natural/unnatural effects as well as magic

Post » Thu Feb 18, 2010 12:21 pm

in oblivion every special effect was a spell- why were they spells? daedroths had a fire breath spell, argonians could breath underwater and resist disease as a magic spell effect, a redguards adrenalin was a spell,diseases were spells

fallout did this ok, radiation resistance was not magic, glowing ghouls had an awsome explosion effect that was not magic etc. i think bethesda needs to differentiate between spells and effects.



firstly, armour could give of effects such as penalties to agility, warmth from blizzards, make the player more intimidating. the problem is that if everything was magic then we cant enchant this armour.

another problem with a magic only system is that we dont want mundane animals using magic, we dont want adrenalin being used as a spell (you might, but i dont see it very logical, i think adrenalin should function as adrenalin)


bonuses from having normal effects different from magic effects
-armour being enchanted even though it already has some effects of its own (understandibly, you shouldent be able to do backflips in heavy armour, daedric armour would make you very scary, but would only give you a slight resistance to the cold-unlike fur)
- there could be unique spells that do not require magika but do require energy/fatigue/action points/health (not saying the player gets these, but it would be cool to see a creature completely change strategy)
- effects that could set off on their own (adrenalin, perhaps some form of emergency ability when near death etc)
-resistance to dispell for effects
- commands (go here, charge, be cautious, retreat etc)
- group buffs/enemy debuffs in a realistic way (warcries, terrifying/inspiring presence ,taunts etc)
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cheryl wright
 
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Post » Thu Feb 18, 2010 4:30 pm

Yes I've noticed this too. Hopefully devs have added more 'natural' effects to the animals abilities/attacks. And of course stronger armor is always nice.
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Emilie Joseph
 
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Post » Thu Feb 18, 2010 2:14 pm

Interesting, so it's like you'd have a base level of effects for say all fur equipment like Resist frost 10% or something, and other stuff would go on top of it. Makes a lot of sense, I like it :thumbsup:
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DarkGypsy
 
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Post » Thu Feb 18, 2010 11:18 am

Interesting, so it's like you'd have a base level of effects for say all fur equipment like Resist frost 10% or something, and other stuff would go on top of it. Makes a lot of sense, I like it :thumbsup:



yes, and it shouldent be very hard to implement, i just hope it is implemented.
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Hope Greenhaw
 
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Post » Thu Feb 18, 2010 5:03 am

You mention many things that make sense, but I cannot see them implemented in a different way then spell-like effects... I think it would take too much of the game design.
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Roisan Sweeney
 
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Post » Thu Feb 18, 2010 5:56 pm

Rename the spell button to the effect/ability button and give different animations to differentiate between spells and effects. Adrenaline Rush can use the same button without being considered a spell.
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Portions
 
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Post » Thu Feb 18, 2010 1:58 pm

Rename the spell button to the effect/ability button and give different animations to differentiate between spells and effects. Adrenaline Rush can use the same button without being considered a spell.
Renaming the spell button might not be needed, they should let you tie anything to any key you want on a keyboard. On a controller, I'd think they should let you set up all your triggers to what you want.
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Solina971
 
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Post » Thu Feb 18, 2010 3:35 pm

Renaming the spell button might not be needed, they should let you tie anything to any key you want on a keyboard. On a controller, I'd think they should let you set up all your triggers to what you want.


Yeah all I'm trying to say is you don't need a new button for it.
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Melanie
 
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Post » Thu Feb 18, 2010 8:09 pm

that could work. also, metal armors should work as conductors, basically a weakness to shock effect
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Eire Charlotta
 
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Post » Thu Feb 18, 2010 4:45 pm

I'm digging this whole idea, if i'm understanding you correctly..

So, I mouse over a piece of armor, and it would say "Base Effects", and below it would be a short list, and below that would be any additional magical enchantments? If so, I'm all for it!
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Isaiah Burdeau
 
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Post » Thu Feb 18, 2010 7:26 pm

Interesting, so it's like you'd have a base level of effects for say all fur equipment like Resist frost 10% or something, and other stuff would go on top of it. Makes a lot of sense, I like it :thumbsup:


If this is what is meant, I'm digging it.
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sally R
 
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Post » Thu Feb 18, 2010 5:15 pm

In Fallout 3 (NV), perks are spells. Bonus for armor/weapons you equip are spells etc...


Does it matter to you really? That's the way the engine handles all that and it shouldn't bother you.
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Eve(G)
 
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Post » Thu Feb 18, 2010 7:39 am

I've just assumed that magic was integral to the way the Elder Scrolls universe functioned.
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Charlotte Lloyd-Jones
 
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Post » Thu Feb 18, 2010 12:57 pm

I don't really see how this could be worth the effort. It'll function the same anyway, so saving their money & time by skipping this wouldn't bother me.
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emma sweeney
 
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