2011 2:12 pm

It is just overall bad design to exclude spell making it severely limits us as mages. It also takes away from the customization of our mages its sad indeed we are limited in terms of the amount of spells we are left with and the lack of spell creation. Mages have relied on spell creation since Arena and without it the magic system is a shell of its former self.
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Marcus Jordan
 
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Post » Thu Dec 15, 2011 5:27 am

The idea of spell making was one of the best things in Oblivion for me. A great idea which made the mage my most enjoyable character.

In Skyrim, I played with 2 warriors, a sneaky archer and a mage. I only got to level 15 with the mage before losing interest altogether. Taking away all that freedom and possibilities and knowing that I'll only have what has been predetermined that I could have at certain levels, made the whole experience much less magical.

Maybe I'm spoiled and expecting spell making turned me off to the idea, new players to the series may not feel the same way.
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Emmanuel Morales
 
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Post » Thu Dec 15, 2011 5:17 am

I voted yes but all I'd really like to see is the ability to make current spells scale to higher levels rather than being a lo level spell throughout the game. For example I would merely want the ability to perform an expert level flame blast spell rather than a novice flame blast spell throughout the game.
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Kayleigh Williams
 
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Post » Thu Dec 15, 2011 5:46 am

I voted "yes" i would like to see spellmaking back. I'm not too worried about it, truthfully. I strongly believe some sort of spell making will return via DLC. It'll be different from Oblivion's spellmaking, of course, which means a lot of people will of course complain.
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Eve(G)
 
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Post » Thu Dec 15, 2011 12:45 pm

I voted "yes" i would like to see spellmaking back. I'm not too worried about it, truthfully. I strongly believe some sort of spell making will return via DLC. It'll be different from Oblivion's spellmaking, of course, which means a lot of people will of course complain.

I wouldn't get my hopes up :/ well at least we will have mods soon
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Fiori Pra
 
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Post » Thu Dec 15, 2011 7:14 am

I didn't even have to read the OP before voting "yes."

The exclusion of spellmaking was just plain silly.
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Jessica Nash
 
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Post » Thu Dec 15, 2011 2:26 pm


***SNIP***

Balance:

As for balance, I think balance is important in any game, weather it be single player or not, so why you think that it is less important in a single player game, I don't know.

Then there is the issue of 'combo' spells witch, from a tech stand point, is probubly the reason why they did not put it in. Think about how much code would have to go in to it. The spell system in this is VERY different from Oblivion and Moro. For every spell, they need two lines of code. 1 for the stranded, and another for duel casting when you have the perk. Now, if you where to have custom spells, that's going to be a LOT of work for them, as they would need to account for EVERY combo of custom spell, witch could be over 100 or more. It would take a LONG time to do....


If done intelligently it wouldn't require much of a recode if any. From what I've seen dual casting increases one of three effects depending on the school: illusion - max level affected; conjuration/alteration: duration.of cast; destruction/restoration: power.

Thus, a created spell simply needs to be classified as a school type and any dual casting will alter it accordingly. The trick is classifying a multi-effect spell. If its a choice of the creator then the doubling effects only alter the attributes of the corresponding school type; eg. Fireball + paralyze classified as destruction - double cast increases damage, but does not affect paralysis duration.
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Baylea Isaacs
 
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Post » Thu Dec 15, 2011 7:54 am

If done intelligently it wouldn't require much of a recode if any. From what I've seen dual casting increases one of three effects depending on the school: illusion - max level affected; conjuration/alteration: duration.of cast; destruction/restoration: power.

Thus, a created spell simply needs to be classified as a school type and any dual casting will alter it accordingly. The trick is classifying a multi-effect spell. If its a choice of the creator then the doubling effects only alter the attributes of the corresponding school type; eg. Fireball + paralyze classified as destruction - double cast increases damage, but does not affect paralysis duration.

I think people are over complicating the process in their mind in an attempt to justify not having the spell crafting. Like you are saying, its going to be more than a reasonable goal.

Had they just made it from the beginning it wouldn't even be a question. From what I have seen previous spell making functions have been nothing more than an in game version of the construction sets spell editor, with limits.
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Vincent Joe
 
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