Excusion of Spell making - a bad developing decision and why

Post » Thu Dec 15, 2011 12:56 pm

Unfortunately Midas magic isn't spell creation. Its Midas magic. For people that want to make their own, custom spells for their RPs, or to even make new RPs based on SC, Midas doesn't cut it. Although his effects mixed into a spell creation feature would be awesome. We need to bring back a ton of effects anyway if we want SC to be good in the first place. SC with the current effects list, would be much better than not having it.
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Naomi Ward
 
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Post » Thu Dec 15, 2011 7:49 am

They could have removed spell-making if they implemented spell casting like they lead us to believe it would be like before release. We were expecting:

1. For all spells to scale and level with us, retaining their usefulness.
2. Flexibility with the use of individual spells, such as the ability to actually charge them for greater effect.
3. Combining spells (Yeah, they shot this one down early), but the ability to "tweak" (or merge) spells based on (limited) combinations could have been infinitely more useful:

For example, destruction:
Cross-element spells could be defined as long as they correspond to each other -
Sparks+Frostbite = Blue Beam of energy that deals equal damage to health, stamina, and magicka.
Flames+Frostbite = Frostburn (A smokey/steaming cloud of frost) - Lingering damage to health and Stamina.
Sparks+Flames = Plasma beam that does Lingering damage to Health and Magicka

etc...

Cross-tier spells could combine as long as they are of the same element

Fireball+Fireball - Charging increases both Blast Radius and Impact Damage
Firebolt+Fireball - Base Blast radius, charging increases Impact Damage more efficiently than Fireballx2
Flames+Fireball - Base Damage, charging increases AoE.
Flames+Firebolt - Increases burn duration of Firebolt.

Chain Lightning + Chain Lighting - Charging increases damage and total arc distance.
Chain Lightning + Lightning Bolt - Base arc distance, charging increases damage.
Chain Lightning + Sparks - Base Damage, charging increases Arc length
Sparks + Lightning Bolt - Charging increases mana burn.

etc..

Not sure what the other schools could do, but they do seem acceptable compared to Destruction. Restoration seems it could have a few similar combinations to Destruction.
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oliver klosoff
 
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Post » Thu Dec 15, 2011 4:48 pm

Yeah exactly!
Spell creation would give us an even higher replay value and endless amounts of fun! Just think of the strategies and combinations people can come up with with these new effects! O_O


But lets not get to excited.. this probably will never happen again anyways..

The new effects are interesting.

In saying that we need some old effects back too.

Water walking, command spells, open lock, mark and recall, levitate, dispel, spell absorbtion, magic resistance, Poison spell, damage health/magicka and more...

The imagine what we could do with spell creation.

It would add an extraordinary amount of content for a mage or any spell user, its truly sad to see it gone.

I disagree I think we will see spell creation in vanilla ES again, but I think we will have to wait until VI until that happens. However we can hope its added in a patch or DLC.
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Nick Tyler
 
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Post » Thu Dec 15, 2011 9:45 am

i want spellmaking and a wider variety of spells back. i dont know whats the point of all that reducinmg madness anyway. people like tes for complexity.

That is why I like The Elder Scrolls. :smile:

They could have removed spell-making if they implemented spell casting like they lead us to believe it would be like before release. We were expecting:

1. For all spells to scale and level with us, retaining their usefulness.
2. Flexibility with the use of individual spells, such as the ability to actually charge them for greater effect.
3. Combining spells (Yeah, they shot this one down early), but the ability to "tweak" (or merge) spells based on (limited) combinations could have been infinitely more useful:

For example, destruction:
Cross-element spells could be defined as long as they correspond to each other -
Sparks+Frostbite = Blue Beam of energy that deals equal damage to health, stamina, and magicka.
Flames+Frostbite = Frostburn (A smokey/steaming cloud of frost) - Lingering damage to health and Stamina.
Sparks+Flames = Plasma beam that does Lingering damage to Health and Magicka

etc...

Cross-tier spells could combine as long as they are of the same element

Fireball+Fireball - Charging increases both Blast Radius and Impact Damage
Firebolt+Fireball - Base Blast radius, charging increases Impact Damage more efficiently than Fireballx2
Flames+Fireball - Base Damage, charging increases AoE.
Flames+Firebolt - Increases burn duration of Firebolt.

Chain Lightning + Chain Lighting - Charging increases damage and total arc distance.
Chain Lightning + Lightning Bolt - Base arc distance, charging increases damage.
Chain Lightning + Sparks - Base Damage, charging increases Arc length
Sparks + Lightning Bolt - Charging increases mana burn.

etc..

Not sure what the other schools could do, but they do seem acceptable compared to Destruction. Restoration seems it could have a few similar combinations to Destruction.

That would still limit our options.

Spell creation allows us to play our mages however we wish.
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CHARLODDE
 
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Post » Thu Dec 15, 2011 11:15 am

Makes Destruction school more balanced.
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Richard Dixon
 
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Post » Thu Dec 15, 2011 9:02 am

I wonder though... Is it possible to add something as complex as spell creation in a patch?
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Laura
 
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Post » Thu Dec 15, 2011 5:27 am

I wonder though... Is it possible to add something as complex as spell creation in a patch?

I am sure its possible if they really wanted to, but one can hope... :(
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Samantha Wood
 
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Post » Thu Dec 15, 2011 7:08 am

I am sure its possible if they really wanted to, but one can hope... :(

Yeah...
But i would gladly play a few dollars for some spell creation as a dlc though :P So they have my money!
ut next time they better get things right!
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Stephanie Nieves
 
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Post » Thu Dec 15, 2011 6:52 am

Yeah...
But i would gladly play a few dollars for some spell creation as a dlc though :P So they have my money!
ut next time they better get things right!

I want it included in one of the "expansion" pack like DLCs that Bethesda has promised. I want a lot of new content in one of those. I want spell creation to be shipped with it.
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Jessica Colville
 
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Post » Thu Dec 15, 2011 4:38 pm

I want it included in one of the "expansion" pack like DLCs that Bethesda has promised. I want a lot of new content in one of those. I want spell creation to be shipped with it.

Yeah same here...
And it better be good!
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Cesar Gomez
 
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Post » Thu Dec 15, 2011 1:59 am

No spell making wouldn't be so bad if it weren't for the immensely small amount and the crappy destruction spell damage.
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Beast Attire
 
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Post » Thu Dec 15, 2011 5:22 pm

Yeah same here...
And it better be good!

Agreed.
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WTW
 
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Post » Thu Dec 15, 2011 2:21 pm

i enjoyed spell creation- but to be honest i didnt spend THAT much time doing it. I messed around with it, made a few spells- but it was never some MAJOR gameplay mechanic the way people are crying and making it out to be.

Im sure Bethesda polled some gamers (not just hardcoe nerds) and spell making wasnt a #1 priority feature to implement and balance. People forget they program everything from scratch- this is a new game. They didnt TAKE OUT spell making, it just didnt make the cut this time.


...that said, i do hope it makes it in later as DLC. or at least mods
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Eileen Collinson
 
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Post » Thu Dec 15, 2011 7:45 am

I want it included in one of the "expansion" pack like DLCs that Bethesda has promised. I want a lot of new content in one of those. I want spell creation to be shipped with it.

I agree with this - Spell crafting in an expansion (Perhaps a cool College of Winterhold add-on?)

On an unrelated note, I hope that sone of the DLCs include marriable companions to enable ALL race/six combinations to be represented.
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herrade
 
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Post » Thu Dec 15, 2011 2:19 am

You don't need it tho. The spells scale far better than they did in Oblivion, so they took it out.

It would be nice to have it, but it is not something that is needed in Skyrim. and if it was to be implemented, then I think it would have to be done a different way to Oblivion.


Lore:

I think it is more something to do with it being 200 years after oblivion, and as such, the art of creating them was lost some how.

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....
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Alycia Leann grace
 
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Post » Thu Dec 15, 2011 6:19 am

I agree with this - Spell crafting in an expansion (Perhaps a cool College of Winterhold add-on?)

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

I would like to see Winterhold city restored to its old glory with an added island to the north in the Sea of Ghosts alongside spell creation.

The marriage is a novelty in this game for me, I will probably marry one or two of my characters for a different way to roleplay and I will see if I like it.
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carla
 
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Post » Thu Dec 15, 2011 11:16 am

I want it included in one of the "expansion" pack like DLCs that Bethesda has promised. I want a lot of new content in one of those. I want spell creation to be shipped with it.


/signed

Personally, i would gladly even pay for a good spell making system, maybe one which has it's own perk tree or implemented in a good way in general, even if it's the only thing the dlc has.
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*Chloe*
 
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Post » Thu Dec 15, 2011 4:09 am

/signed

Personally, i would gladly even pay for a good spell making system, maybe one which has it's own perk tree or implemented in a good way in general, even if it's the only thing the dlc has.

I would too.
But I do not wish Bethesda to slack on our promised expansions.
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Stacey Mason
 
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Post » Thu Dec 15, 2011 9:13 am

You don't need it tho. The spells scale far better than they did in Oblivion, so they took it out.

It would be nice to have it, but it is not something that is needed in Skyrim. and if it was to be implemented, then I think it would have to be done a different way to Oblivion.
... no, they don't scale better than they did in Oblivion.

At least in Oblivion you could get a fireball spell strong enough to blast enemies away.


Lore:

I think it is more something to do with it being 200 years after oblivion, and as such, the art of creating them was lost some how.


Nope. The college of Winterhold is always talking about what spells everyone's making and working on.
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Yvonne
 
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Post » Thu Dec 15, 2011 5:28 am

... no, they don't scale better than they did in Oblivion.

At least in Oblivion you could get a fireball spell strong enough to blast enemies away.

Nope. The college of Winterhold is always talking about what spells everyone's making and working on.

You also had the option to make it as powerful or as weak as you wish.

Very true, this makes it even more curious as to why its been removed.
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Tamara Dost
 
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Post » Thu Dec 15, 2011 3:14 am

while I don't feel that it's a necessity, I wouldn't mind the inclusion of spell-making BUT (AND THIS IS A BIG BUT :hubbahubba: ) if they include it in a future dlc and I see one goddamm post on the forums that says "Spell-making is overpowered, shouldn't be in the game" I swear by the Nine that I WILL LODGE AN ARROW IN THAT SWINE'S KNEE!!!
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Marcia Renton
 
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Post » Thu Dec 15, 2011 2:14 pm

You don't need it tho. The spells scale far better than they did in Oblivion, so they took it out.

It would be nice to have it, but it is not something that is needed in Skyrim. and if it was to be implemented, then I think it would have to be done a different way to Oblivion.


Lore:

I think it is more something to do with it being 200 years after oblivion, and as such, the art of creating them was lost some how.

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....


I dont think many complainers understand programming AT ALL. You dont just think up a cool feature and type a few keys "bam" spell creation. You have to weigh benefit with effort/time. I dont think they fathom how much goes into making a game like this. The devs dont start with some "game creator" template with the basics already programmed in. Every little detail has to be thought up, written down, planned and executed. EVERYTHING. Can they imagine sitting down and having to cover every possible thing from walking to questing in a game this huge? Then they want to [censored] on these devs for spell making??
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Naomi Ward
 
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Post » Thu Dec 15, 2011 4:34 am

I dont think many complainers understand programming AT ALL. You dont just think up a cool feature and type a few keys "bam" spell creation. You have to weigh benefit with effort/time. I dont think they fathom how much goes into making a game like this. The devs dont start with some "game creator" template with the basics already programmed in. Every little detail has to be thought up, written down, planned and executed. EVERYTHING. Can they imagine sitting down and having to cover every possible thing from walking to questing in a game this huge? Then they want to [censored] on these devs for spell making??

Is not that hard. If mods can do it with the CK, which they will, then so can Beth. Who are supposed to be the professionals. And as to your previous post about everything being brand new from scratch. It isn't. The engine itself is just a modified Gamebryo from Oblivion and the Fallouts. Even a lot of the textures and stuff are the same used.
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Naazhe Perezz
 
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Post » Thu Dec 15, 2011 2:10 pm

How would something like the bonuses of every element work in skyrim if spell crafting was added? Would all shock spells automatically do half their damage to magicka, or should that be under the players control?

And what about DOT spells? Right now fire is the only one with a dot, and that is it's main bonus over the other 2 elements, shock has magicka damage, and frost has stamina damage, wouldn't being able to add a duration to shock and frost spells put fire on the back burner?

The most easy solution i can think of to the above problem would probably be making increased fire duration cheaper magicka wise than a shock or frost duration of the same time.
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R.I.p MOmmy
 
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Post » Thu Dec 15, 2011 9:18 am

How would something like the bonuses of every element work in skyrim if spell crafting was added? Would all shock spells automatically do half their damage to magicka, or would that be under the players control?

And what about DOT spells? Right now fire is the only one with a dot, and that is it's main bonus over the other 2 elements, shock has magicka damage, and frost has stamina damage, wouldn't being able to add a duration to shock and frost spells put fire on the back burner?

The most easy solution i can think of to the above problem would probably be making increased fire duration cheaper magicka wise than a shock or frost duration of the same time.

You just answered your own question. Although it wouldn't matter to me, since Id use fire, if that was in my RPs repertoire of effects, regardless of the damage output compared to other elemental effects.

Its the new system that tries to confound SC at every turn. Basically why I don't like the whole dual wield magic gimmick in the first place. Having to equipped spells like Morrowind isn't too bad, but the whole gimmick that magic is now, suffers from it. This certainly isn't "The magic in magic". Spell Creation "Put the magic back in magic". Not this linear, boring after a couple builds, magic system we have now.
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Rodney C
 
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