Magic combat will be way to simplified

Post » Sun Oct 31, 2010 7:14 am

Go try it in Oblivion, right now. I'll wait.


I don't need to because I've played the damn game to death, with and without mods. You're dead wrong. The fact that it looks different does not change the fact that it acts in the same way gameplay-wise. When you cast an on-target spell in Oblivion, no matter the effect, it spawns an entity that travels to where you are aiming and applies the magical effect upon whatever it hits. Making it an AoE spell simply applies the spell effect in a radius of X feet from the point of impact, X being the magnitude of the area effect you specified. Did you ever watch NPCs cast Frost on-target effects in Oblivion? It throws a cloud that is visually bigger than the actual spell that hits things. Not a cylinder.
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Lilit Ager
 
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Post » Sun Oct 31, 2010 6:20 am

Again, no. If you kept exploiting weakness and fortify stacks, then thats you bad. I never did. That's really the only thing that could make spell making "OPed". You could still make spells without you personally exploiting stacks.


Maybe Bethesda is removing the exploitable aspects of spellmaking. Doesn't really matter to me, though.
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Claudz
 
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Post » Sun Oct 31, 2010 8:54 am

"Frost damage has a Fog projectile, as opposed to a Bolt like Shock Damage or a Ball like Fire Damage; Unlike the other two elemental damage effects, the Area of a Frost Damage spell dictates the size of the actual projectile, not simply the size of the explosion upon impact, and all targets caught inside the projectile's flight path will be affected by the Frost Damage. The projectile fog also lingers for a short time after impact, damaging anything that passes through it. This makes Frost Damage the most effective way to damage as many foes as possible with one cast."
http://www.uesp.net/wiki/Oblivion:Frost_Damage
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Mrs Pooh
 
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Post » Sat Oct 30, 2010 7:42 pm

I don't need to because I've played the damn game to death, with and without mods. You're dead wrong. The fact that it looks different does not change the fact that it acts in the same way gameplay-wise. When you cast an on-target spell in Oblivion, no matter the effect, it spawns an entity that travels to where you are aiming and applies the magical effect upon whatever it hits. Making it an AoE spell simply applies the spell effect in a radius of X feet from the point of impact, X being the magnitude of the area effect you specified. Did you ever watch NPCs cast Frost on-target effects in Oblivion? It throws a cloud that is visually bigger than the actual spell that hits things. Not a cylinder.

I have no idea what game you've played, but I've played Oblivion myself and have cast all the elemental spells in area-of-effect form. Fire travels as a ball and explodes on contact, out to the area of effect, in a sphere. Shock travels in a bolt until it passes within range of a target, then it jumps to that target, then to any other target within range. And frost travels as a cylinder the size of the area of effect and hits anything within that cylinder, regardless of distance from the caster.

Seriously - go play the game. I'm not making that up. I've done it and watched it happen. We discussed it on the Oblivion board years ago and experimented with it, discovering, for instance, that if a spell combines effects and has one of the elemental effects as the most magicka intensive, then the game uses that animation, making it possible to cast other effects in the same manner - jumping from target to target if the dominant effect is shock or hitting multiple targets regardless of distance if it's the frost effect or what-have-you.

I'm not kidding - I'm not making it up - I'm not wrong. Just go try it and you'll see.


"Frost damage has a Fog projectile, as opposed to a Bolt like Shock Damage or a Ball like Fire Damage; Unlike the other two elemental damage effects, the Area of a Frost Damage spell dictates the size of the actual projectile, not simply the size of the explosion upon impact, and all targets caught inside the projectile's flight path will be affected by the Frost Damage. The projectile fog also lingers for a short time after impact, damaging anything that passes through it. This makes Frost Damage the most effective way to damage as many foes as possible with one cast."
http://www.uesp.net/wiki/Oblivion:Frost_Damage


:D Thanks. I should've thought to just go to UESP.....
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Harry-James Payne
 
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Post » Sun Oct 31, 2010 5:46 am

Again, no. If you kept exploiting weakness and fortify stacks, then thats you bad. I never did. That's really the only thing that could make spell making "OPed". You could still make spells without you personally exploiting stacks. Plus I gave three examples previously of my imaginative spell.


No, thats how you make a trap spell in Oblivion,just add time to it.


It's like arguing with a rock. Seriously. Spellmaking being overpowered is a problem. Just don't use it does not change the fact that it was broken as [censored]. It simply was. The fact that you didn't abuse it does not change the fact that it is very easy to abuse. And you're assuming I DID make overpowered spells, which I never did. I rarely made use of it in fact, as I preferred to just use direct damage spells with my spellswords. It fit my play style. And no, you've not listed a single damn spell in this entire thread. I see you proclaiming your fantastic imagination in every thread like this without ever telling us just how you used your imagination. Adding self-weakening effects to your enchanted items is not really imaginative. It's just an inefficient use of resources.

And when you cast an on-target spell with a long duration, if it doesn't hit the enemy when you cast it then it's wasted. It does not create a lingering effect that strikes anyone who walks through it.
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Robert
 
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Post » Sun Oct 31, 2010 3:10 am

It's like arguing with a rock. Seriously. Spellmaking being overpowered is a problem. Just don't use it does not change the fact that it was broken as [censored]. It simply was. The fact that you didn't abuse it does not change the fact that it is very easy to abuse. And you're assuming I DID make overpowered spells, which I never did. I rarely made use of it in fact, as I preferred to just use direct damage spells with my spellswords. It fit my play style. And no, you've not listed a single damn spell in this entire thread. I see you proclaiming your fantastic imagination in every thread like this without ever telling us just how you used your imagination. Adding self-weakening effects to your enchanted items is not really imaginative. It's just an inefficient use of resources.

And when you cast an on-target spell with a long duration, if it doesn't hit the enemy when you cast it then it's wasted. It does not create a lingering effect that strikes anyone who walks through it.

Again, for the thousandth time, dont stack them then. to stack you have to make multiples of the same spell, just with small variations. Can you just not do this, while still making spells? Yes. So If you dont like spell creation, which you apparently dont, then DO NOT USE IT. You not using it, is the same as if it was not in your game. Unless you actually care how others play their single-player game? and to your last sentence, that is not spell making, thats balancing a character with bound "cursed items" for balancing issues. Which is not only imaginative, but a very efficient use of resources. And to your edit: Yes, you can make trap spells in Oblivion.

Frost Damage 10 pts in 10 ft for 20 secs on Target. Cast that on a random area. Thats a trap spell.
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Bloomer
 
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Post » Sat Oct 30, 2010 5:38 pm

I have no idea what game you've played, but I've played Oblivion myself and have cast all the elemental spells in area-of-effect form. Fire travels as a ball and explodes on contact, out to the area of effect, in a sphere. Shock travels in a bolt until it passes within range of a target, then it jumps to that target, then to any other target within range. And frost travels as a cylinder the size of the area of effect and hits anything within that cylinder, regardless of distance from the caster.

Seriously - go play the game. I'm not making that up. I've done it and watched it happen. We discussed it on the Oblivion board years ago and experimented with it, discovering, for instance, that if a spell combines effects and has one of the elemental effects as the most magicka intensive, then the game uses that animation, making it possible to cast other effects in the same manner - jumping from target to target if the dominant effect is shock or hitting multiple targets regardless of distance if it's the frost effect or what-have-you.

I'm not kidding - I'm not making it up - I'm not wrong. Just go try it and you'll see.


You know what? I just did. And you're wrong. I made a low-damage frost spell with a radius of 20 on target, and hurled it at a passerby. I was aiming just a few feet to her left. And I missed. With a spell that has a radius of 20. Throw a fireball or lightning bolt and it's the same damn thing. They look different. That's it. They function the same. You're wrong. Wrong wrong wrong wrong wrong wrong wrong wrong wrong. Why don't you go back and play it again? You'd see how wrong you are.
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Ricky Meehan
 
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Post » Sun Oct 31, 2010 7:54 am

"Frost bolts dissipate after traveling through the air for a few seconds. The farther the bolt goes, the less damage it does upon contact. This makes killing with frost spells difficult from a distance greater than 80 to 100 feet. This is also true for custom spells combining multiple effects if frost is the dominant effect. The entire projectile may vanish completely far sooner than any other would."
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kitten maciver
 
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Post » Sun Oct 31, 2010 1:42 am

Again, for the thousandth time, dont stack them then. to stack you have to make multiples of the same spell, just with small variations. Can you just not do this, while still making spells? Yes. So If you dont like spell creation, which you apparently dont, then DO NOT USE IT. You not using it, is the same as if it was not in your game. Unless you actually care how others play their single-player game?

And to your edit: Yes, you can make trap spells in Oblivion.

Frost Damage 10 pts in 10 ft for 20 secs on Target. Cast that on a random area. Thats a trap spell.


I notice you continue to dodge the issue and shove your head in the sand when I tell you that being able to abuse it a hallmark of poor design and very poor balance. It doesn't matter that YOU did not abuse it. Other people could. And did. I didn't. I used direct-damage spells that just did an intermediary amount of damage in between the ones offered by NPCs. Still doesn't change the fact that if I wanted to I could make a Drain Health 100 pts for 1 second fairly early on and use it to kill low-level enemies in one shot. That's a flaw. A serious one at that. Not exploiting that flaw is not the same as that flaw not existing. And again, what spells did you make?

And again NO. You cannot. Go back into the game. Create a spell that does some amount of damage in some area of effect on target for 20 seconds. Cast the spell at the ground in front of you and walk into the area you just struck and watch nothing happen.

EDIT: Apparenlty either my testing was flawed or UESP is wrong. Or the size of the projectile does not directly correspond to the area effect. It was definitely less than 20 feet that I missed the NPC by.
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Channing
 
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Post » Sun Oct 31, 2010 5:45 am

I notice you continue to dodge the issue and shove your head in the sand when I tell you that being able to abuse it a hallmark of poor design and very poor balance. It doesn't matter that YOU did not abuse it. Other people could. And did. I didn't. I used direct-damage spells that just did an intermediary amount of damage in between the ones offered by NPCs. Still doesn't change the fact that if I wanted to I could make a Drain Health 100 pts for 1 second fairly early on and use it to kill low-level enemies in one shot. That's a flaw. A serious one at that. Not exploiting that flaw is not the same as that flaw not existing. And again, what spells did you make?

And again NO. You cannot. Go back into the game. Create a spell that does some amount of damage in some area of effect on target for 20 seconds. Cast the spell at the ground in front of you and walk into the area you just struck and watch nothing happen.

Why do I care what others did in their single-player game? I didnt. And Im not sure why you do?

And I guess thats why the UESP even states thats how you can make a trap spell.
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Richard Thompson
 
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Post » Sun Oct 31, 2010 9:06 am

You know what? I just did. And you're wrong. I made a low-damage frost spell with a radius of 20 on target, and hurled it at a passerby. I was aiming just a few feet to her left. And I missed. With a spell that has a radius of 20. Throw a fireball or lightning bolt and it's the same damn thing. They look different. That's it. They function the same. You're wrong. Wrong wrong wrong wrong wrong wrong wrong wrong wrong. Why don't you go back and play it again? You'd see how wrong you are.

I have no idea what to say to you. I just tried it in the game and it worked exactly as I said. I can only presume that your game is modded in such a way that it doesn't work that way. I cast 20' AOE frost a good five feet to the left of a mage in the courtyard of the AU and it not only hit him, but hit the apprentices, who were a good 100 feet away. It never even looked vaguely like a ball - it was a cloud from the moment it left my characters hand.

Now I will say though that I was wrong on one aspect of shock - it has to actually hit the first target before it will jump to the next one.
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rolanda h
 
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Post » Sun Oct 31, 2010 9:11 am

Why do I care what others did in their single-player game? I didnt. And Im not sure why you do?

And I guess thats why the UESP even states thats how you can make a trap spell.


I admit that I was wrong on that point. However: not much of one, and only with frost. No fire or lightning "traps."

And it's not about me caring what others do in their single-player game. If you don't see the point of good balance in a single-player game then frankly you're not worth arguing with.

I have no idea what to say to you. I just tried it in the game and it worked exactly as I said. I can only presume that your game is modded in such a way that it doesn't work that way.


My area of effect wasn't big enough for testing. I was incorrect and I concede the point. You are, however, wrong about shock effects arcing between targets.

EDIT: No, if it hits one guy and there's no area effect then that's it. Go try it. I just did. Three NPCs clustered together as close as collision detection allows. Single-target lightning bolt. No jumping.
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sally coker
 
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Post » Sat Oct 30, 2010 7:02 pm

I admit that I was wrong on that point. However: not much of one, and only with frost. No fire or lightning "traps."

And it's not about me caring what others do in their single-player game. If you don't see the point of good balance in a single-player game then frankly you're not worth arguing with.

Like I said before, it takes less control and way less effort to turn the difficulty slider to 1 than it does to exploit spell creation. Want to balance it? Dont have stacking. Then its fine and goes back to 'Dont like it, dont use it'. I thought Sneak in OB was a bit "OPed". Do I want sneak out? No.
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Richus Dude
 
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Post » Sat Oct 30, 2010 9:23 pm

Ice is the only spell that lingered. Lightning, while it looked like a chain lighting effect, still worked the same way as any other AoE spell.

And that is the main point. Everything else is balls and explosions. The three elemental spells are the only exceptions.
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Laura Tempel
 
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Post » Sun Oct 31, 2010 5:25 am

Like I said before, it takes less control and way less effort to turn the difficulty slider to 1 than it does to exploit spell creation. Want to balance it? Dont have stacking. Then its fine and goes back to 'Dont like it, dont use it'. I thought Sneak in OB was a bit "OPed". Do I want sneak out? No.


Stick your fingers in your ears and the irritating sound isn't there, is what you're saying. So [censored] it. This is a waste of my time.
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Alex Blacke
 
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Post » Sat Oct 30, 2010 11:46 pm

Stick your fingers in your ears and the irritating sound isn't there, is what you're saying. So [censored] it. This is a waste of my time.

No, becasue the irritating sound is of your doing. Dont want to hear it? Dont make the sound. Not to mention I said that you can balance it by removing stacking and perhaps even implementing stricter Magicka consumption.
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AnDres MeZa
 
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Post » Sun Oct 31, 2010 2:49 am

(Point.)




0 <- Xarnac's head.

No, you just dont know how to use anologies. Plus I guess you just like to ignore the fact that I presented a way to have your "balance", for those that have no self control.
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Ashley Clifft
 
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Post » Sat Oct 30, 2010 7:16 pm

well the ice spell that slows people down presumably has 'ice' damage attatched to it?


semreth - fair point. I guess I just always prefer more options as opposed to 'streamlining'


No I dont think so, the ice damage is the slow part of it. Fire is now the only spell type which causes physical damage I believe. They have used the other elemental spells to replace the drain attributes which no longer exist. It's all streamlined and better for it, As fire, frost and lightening all did the same thing before which was unnecessary.
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Liv Brown
 
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Post » Sat Oct 30, 2010 11:33 pm

No I dont think so, the ice damage is the slow part of it. Fire is now the only spell type which causes physical damage I believe. They have used the other elemental spells to replace the drain attributes which no longer exist. It's all streamlined and better for it, As fire, frost and lightening all did the same thing before which was unnecessary.


Agreed. Fire should damage, frost should slow, and lightning should paralyze.
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Fiori Pra
 
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Post » Sat Oct 30, 2010 8:21 pm

No, you just dont know how to use anologies. I guess youve resorted to insults now?

anologies, eh? What you're saying:

The glass is only fragile if you break it.
The gas leak is only dangerous if you light a match.
The brakes being cut isn't a problem if you don't drive.
The cake being dry and bland isn't a problem if you only eat the frosting.
It's not broken, just glue it together.

Spellmaking was broken. All the assurances in the world that I can "fix" that by ignoring a large part of its functionality will not change that. It was broken. That is a problem. So sure, they could just make it not broken. But wait, one of the reasons you want to make custom spells is that the stock spells are bad. Well how about this? What if the stock spells are good. There's one reason to not have spellmaking. How about things scaling? Well, if damage automatically scales with your skill then that's not an issue. And we come to the fabled imagination argument once again.

Tell me what damn spells you made. You want me to take your imagination/creativity angle seriously? Cough up some evidence, even anecdotal evidence.
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Jennie Skeletons
 
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Post » Sun Oct 31, 2010 8:07 am

Exploits and game being unbalance in not good. Bethesda and other company's are generally striving to make a balanced game. Where all skills are useful,etc. Where you don't have avoid doing certain things(like jumping on a rock because you become a god). Some people are not happy about Daggers getting a big sneak damage bonus and think all weapons should, but daggers always svcked compared to other weapons in past games, this makes them more useful. I think a rebalacning of spell effects is also needed.
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kat no x
 
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Post » Sat Oct 30, 2010 10:53 pm

anologies, eh? What you're saying:

The glass is only fragile if you break it.
The gas leak is only dangerous if you light a match.
The brakes being cut isn't a problem if you don't drive.
The cake being dry and bland isn't a problem if you only eat the frosting.
It's not broken, just glue it together.

Spellmaking was broken. All the assurances in the world that I can "fix" that by ignoring a large part of its functionality will not change that. It was broken. That is a problem. So sure, they could just make it not broken. But wait, one of the reasons you want to make custom spells is that the stock spells are bad. Well how about this? What if the stock spells are good. There's one reason to not have spellmaking. How about things scaling? Well, if damage automatically scales with your skill then that's not an issue. And we come to the fabled imagination argument once again.

Tell me what damn spells you made. You want me to take your imagination/creativity angle seriously? Cough up some evidence, even anecdotal evidence.

Why do I always need to let people borrow my imagination? OK

Transmogrify= Invisibility+Summon X

Maomer Serpent Magic= Water walk on touch+fortify speed on touch+invisabilty on touch+any aesthetic effect you want. Cast this on a horse.

Interrogation magic (one form)= Heart Attack spell(which is its own custom spell) coupled with a healing spell.

Curse spells= Dispel+any various weakness, debuffs etc.

Necro Sacrifices= Any damage(s) on target+ a correlated on counter response negative effect on self.

Just a few examples.
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Penny Wills
 
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Post » Sun Oct 31, 2010 7:43 am

Exploits and game being unbalance in not good. Bethesda and other company's are generally striving to make a balanced game. Where all skills are useful,etc. Where you don't have avoid doing certain things(like jumping on a rock because you become a god). Some people are not happy about Daggers getting a big sneak damage bonus and think all weapons should, but daggers always svcked compared to other weapons in past games, this makes them more useful. I think a rebalacning of spell effects is also needed.


Daggers having huge sneak attack bonuses makes sense, is in line with traditional RPG tropes, and actually gives you a reason to use daggers. Daggers are very maneuverable and it's far easier to stick one into the weak spots of an unsuspecting target than it is to swing a warhammer, which is heavier, slower, and requires much more room and muscle action to use. Representing the advantages of one weapon over another is good design, as it makes for more variety and can improve balance.

And Xarnac, I guess if you consider that "imagination" then who am I to argue, even if I can point out that your "Interrogation" spell doesn't actually interrogate anybody. Hell, it doesn't accomplish much of anything considering that it heals the damage it does.
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Craig Martin
 
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Post » Sat Oct 30, 2010 10:32 pm

I always liked Ghost Walk, fortify speed , fortify athletics, chameleon, just for a few seconds, together.
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Hairul Hafis
 
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Post » Sun Oct 31, 2010 10:34 am

Daggers having huge sneak attack bonuses makes sense, is in line with traditional RPG tropes, and actually gives you a reason to use daggers. Daggers are very maneuverable and it's far easier to stick one into the weak spots of an unsuspecting target than it is to swing a warhammer, which is heavier, slower, and requires much more room and muscle action to use. Representing the advantages of one weapon over another is good design, as it makes for more variety and can improve balance.

And Xarnac, I guess if you consider that "imagination" then who am I to argue, even if I can point out that your "Interrogation" spell doesn't actually interrogate anybody. Hell, it doesn't accomplish much of anything considering that it heals the damage it does.

No, you heal the damage before they die. And if you cant see how thats using imagination and RPing, then I dont think you know what imagination is/means?
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quinnnn
 
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