Magic Feels Fable 3-esk?

Post » Mon Aug 29, 2011 10:28 pm

If more generic means more fun then so be it...
User avatar
Stephanie Valentine
 
Posts: 3281
Joined: Wed Jun 28, 2006 2:09 pm

Post » Tue Aug 30, 2011 1:42 am

Couldn't disagree more, it looks nothing like Fable 3. It looks great.
User avatar
Lory Da Costa
 
Posts: 3463
Joined: Fri Dec 15, 2006 12:30 pm

Post » Mon Aug 29, 2011 8:57 pm

Well yes, this is logical.
With the removal of spellmaking the magic has been removed from TES.

Since there no longer is any difference between TES magic and other games' special abilities such as psi powers or plasmids, yes.
It is logical that it looks generic.
Thats what it is now.


The Spellmaking made it unique? It just added new effects to old animations. And it would not even be necessary to create your own spells if the "Normal Ones" do not were soo weak.
User avatar
CSar L
 
Posts: 3404
Joined: Fri Nov 09, 2007 9:36 pm

Post » Mon Aug 29, 2011 4:59 pm

Well yes, this is logical.
With the removal of spellmaking the magic has been removed from TES.

Since there no longer is any difference between TES magic and other games' special abilities such as psi powers or plasmids, yes.
It is logical that it looks generic.
Thats what it is now.

:violin:
User avatar
Your Mum
 
Posts: 3434
Joined: Sun Jun 25, 2006 6:23 pm

Post » Mon Aug 29, 2011 4:30 pm

The Spellmaking made it unique? It just added new effects to old animations. And it would not even be necessary to create your own spells if the "Normal Ones" do not were soo weak.


I dont really care about graphics, I care about what a spell does
The removal of spellmaking and to a lesser degree the removal of attributes have completely stunted spellmaking.
It is a mathematical impossibility that the new system is as varied, compex and customisable as the old one.

The magic has been removed from TES.
User avatar
lexy
 
Posts: 3439
Joined: Tue Jul 11, 2006 6:37 pm

Post » Tue Aug 30, 2011 12:53 am

I dont really care about graphics, I care about what a spell does
The removal of spellmaking and to a lesser degree the removal of attributes have completely stunted spellmaking.
It is a mathematical impossibility that the new system is as varied, compex and customisable as the old one.

The magic has been removed from TES.

Correction: The Microsoft Excell flowcharting has been removed from TES.
User avatar
Matt Bigelow
 
Posts: 3350
Joined: Sun Sep 30, 2007 6:36 pm

Post » Mon Aug 29, 2011 11:56 pm

I dont really care about graphics, I care about what a spell does
The removal of spellmaking and to a lesser degree the removal of attributes have completely stunted spellmaking.
It is a mathematical impossibility that the new system is as varied, compex and customisable as the old one.

The magic has been removed from TES.


Your concept of magic.
And how a "10 Fire Damage in Touch for two seconds + Calm for three seconds" (And other kinds of "magical combinations") felt like magic? They were just a bunch of numbers that you needed to combine in a Spellmaking Altar.
For me (And yeah, I know that this is just my opinion) the magic system now seems more magical, with the spells getting stronger while you get stronger and not "getting stronger while you is able to do a good combination at a Spellmaking Altar."
User avatar
Bek Rideout
 
Posts: 3401
Joined: Fri Mar 02, 2007 7:00 pm

Post » Mon Aug 29, 2011 11:00 pm

Correction: The Microsoft Excell flowcharting has been removed from TES.


Such nonsense.

As if there is any other feasable way to provide the sheer power of spellmaking than by letting you customise all the variables, exactly as the spreadsheet did.
What is wrong with the spreadsheet anyway?
I liked it.

It was wizardly.
Of course a wizard can make a spell that does 9 pts of damage instead of 10 should he so wish.
Thats what being a wizard is about, studying the arcane and coming up with new ways to utilise magic.
Now I have been demoted to an apprentice.

No longer can I combine up to eight effects, I cant even combine two.
And what if I want to cast waterwalk on touch? Can we even with the new system?
Im betting we cannot.
No longer can I name my own spells that fit my roleplay, now I have to cast a generic fireball.

Bah.
User avatar
Bryanna Vacchiano
 
Posts: 3425
Joined: Wed Jan 31, 2007 9:54 pm

Post » Mon Aug 29, 2011 3:12 pm

Well yes, this is logical.
With the removal of spellmaking the magic has been removed from TES.

Since there no longer is any difference between TES magic and other games' special abilities such as psi powers or plasmids, yes.
It is logical that it looks generic.
Thats what it is now.


:rofl:
User avatar
Jason King
 
Posts: 3382
Joined: Tue Jul 17, 2007 2:05 pm

Post » Mon Aug 29, 2011 6:50 pm

I hope you don't take offence when I say this, because for all I know you may have a valid reason to think what you do, but sometimes it feels like people here are desperately searching for problems where there are none. :confused:


None taken, it's just that in anticipation for a new TES game you kind of hope for (I hate this phrase but I'm about to use it) 'wow-factor.' I have been 'wowed' at just about everything else in the game from what I've seen so far...just didn't find the magic visuals particularly interesting. at all. Just felt generic as other people have said and other than that I have no issues and really cannot wait for 11 11 11 as I have been a TES fan since Morrowind and was on the bandwagon long before all the OBleivers jumped on but I figured that these forums where the place to voice such opinions.
User avatar
nath
 
Posts: 3463
Joined: Mon Jan 22, 2007 5:34 am

Post » Mon Aug 29, 2011 3:07 pm

You can still have a different spell in each hand, which I think is nice, and who knows of possible combo's that will be available.

Then there is the perks n skill tree, which isn't spell making but does cater to some customizing of spells, which is by far more than Fable spell set had.

I kinda get the bioshock feel (great game), but with a larger arsenal and customization of spells.

Your not demoted to apprentice? There are various type of changes n perks you can learn, ie for fire: flame thrower type, to fire trap, to fire ball etc, and who knows what else. Showing a greater degree of control of power.

It's not the same , but I want to try it first before I judge.
User avatar
Brandon Bernardi
 
Posts: 3481
Joined: Tue Sep 25, 2007 9:06 am

Post » Mon Aug 29, 2011 4:09 pm

An awful lot of people seem to be okay with elements copying different games. A lot of remarks about comparing TES magic system to Bioshock.

I don't get people that don't mind the systems being practically copies of systems from various different games, but they get emotionally heated over the idea of TES copying over its own systems from previous games. So we're just going to end up with an amalgamation of concepts from a variety of games. That's hardly unique or creative. I like originality. I'd rather see them come up with something entirely new than copying a little from here, a little from there.
User avatar
WYatt REed
 
Posts: 3409
Joined: Mon Jun 18, 2007 3:06 pm

Post » Tue Aug 30, 2011 1:08 am

You can still have a different spell in each hand, which I think is nice, and who knows of possible combo's that will be available.

Then there is the perks n skill tree, which isn't spell making but does cater to some customizing of spells, which is by far more than Fable spell set had.

I kinda get the bioshock feel (great game), but with a larger arsenal and customization of spells.

Your not demoted to apprentice? There are various type of changes n perks you can learn, ie for fire: flame thrower type, to fire trap, to fire ball etc, and who knows what else. Showing a greater degree of control of power.

It's not the same , but I want to try it first before I judge.


Perks have potential for nice features, I have to admit that.

The dual of wielding of spells is just that though, spells of different effect do not combine.
You need a perk to be able to combine spells of the same effect.

I believe I am demoted.
I can no longer name my spells, I can no longer tweak or combine spells to my desire.
User avatar
maria Dwyer
 
Posts: 3422
Joined: Sat Jan 27, 2007 11:24 am

Post » Tue Aug 30, 2011 6:11 am

An awful lot of people seem to be okay with elements copying different games. A lot of remarks about comparing TES magic system to Bioshock.

I don't get people that don't mind the systems being practically copies of systems from various different games, but they get emotionally heated over the idea of TES copying over its own systems from previous games. So we're just going to end up with an amalgamation of concepts from a variety of games. That's hardly unique or creative. I like originality. I'd rather see them come up with something entirely new than copying a little from here, a little from there.

I've never seen a Beth game go for creativity and originality... no, not even Morrowind
User avatar
Neil
 
Posts: 3357
Joined: Sat Jul 14, 2007 5:08 am

Post » Mon Aug 29, 2011 5:39 pm

An awful lot of people seem to be okay with elements copying different games. A lot of remarks about comparing TES magic system to Bioshock.

I don't get people that don't mind the systems being practically copies of systems from various different games, but they get emotionally heated over the idea of TES copying over its own systems from previous games. So we're just going to end up with an amalgamation of concepts from a variety of games. That's hardly unique or creative. I like originality. I'd rather see them come up with something entirely new than copying a little from here, a little from there.


If another game element is good to TES then why not get ideas from it? Even trough it does look like Bioshock, Skyrim will be amazingly different and unique. (If not by the magic system itself, that I think it will, then just by the different effects and combos)

And after all, what is TES if not a Doom with D&D elements in the first place? (Specially Arena and Daggerfall, both great games)
User avatar
Maria Garcia
 
Posts: 3358
Joined: Sat Jul 01, 2006 6:59 am

Post » Mon Aug 29, 2011 4:11 pm

Such nonsense.

As if there is any other feasable way to provide the sheer power of spellmaking than by letting you customise all the variables, exactly as the spreadsheet did.
What is wrong with the spreadsheet anyway?
I liked it.

It was wizardly.
Of course a wizard can make a spell that does 9 pts of damage instead of 10 should he so wish.
Thats what being a wizard is about, studying the arcane and coming up with new ways to utilise magic.
Now I have been demoted to an apprentice.

No longer can I combine up to eight effects, I cant even combine two.
And what if I want to cast waterwalk on touch? Can we even with the new system?
Im betting we cannot.
No longer can I name my own spells that fit my roleplay, now I have to cast a generic fireball.

Bah.

No, it wasn't wizardly, quite the exact opposite. It was mathy.
Now Spellcasters are mages, not mathematicians.
User avatar
Flash
 
Posts: 3541
Joined: Fri Oct 13, 2006 3:24 pm

Post » Mon Aug 29, 2011 5:14 pm

Still, casting water walk on a companion could be quite useful.
User avatar
Wane Peters
 
Posts: 3359
Joined: Tue Jul 31, 2007 9:34 pm

Post » Mon Aug 29, 2011 11:56 pm

Perks have potential for nice features, I have to admit that.

The dual of wielding of spells is just that though, spells of different effect do not combine.
You need a perk to be able to combine spells of the same effect.

I believe I am demoted.
I can no longer name my spells, I can no longer tweak or combine spells to my desire.

If you cast a fire spell on someone, they will take damage over time. At the same time cast a frost spell on them, and their fatigue gets drained and they slow down. Will those effects not happen at the same time on the enemy, and therefore combine?
User avatar
Kevan Olson
 
Posts: 3402
Joined: Tue Oct 16, 2007 1:09 am

Post » Tue Aug 30, 2011 2:06 am

No, it wasn't wizardly, quite the exact opposite. It was mathy.
Now Spellcasters are mages, not mathematicians.


Magic used to be a science.
Now there is no difference between Bioshocks plasmids, Marvels mutant powers or any other generic bolt of light that every game has.
Where is the creativity? Where is the customisation, the choice?
All gone in favour of gimmicks and graphic flash.

Actual, real content has been removed because the package needed to look better and it is undefendable.
User avatar
Unstoppable Judge
 
Posts: 3337
Joined: Sat Jul 29, 2006 11:22 pm

Post » Tue Aug 30, 2011 1:06 am

If you cast a fire spell on someone, they will take damage over time. At the same time cast a frost spell on them, and their fatigue gets drained and they slow down. Will those effects not happen at the same time on the enemy, and therefore combine?

Exactly, is not because you cannot use both at the exact same time that it is impossible to use both.
User avatar
FABIAN RUIZ
 
Posts: 3495
Joined: Mon Oct 15, 2007 11:13 am

Post » Tue Aug 30, 2011 1:13 am

If another game element is good to TES then why not get ideas from it? Even trough it does look like Bioshock, Skyrim will be amazingly different and unique. (If not by the magic system itself, that I think it will, then just by the different effects and combos)

And after all, what is TES if not a Doom with D&D elements in the first place? (Specially Arena and Daggerfall, both great games)

Or more blatantly, Battlespire... complete with "Hell breaks loose when you arrive at your orbital training ground" plot.
User avatar
Kaley X
 
Posts: 3372
Joined: Wed Jul 05, 2006 5:46 pm

Post » Mon Aug 29, 2011 3:48 pm

If you cast a fire spell on someone, they will take damage over time. At the same time cast a frost spell on them, and their fatigue gets drained and they slow down. Will those effects not happen at the same time on the enemy, and therefore combine?


Yes, but the spells do not combine.
You have to twiddle buttons and hope for the best, you cannot preset the power of the spell.

Plus that it is now entirely possible for your secondary effect to miss the target.

Never mind that the old system let you combine eight effects into one spell.
Now we may be able to fire two effects simultaneously, but only one effect per spell.
User avatar
elliot mudd
 
Posts: 3426
Joined: Wed May 09, 2007 8:56 am

Post » Mon Aug 29, 2011 6:48 pm

Magic used to be a science.
Now there is no difference between Bioshocks plasmids, Marvels mutant powers or any other generic bolt of light that every game has.
Where is the creativity? Where is the customisation, the choice?
All gone in favour of gimmicks and graphic flash.

Actual, real content has been removed because the package needed to look better and it is undefendable.

I disagree with your assertion that Magic, a mystical, arcane force, is a science (Urg... I'm sick of dissecting frogs!)

Instead, I've always treated magic as an "Anti-science" in the sense that "Science is trying to figure out how the world works, and learning the laws that govern it", while magic is "Bending the laws of the world to do what I want it too, regardless of what's physically possible."

Exactly, is not because you cannot use both at the exact same time that it is impossible to use both.

What makes you think you can't fire off both spells at once? One equipped to one hand, the other equipped to the other: Point both palms forward, pull both triggers, blast away.
User avatar
Abi Emily
 
Posts: 3435
Joined: Wed Aug 09, 2006 7:59 am

Post » Mon Aug 29, 2011 10:38 pm

Instead, I've always treated magic as an "Anti-science" in the sense that "Science is trying to figure out how the world works, and learning the laws that govern it", while magic is "Bending the laws of the world to do what I want it too, regardless of what's physically possible."


In Tamriel, magic is a science.
It performs the role of physics in our world.
User avatar
Samantha hulme
 
Posts: 3373
Joined: Wed Jun 21, 2006 4:22 pm

Post » Mon Aug 29, 2011 3:00 pm

Yes, but the spells do not combine.
You have to twiddle buttons and hope for the best, you cannot preset the power of the spell.

Plus that it is now entirely possible for your secondary effect to miss the target.

Never mind that the old system let you combine eight effects into one spell.
Now we may be able to fire two effects simultaneously, but only one effect per spell.


Why did I have to go out of my way to a special altar to create a spell? That didn't seem so magical to me. If I wanted to use a stronger fire spell, or drain someone's fatigue, why couldn't I do it on the spot? Why did I have to create a bunch of set spells that had no flexibility? Spell creation should be in the game, but not the way it was. You should be able to use whatever kind of magic you are able to use on the spot.
User avatar
Eileen Müller
 
Posts: 3366
Joined: Fri Apr 13, 2007 9:06 am

PreviousNext

Return to V - Skyrim