We need spellmaking in Skyrim

Post » Wed Jan 05, 2011 5:19 am

Correct.
The hardcoe fans that made this series the success that it is will continue to buy and support the game, unless a lot of them feel it has 'sold out'. And then they will quit forever.
You can try to appeal to everyone, fit an as large as possible demographic but that inevitably means the actual content is diluted, blander. Its like stripmining. Its short term economics.
The casual gamer will move on to the next big thing thats almost exactly the same. And without anything to differentiate the mass appeal product, next time around they wont be as tempted to come back. Might choose for the cheaper option. Or the next gimmick.
Meanwhile the hardcoe fans are lost.

The best thing Bethesda can do is try to appeal to the hardcoe fans. They will remain loyal, they will draw their friends in, just as I got my friends to read lord of the rings in highschool.
That is long term economy. Establishing a loyal customer base who feels strongly and positively enough about a product to wax lyrically unto others of it. Making people feel it is 'their special little niche' is a large part of that.

Thats true, it will be strange if they still not release thats how much people still remember Arena and Daggerfall but Morrowind still popular and thats after nine years, similar story with Neverwinter Nights community work like free Marketing and PR department and rise game sales even after end of official support.
There is much potential hits and bestsellers incoming in 2011 like Risen 2, Witcher 2, Dark Souls thous games are Action-RPG also so Customer need to decide what game need to be purchased first its Competition, so think about your fans.
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Shelby McDonald
 
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Post » Tue Jan 04, 2011 6:49 pm

But is removal the best way to balance it? No.


If they really tried they'd find a lot of better ways to solve it.

I don't see the logic in removing spell making but having enchanting (which is basically spell making attached to weapons)... Unless enchanting is even weaker than it used to be and you just stick spell effects on an item and they auto-scale or something weird.

Yeah, that would piss me off something fierce.


<3

When I first heard that spellmaking might be out, I seriously teared up.
It is the single defining aspect of elder scrolls game that makes me love them.

Other games are so lame in this, there is no difference between magic or psi powers or whatever they call em.
Pre-made, static spells that if you press x is area and press a for streaming is just.. terrible.
There is absolutely no feel of being a mage. You acquire powers and then simply spam a button.
There is no thought, no creativity, no freedom in it.

So what if it feels 'spread sheety'?
I happen to like that. I like being able to cast a 1 pt fire spell or a 100 pt shock spell, or both combined if it tickles my fancy.
I like twiddling about on the 'spread sheet'. That is what makes me feel a mage working with the arcane.
Not some arbitrary ability that you 'unlock' on defeating a boss. Thats shoot-em-up.

With magic, I want to do what I want, when I want it.
Im a mage who knows certain effects, and customises those into spells that fit my degree of knowledge and personality.

Using the same pre-set spells that every NPC can use is not magical. Only in name. Might as well be called psi-power or a mutant ability or whatever.
There is no difference then between a sword bow or spell, just different ways of attacking with the same old boring pre-made stuff.

Im not even going to adress the comments of 'making spells that are game breaking'
This has been adressed, explained, debunked and refuted ad nauseum and Im tired of explaining to people the difference between a shooter and an elder scrolls RPG.

I really am hoping for a good enchanting and magic system.
More like Morrowind, less stunted than Oblivion and fully customisable.

Anything less will be a sheer dissapointment and very close to a deal-breaker.


Amen! .. Couldn't explain it any better!
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Nick Tyler
 
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Post » Wed Jan 05, 2011 5:11 am

It seems people think the magic in Skyrim will be Oblivion/Morrowind minus Spellmaking... And then jump to conclusion it is lacking, or something.

At this point it is hard to say anything about the magic system, but if the loss of spellmaking means more control for me on the fly at the battlefield and more strategy in spell choice (Instead of that best-spell-evar I have to change and think about what I am using; like "Will I keep this shield up, or take up more lightning"-kind of stuff).

But yeah, I am more of a sorcerer guy than a wizard dude, so my opinion is biased.
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cassy
 
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Post » Tue Jan 04, 2011 6:12 pm

It seems people think the magic in Skyrim will be Oblivion/Morrowind minus Spellmaking... And then jump to conclusion it is lacking, or something.

At this point it is hard to say anything about the magic system, but if the loss of spellmaking means more control for me on the fly at the battlefield and more strategy in spell choice (Instead of that best-spell-evar I have to change and think about what I am using; like "Will I keep this shield up, or take up more lightning"-kind of stuff).

But yeah, I am more of a sorcerer guy than a wizard dude, so my opinion is biased.

I for one do realize the improvement in the new system, but its improvements offer little if we don't get spellmaking too.

And it doesn't need to be a trade off between the 2.
We could have the spellmaking menu (they should revamp that) so that it controls all possible affects that spell could perform.

I think of it like the new combat they are adding, it sounds fun, then they tell you they reduced the weapons down to 5 or 6. (a bit of an extreme example)
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Becky Palmer
 
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Post » Tue Jan 04, 2011 6:41 pm

I for one do realize the improvement in the new system, but its improvements offer little if we don't get spellmaking too.

And it doesn't need to be a trade off between the 2.
We could have the spellmaking menu (they should revamp that) so that it controls all possible affects that spell could perform.

I think of it like the new combat they are adding, it sounds fun, then they tell you they reduced the weapons down to 5 or 6. (a bit of an extreme example)


Yeah, yeah, but please tell me, what are you guys going to use the spellmaking for? (Oh, and I am not against spellmaking in anyway yet, because I don't know about the system enough.)

Improving spells? -No need, spell rise in power with you (As they should, In my rather humble opinion.)

Chance statistics like magnitude and area? -I can see some will need for this, I won't, but several will, certainly. Might come down to balance, or something.

Combine spells? -Only thing I ever really used spellmaking for. But now it seems the system is based around the fact that player can only have two spell effects at his/her disposal at the time, and it'll make things very different. For good or not, I need to see some gameplay. And in my opinion it adds some strategy when one can't use all the effects at the same time, but has to think about what to use.
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jessica robson
 
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Post » Tue Jan 04, 2011 9:42 pm

Yeah, yeah, but please tell me, what are you guys going to use the spellmaking for? (Oh, and I am not against spellmaking in anyway yet, because I don't know about the system enough.)

What won't I use it for!
Maybe I want a flamethrower variant that has a huge area (range), but not much damage. Maybe I'll then create a variant that has extremely high damage, meaning it burns through magicka quickly. Maybe I want a fire rune that sets the enemy on fire for a duration, and another with a large explosion.

Those are just a few example of what we could make if we had spellmaking along with this system.
Sure they might include these as premade spells, but chances aren't likely, because they won't think of it.
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Marilú
 
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Post » Wed Jan 05, 2011 2:47 am

What they should do is tie spellmaking down to a skill, like enchanting. Making spells via scrolls would hold the overpowered-ness down a little at least. Spellmaking needs to be fixed, there's no getting around it. It has way to many exploits. A character shouldn't have to close their eyes and pretend not to see them. I hope they find a way to work it in, but if the can't I can see why it turns out like that. It'll be a kill joy for sure, but spellmaking should try to fit into the world around it instead of standing out so much.


That's what it was in Morrowind. It was genius and awesome. With a little work it could have been way more balanced.

I like the new system ALOT better thabn the old one. And please don't try putting you own RP story for reasons why you enjoyed spellmaking because we all know that it was all that same ball flying at your enemy just in different colors and the only reaosn behind spellmaking in the first place was to make a god killing spell or a spell that mad ethe game easier. The new system seems alot more inventive and if you ask me oblivion had the exact same 'do X and X for max dmg' crap.'

In short

New system = win


Please dont project your own character flaws onto everyone else. This isn't an insult and I apologize if it is interpreted as one.

Wait, can anyone give me a link to where EXACTLY it was atated that it was OFFICIALLY removed?

And anyways, even if it is... I think it'll actually make being a mage a BETTER experience anyways.
I mean, come on, you're a MAGE! You really need to have some pre-made spells? EVEN ONES YOU MADE YOURSELF ARE "PRE-MADE" BTW! Why not just USE the effect you want, one the fly? THAT'S A MAGE!

And quite frankly, I'm pretty sure if they remove spell-making they'll balance it otherwise. Like, you know, spells sold in town not being totally svckish?

And maybe they actually level with you!

Or maybe they always make the same damage or something. I mean, fire is fire afterall. once it's hot enough to be fire, even 1000 degrees more don't make a difference: it burns you, it dries up your nerves and disintegrates every muscle in your body. That's FIRE. I never heard of someone who was one fire, survived it, and thanked god that the fire wasn't hotter...


I'd say, whatever they do, instead of just saying "hell no!" why not just try to imagine how you'll manage without it, huh? 'Cause quite frankly... I'm pretty sure they removed it. get over it


Actually lava has a higher temprature than the matches you use to lit your cigarette... True story. Wikipedia said so.
However I admit that making your spells on the fly would be awesome. Though there are a million different ways to use fire as a spell. Same for all the other elements. Let's not forgett mark & recall, jump, slowfall, charm... and the list goes on and on.

Some of the arguments you guys are giving don't make much sense.

You can't blame spellmaking for everything that was wrong with how magic itself worked in Morrowind and Oblivion. If anything, it provided characters that utilized magic with tools that would help them at.. well, any level. Unless the developers plan on adding spells for every magnitude and duration available (assuming those attributes remain unchanged and present in the new system), those who practice magic are still going to be limited (which, in a role-playing game, doesn't make sense) in what they can and cannot do. It also gives the illusion that you're playing a pre-assembled game where, no matter how high you climb in skills or level, your character is forever unable to truly master magic. In an RPG, that hurts. It hurts a lot.

You also can't say spellmaking was a game-breaking feature. Sure, it allowed players to create godly spells.. but that was their choice. You weren't forced to make insane AoEs or flawless Charm spells, were you? No. This is a role-playing game. If you want to play legit, you can play legit. If you succumb to using bugs, glitches, exploits, that's you're choice -- this isn't an MMORPG. Your actions affect you, and only you. By taking their time to make sure you have to be legit, Bethesda is wasting time that could be better spent on crafting new and exciting features that everyone can (and most likely will) choose to enjoy (such as a better spellmaking system -- one that compliments the new magic system, as well as gives the feeling that you're actually wielding magic that's been tailored to your character).

I mean.. if you truly want to make those kinds of spells, you will find a way to. Given that so many people want spellmaking in Skyrim, I don't see why Bethesda wouldn't add it in some way, shape, or form (because excluding it isn't going to stop players who really want to cheat from cheating).


Exactly! Spellmaking is a BONUS. An EXTRA feature. If you dont like it stay away. Just like I stay away from Fast Travel although I dont like that.

And yes, this isn't an mmorpg.. We play for our own amusemant in this game, not to impress other shadowdwellers with our epix lewt.

If you're hungry, and the only thing on the table is shrimp, you're gonna eat the shrimp. You can't just ignore the shrimp if you don't like the shrimp, because the only food on the table is the shrimp.

If you wanted to hold your own in a fight, you needed the god spells. It's foolish not to use the best weapon you can. People who fight with swords are going to use the daedric swords or the best sword they can get their hand on. They couldn't hold themselves to the rusty iron sword if they felt it was cool looking, because that would be crazy to try and fight at higher levels with that weapon.

The "if you don't like it don't use it" agruement doesnt work. The game shouldn't be made so that you can...no, so you have to do that.

I hope they put spellmaking in. But it needs to be fixed. Game abuses shouldn't just be left in because people will find a way around them. That's silly, broken things should be fixed, and spellmaking was broken. It needs work, there's no getting around it. It was a really cool feature, but it was to easy to bend and twist out of shape. A near novice could charm a shop keeper out of all their goods for dirt cheep. Why should that be left in?

Sure, someone with 100 illusion should be able to twist peoples thoughts to their own will. But a near novice?


Ah yes! Because no one played as a warrior or rogue in Oblivion. Ever. IMO Spellmaking has always been well balanced. It had it's flaws but people in general had a little integrity and played their game in their own way.

I entirely agree.

The poster who said no interesting spells not available for purchase could be made obviously did not use the feature to its full capacity, or else approached it with a limited imagination.

I created spells which both paralyzed whilst electrocuting, powerful charm spells that lasted MUCH longer than a second, opening spells for very hard locks, which I did not find in my travels, only up to hard locks. . . there was A LOT that could be done, and I hope that the devs either return the feature, which I too took as a manifestation of my deep arcane knowledge and understanding, or else that they have come up with every possible spell combination. I think without the spell making you will feel less unique. My ability to creates special spells set me above the ordinary mages in the game.


Thank you!! Great points!

I'm all for options, and I hope they include spellmaking, but exploits shouldn't be left in the game because they can just be ignored. That's just being lazy. There can be advantages, but you should have to work extremely hard to get to them.

An even better anology would be high end shrimp and low end shrimp at the same free buffet. If you want to eat shrimp, and you can have what you want...who's going to choose the low end shrimp?


Spellmaking in itself isn't an exploit, if you used it as an exploit then that is your problem. All the other players shouldn't be punished with restricted gameplay because some people can't control themselves.

At free buffet's things run almost 100% of the time smoothly. You know why? Because people are good by nature. Yes they look out for their own, but that doesn't mean they are constantly looking for ways to [censored] over everyone else.
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Liv Brown
 
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Post » Wed Jan 05, 2011 1:00 am

What won't I use it for!
Maybe I want a flamethrower variant that has a huge area (range), but not much damage. Maybe I'll then create a variant that has extremely high damage, meaning it burns through magicka quickly. Maybe I want a fire rune that sets the enemy on fire for a duration, and another with a large explosion.


Yeah, those are the statistic things. And I can see the reasoning for that. I would prefer I system where I could control all those aspects on the fly, but that seems highly unlikely.

But I am going to wait for more info about the subject, and I have to say that I am going to mod me some special versions of the spells anyway. Not a solution, but hey, I am sorry.
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Leilene Nessel
 
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Post » Wed Jan 05, 2011 8:32 am

I guess a lot of people didn't even remotely get my point about the spellmaking process. Imagine, for a second, that the existence of spellmaking actually was the direct reason why a lot of complex, deep gameplay by means of magical spells, cross-spells, counterspells, and spellbreakers weren't even possible for Oblivion or Morrowind. Not to mention spells that have similar functions but grocely different uses, such as Chameleon versus Invisibility or Feather versus Fortify Strength (that has always been [censored] as hell).

In either case, all I'm saying is that sometimes you just need to let go. You can't just add spellmaking to a game, you need to design a system around it so that it's possible to implement. But if the system you're designing is worse than what you could've had otherwise, then spellmaking is still a good feature but a bad thing to have in a game (because the system behind it suffers from it).
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Rusty Billiot
 
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Post » Tue Jan 04, 2011 11:56 pm

Yeah, those are the statistic things. And I can see the reasoning for that. I would prefer I system where I could control all those aspects on the fly, but that seems highly unlikely.

But I am going to wait for more info about the subject, and I have to say that I am going to mod me some special versions of the spells anyway. Not a solution, but hey, I am sorry.

Like I said, I like the new system, but we won't get all the control people want. We might be able to change some of it, but not all.
I really don't see how you would control the area of a variant of a spell, other than custom spells. Of course maybe it could be done, in which case that may be a good thing.
I hate switching spells in combat, and this helps with that, but somethings can't be controlled on the fly.

I guess a lot of people didn't even remotely get my point about the spellmaking process. Imagine, for a second, that the existence of spellmaking actually was the direct reason why a lot of complex, deep gameplay by means of magical spells weren't even possible for Oblivion or Morrowind. Not able to imagine it? Well, then don't call yourself a hardcoe fan - really devoted fan would be a better word.

I understood, but thats a big assumption. You assume that spellmaking is why the spells could be bland.
Thats not the case, they just didn't put in more spell effects.
Can you imagine a system with cool spells, new system, and spellmaking, I can. I can see it working.

I think they took out spellmaking because of the "spreadsheety feel" that some people get, not because its incompatible with the new system
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Elizabeth Falvey
 
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Post » Wed Jan 05, 2011 7:50 am

I understood, but thats a big assumption. You assume that spellmaking is why the spells could be bland.
Thats not the case, they just didn't put in more spell effects.

I understand, but thats a big assumption. You assume that spellmaking isn't making the spells worse than they could've been, you also act as if you know anything at all about the new spell effects, which you don't. I've listened to and read all information as of yet. They haven't announced any such list of spell effects yet, so that's a blatant lie from your part.
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sally coker
 
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Post » Wed Jan 05, 2011 6:55 am

I understand, but thats a big assumption. You assume that spellmaking isn't making the spells worse than they could've been, you also act as if you know anything at all about the new spell effects, which you don't. I've listened to and read all information as of yet. They haven't announced any such list of spell effects yet, so that's a blatant lie from your part.

That was in response to previous games. Previous games didn't put in more spell effects...
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Allison Sizemore
 
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Post » Tue Jan 04, 2011 8:38 pm

Imagine, for a second, that the existence of spellmaking actually was the direct reason why a lot of complex, deep gameplay by means of magical spells, cross-spells, counterspells, and spellbreakers weren't even possible for Oblivion or Morrowind.

That's a terrible assumption because it isn't true. Skyrim's spells and spell making can co-exist. Why can't I have a spell that is fire + burden? Then I could shoot that as a cone, slowing and burning everything, or cast it as a rune, slowing and burning enemies that step on it. What about a spell that heals and restores attributes? I could blast that around in a nasty battle to help my allies.

I don't seem to understand why those two systems have to be mutually exclusive. They aren't, and they shouldn't be. In fact, they perfectly COMPLIMENT each other.
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Emily Jones
 
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Post » Wed Jan 05, 2011 1:28 am

That's what it was in Morrowind. It was genius and awesome. With a little work it could have been way more balanced.

Erm...you're kinda contradicting yourself. Look down.

Ah yes! Because no one played as a warrior or rogue in Oblivion. Ever. IMO Spellmaking has always been well balanced. It had it's flaws but people in general had a little integrity and played their game in their own way.

If it's always been so well balanced...how could it be way more balanced with more work?

Spellmaking in itself isn't an exploit, if you used it as an exploit then that is your problem. All the other players shouldn't be punished with restricted gameplay because some people can't control themselves.

At free buffet's things run almost 100% of the time smoothly. You know why? Because people are good by nature. Yes they look out for their own, but that doesn't mean they are constantly looking for ways to [censored] over everyone else.

Spellmaking, if used to its upmost potential is an exploit. You can't tell me a near novice whom can make 100 charm for 1 second isn't an exploit. Now, not in your mind...but your character's mind...if they could use a charm spell of that calliber for next to nothing they wouldn't hessitate. They'd go around charming everyone untill they're rich beyond their wildest dreams. If the character could cast god spells, the character would want to with very few exceptions. With TES being an action rpg, we have to look through the eyes of the character. If you don't then you're not syncing with your character, and that leads to damage the rpg experience.

I've played a mage who doesn't use god spells. I have, and I liked it. Know what I'd like better? A game where the spell making system doesn't even allow the god spells to be made in the first place till you're a master at that type of spells. A character, who chooses not to use godspell exploits, is having that rpg element forced upon it. I would much rather play a character who chooses not to use strong spells by his own choice, instead of me as the player having to play that type of character in order to not abuse the system.

In an rpg like TES, an rpg playstyle should not be forced upon someone. I want to play by the rules and not use exploits, but my character wants to be as strong as they can be. Who should I listen to if the game is an rpg? Myself or the character I'm suppose to be playing?
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Oscar Vazquez
 
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Post » Wed Jan 05, 2011 4:02 am

I understand, but thats a big assumption. You assume that spellmaking isn't making the spells worse than they could've been, you also act as if you know anything at all about the new spell effects, which you don't. I've listened to and read all information as of yet. They haven't announced any such list of spell effects yet, so that's a blatant lie from your part.


Irregardless. If spellmaking is removed this means that a huge chunck of customisation is removed.
85 possible learnable spells < the thousands of possible useful spells that spellmaking allows.
Any pre set path is by definition not as interesting as one I explore myself.

Spell making removed cannot mean anything else than a bad thing. I dont care about how cool things look. I care about options, about replayability. A game I spent that much money on I should not be unreasonable in expecting it will give me replay value.
Removing spellmaking = removing content = removing replayability.
I dont think this is anything other than a fact.
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marina
 
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Post » Tue Jan 04, 2011 7:43 pm

Irregardless. If spellmaking is removed this means that a huge chunck of customisation is removed.
85 possible learnable spells < the thousands of possible useful spells that spellmaking allows.
Any pre set path is by definition not as interesting as one I explore myself.

Spell making removed cannot mean anything else than a bad thing. I dont care about how cool things look. I care about options, about replayability. A game I spent that much money on I should not be unreasonable in expecting it will give me replay value.
Removing spellmaking = removing content = removing replayability.
I dont think this is anything other than a fact.

It's opinion...

I don't mind. I like chaining spells & I liked spellmaking. My thinking is the way the new system makes spellmaking difficult. For example a fire&burden spell: A fire spell, by themselves can be used in different ways dependent upon how you cast it. Burden would logically work in different ways too. The conflict occurs when you use fire&burden at same time. Say you hold down the spell attack, a normal fire spell would become a flamethrower, but what would burden do? The effects of spells more than likely clash. BGS said they worked on it, they clearly ran into trouble implementing it.

I don't think BGS intents to ostracize their fan base, why would they. They wanted to try something new, it clashed with how they usually did things. svcks, I get it, but there it is.
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Aaron Clark
 
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Post » Wed Jan 05, 2011 9:18 am

Certainly, spellmaking is more mage- than sorcerer-like (in the D&D sense), but I thought of it as a fun outlet for player creativity and that the brakes on it in Oblivion (access to the Arcane University, skill in the discipline, and enough mana to cast the spell) were sufficient. Perhaps though using a charm spell on someone should leave them with feelings of vague distrust for you, so that they'd like you a lot briefly, but your permanent rep with them would drop a couple points after the spell wore off?


Great stuff! . I completely agree that it is a fun outlet for player creativity!

And this is the fault of spellmaking? No, thats because of crappy level scaling.

Just because Oblivion got it wrong with level scaling, you were forced to create stupid spells (couldn't turn down that difficulty slider could you?) and in turn people decide spellmaking is bad?

People come up with reasons for everything, and the reasons I am hearing for spellmaking being removed do not make sense. If this were the problem, its level scaling. If 2-3 second spells was the issue, blame conversations from not being in real time. And if people made exploits and didn't like having the ability to exploit, maybe beth should get rid of our modding utilities so that they don't feel the pressure to "cheat" by making a mod allowing them to do so...


If this trend continues then before we know it we'll loose the TES CS.

Its like if you in the real world happened to have super speed. You're so fast that that people can't even track you with their eyes. Should you just ignore that fact about yourself, because it breaks the laws of physics in our world and is unfair to other people when you're playing with them? Its really as simple as that. You shouldn't have to pretend that a part of yourself doesn't exist, because it would give you an unfair advantage in sports.

Even when role playing...its a simple fact that a mage would want to get stronger than what they are at now. Very few role play characters would avoid using stronger spells. They would be afraid of the power they could gain by using those spells, so they choose to use weaker ones. Thats it really. Most roles that are mages want to get stronger, and the best way to do that is with spellmaking. The character wouldn't gimp themselves because they don't want to be overpowered. No, that's the players wish. The character itself would want to get stronger, its the player who doesn't want to cheat. Once the player makes a decition that the character wouldnt make...the roleplaying is broken. Youre not really role playing at that point.

The game shouldn't be like that. You shouldn't have to roleplay as a mage who is afraid of what they could become, just for the mechanic to fit into the game world.


Let's not get way off track discussing esoteric stuff here. Your super power anology makes no sense in regards to spellmaking.
Point is that the character becomes more alive when he can use magic as he pleases instead of casting recipes at people.

Once again this goes into the if you don't like it, don't use it arguement. Just because you can not control yourself when it comes to spellmaking means every player should have options removed? When I make charm spells I keep a duration of 10 seconds on them. I don't use fortify exploits, except fortify acrobatics for 8 seconds, but thats hardly an exploit.


Some people might view fortify actobatics for 8, or even 3 sec as an exploit for jumping far.. But if you think about it in an RPG sense, where the mage channels magic to his feet then pushes off the ground to make a huge leap it makes all the sense in the world.. His acrobatic skills wont be awesome when he lands.. Auto balance - broken legs.

I dont see anything wrong with saving up 4 black or grand soul gems and making an ueber spell. Maybe the spell making ability could be balanced by rarity of soul gems or expense of creating your own spell....But I dont want it to be limited in power if I can provide the materials!


Good idea! Not all mages have plundered every dungeon in entire skyrim collecting raw materials have they? Many can't even kill a Golden Saint. If you can collect 10 grand soul stones filed with golden saint souls then doesn't it make sense that you should be able to make something, at least, a LITTLE more powerful than the the other mages of the guild?

Feather yes in compare with fortify strength its looks bad, but if Feather effect become combined with slowfall there will be difference also if feather have smaller cost then fortify strength difference between spells become better and Feather become useful.

Light also good utility spell for marking enemy and lightup dark places in forward just need some improvements, for first Night and dungeons must be darker then before (thats will make all light source useful not only Light spell) for second combine it with blind effect (was in Morrowind but removed from Oblivion) on target, light spell can do damage to vampires
Difference between Light spell and Nighteye will be better in oblivion light source penalize stealth no torches or light spells when sneaking around so use Nighteye if you want sneak, but how about add this to NPC also, why this apply to %PCname? NPC mages can use light spell and detect life for searching sneaky characters, but NPC also must sneak around and try to critical stab so detect life and light spells will be useful player also.

Well yes someone can say thats quietly annoying to recast resist spells every 10 seconds, there can be some possibilities to fixing it make shielding spells have more work time or make dynamic ward protection when player need cast spell at time of enemy cast to nullify incoming danger thats like timed block with shield or parry with weapon but for spells


You've got a LOT of great points! Well worth a re-read for everyone.

Imagine all the strategic possibilities of light spell, vs nighteye, burden, etc.
And as warriors use shields and rogues dodge, mages put up a shield when they SEE the spell approaching. If they are fast enough to manage doing so.

What's more impressive? A dude walking around burning mana constantly by having a fire ressist shield up at all times, or the mage who notices a huge wall of fire headed his way and pop's a fire shield just as the inferno hits him then stops wasting his mana once it's gone?

Spellmaking is, by itself, a great form of freedom - BUT - if it comes at the cost of the spell range being larger and more epic, then I say scrap it. The question we all gotta ask ourselves should be "Do we even need to create any spells from scratch? Will we be so satisfied with the new system that custom spells become redundant, at least to most players?"

If the above is true, then to heck with the spellmaking system and let's just allow players to choose between a massive range of tailored spells. Oh, and Bethesda - do include the "Clairvoyance" effect I once suggested to you, with which you're able to surrender your vision for the vision of your target (as a tactical feature in the game, especially for patrols and whatnot). Just imagine being able to discover a new place on the map because you just took the vision of a target Dragon and it started flying over the area.

Cheers.


Read the previous quote, sit still and think of all the possibilities here. Not just for the 3 or 4 spells mentioned but for all the spelleffects ingame! .. THIS is what TES is all about.

Well you can't really come up with anything that surprising I'm sure, because all you are already limited to the effects the devs added to the game already, the only thing you change is the combination/duration/magnitude, I'm sure they don't go "this person combined spell a and spell b for duration c, holy [censored] why didn't we think of that!" No custom spell is really that surprising to the devs. They could have done better on pre-made spells in OB yes, but I'm sure they learned from past mistakes and if they were to remove spellmaking they would surely improve them.


Same as above.

But my point was that the devs aren't just gonna implement something in a game just because "it's cool" for hardcoe fans. It needs to make "game sense" for the majority of the players and it needs to be better than something else they want to add into the game (sometimes, they do have to choose, after all).

I'm not against spellmaking at all, much for the same reasons as you, but I ask myself if it's really needed. If there's no problems with the spells' power - if in fact the lack of spellmaking allows the devs to make the spells even more unique and up to par with the enemies you're fighting - then I welcome it.

Spellmaking can give you a lot of freedom, but it can also limit you in a number of ways. E.g. with regards of the spell effects and just the general variety of spells. Besides, with the ability to wield two different spells at the same time, I don't really see why you'd ever need to create a single spell that does both fire damage and self healing. It's easier that way, sure, but totally redundant in the greater context of things.


It makes all the "Game sense" in the world since it's been in ALL previous games. If water suddenly dissapeared from this world it woulden't make a lot of sense now would it? . A little extreme example but you get the point. (Say we remove argonians.. Game sense? Nope.)

Imagine that that one spells damage is maxed at some point, and the dev's didn't provide many powerful alternatives, and it isn't strong enough to combat high level enemies.
Sure, it was a problem in Oblivion, but we should still heed it. Just because they are working on level scaling doesn't mean we might not see the same issue.

A lot of this has to do with disagreeing with Todds design philosophy of removing what is, "superfluous." I don't think spellmaking is, but they might (im guessing they do, but im no mind reader)

I won't be satisfied with premade spells, I don't care how cool some of them are, its such a major loss for mages. And I don't see why we need to settle when they could just implement both. They might have difficulty, but it can be done and be balanced.


EXACTLY!!! . What will be the point of getting past level, say 30? If all your spells are still level 25? . Or when your 40 with 25 level spells fighting level 40 monsters..
It doesn't matter how long you charge that fireball spell, it's just gonna tickle that huge aligator munching your face off..
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Emily Jones
 
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Post » Wed Jan 05, 2011 2:34 am

I don't mind. I like chaining spells & I liked spellmaking. My thinking is the way the new system makes spellmaking difficult. For example a fire&burden spell: A fire spell, by themselves can be used in different ways dependent upon how you cast it. Burden would logically work in different ways too. The conflict occurs when you use fire&burden at same time. Say you hold down the spell attack, a normal fire spell would become a flamethrower, but what would burden do? The effects of spells more than likely clash. BGS said they worked on it, they clearly ran into trouble implementing it.

I could see this being a problem, but not enough to remove spellmaking.
Only allow spells of either similar effects, or single effects.
Thats enough customization for some, it still removes posibilities, but its better than nothing.

Or maybe the effects become restricted to what they have in common, or the effects are restricted to the first effect.
So a fire & burden spell would have the effects of a fire spell, but tack burnden on too.

There are alternative ways than scrap the system. I sure hope Bethesda is looking for alternative solutions, and despite my pessimism I think they are.
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Valerie Marie
 
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Post » Wed Jan 05, 2011 8:23 am

I can't believe they're removing spellmaking and yet adding smithing, woodcutting, and farming. They're turning Skyrim into a pimped-out Runescape.
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Brian LeHury
 
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Post » Wed Jan 05, 2011 1:00 am

I could see this being a problem, but not enough to remove spellmaking.
Only allow spells of either similar effects, or single effects.
Thats enough customization for some, it still removes posibilities, but its better than nothing.

Or maybe the effects become restricted to what they have in common, or the effects are restricted to the first effect.
So a fire & burden spell would have the effects of a fire spell, but tack burnden on too.

There are alternative ways than scrap the system. I sure hope Bethesda is looking for alternative solutions, and despite my pessimism I think they are.

I like to believe they are looking (I'm not a pessimist).

Your idea sounds plausible though, making one a effect dynamic and additional effects static. That would make a lot of sense, I guess we can hold out some hope this kind of spellmaking will make a appearance.
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Austin Suggs
 
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Post » Wed Jan 05, 2011 1:23 pm

That's a terrible assumption because it isn't true. Skyrim's spells and spell making can co-exist. Why can't I have a spell that is fire + burden?
Because, for all we know, both the Fire and Burden spells might have secondary and tertiary effects, based on how they are cast (in two hands, for instance) that could potentially be mutually exclusive. Spells no longer have just 1 effect from 1 way of casting it.

Imagine that Fire has 5 effects, for instance (flamethrower, firebolt, fireball, fireblast, fire rune) depending on how you cast it, what your target is and how much you charge it up. All the effects have actually been confirmed, more or less. Likewise, imagine Burden having a similar array of maybe 2-3 effects depending on how you cast that.

Now imagine having to design a separate interaction for each of the 15 (5*3) possible ways to cast that single spell. If there was a third effect possible, say Frost spell with 5 separate effects, then the number of possible casting methods would be 45 (5*3*5) unless I'm brainfarting and the number is actually a lot higher.

If you can find a way to make the spell effect with the most amount of outcomes work well with the spell effect with the second most amount of outcomes - combined - then feel free to tell us all about it in a separate thread. We would greatly appreciate your input.

As of yet, we know nothing about the spell system for Skyrim. So neither of us are in a position to speak about whether the removal of spellmaking is good or bad. The difference between you and me is that I'm not doing that - I'm simply stating possibilities. You're the one who thinks that I'm assuming anything and, by that action, you're showing how biased you yourself are.
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Carlitos Avila
 
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Post » Wed Jan 05, 2011 3:14 am

I like to believe they are looking (I'm not a pessimist).

Your idea sounds plausible though, making one a effect dynamic and additional effects static. That would make a lot of sense, I guess we can hold out some hope this kind of spellmaking will make a appearance.

Yeah, whenever I talk about spellmaking (which is a lot, my main concern) I try and find alternatives, because there are alternatives.
Except when I try to make a thread pertaining to alternatives, it turns into a flame war about spellmaking being bad.

They could even have "dynamic spells" which are premade, but allow spellmaking of "traditional" spells as well. Not very cool, but its a possibility.

I'd say the one that makes the most sense to me is having a "primary effect" which controls its forms, in a fire & burden spell its fire. (determined by first effect chosen?)
So we would have a spell that could take all of fires forms, flamethrower, fireball, fire rune trap, etc. But it would have the secondary effects, burden in this case, added in.

Or does someone have something better?
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Sophie Louise Edge
 
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Post » Wed Jan 05, 2011 3:36 am

It's opinion...

I don't mind. I like chaining spells & I liked spellmaking. My thinking is the way the new system makes spellmaking difficult. For example a fire&burden spell: A fire spell, by themselves can be used in different ways dependent upon how you cast it. Burden would logically work in different ways too. The conflict occurs when you use fire&burden at same time. Say you hold down the spell attack, a normal fire spell would become a flamethrower, but what would burden do? The effects of spells more than likely clash. BGS said they worked on it, they clearly ran into trouble implementing it.

I don't think BGS intents to ostracize their fan base, why would they. They wanted to try something new, it clashed with how they usually did things. svcks, I get it, but there it is.


That doesn't mean it can't be resolved. I can think of a reasonable behavior. When the fire+burden spell is being cast in flamethrower mode, enemies are burdened as long as they are in contact with the flames of the flamethrower.

If it's too difficult to combine offensive spells, that's still no excuse to not implement spell combination for defensive/on-self spells.
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Kortknee Bell
 
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Post » Wed Jan 05, 2011 5:25 am

Correct.
The hardcoe fans that made this series the success that it is will continue to buy and support the game, unless a lot of them feel it has 'sold out'. And then they will quit forever.
You can try to appeal to everyone, fit an as large as possible demographic but that inevitably means the actual content is diluted, blander. Its like stripmining. Its short term economics.
The casual gamer will move on to the next big thing thats almost exactly the same. And without anything to differentiate the mass appeal product, next time around they wont be as tempted to come back. Might choose for the cheaper option. Or the next gimmick.
Meanwhile the hardcoe fans are lost.

The best thing Bethesda can do is try to appeal to the hardcoe fans. They will remain loyal, they will draw their friends in, just as I got my friends to read lord of the rings in highschool.
That is long term economy. Establishing a loyal customer base who feels strongly and positively enough about a product to wax lyrically unto others of it. Making people feel it is 'their special little niche' is a large part of that.


Did you study marketing or sales or something? This is exactly what happens.
Often new owners take over a business then cut down on expenses that the regular costumers value.
Say that the restaurant has an awesome pizza with cheese imported from france. New owner takes over and decides to get the cheap cheese from next door instead.
Business goes south.
"Let's market to the unthinking masses" is a tempting idea.. But just like you explained. It never works.. Exept for WoW.

Yeah, yeah, but please tell me, what are you guys going to use the spellmaking for? (Oh, and I am not against spellmaking in anyway yet, because I don't know about the system enough.)

Improving spells? -No need, spell rise in power with you (As they should, In my rather humble opinion.)

Chance statistics like magnitude and area? -I can see some will need for this, I won't, but several will, certainly. Might come down to balance, or something.

Combine spells? -Only thing I ever really used spellmaking for. But now it seems the system is based around the fact that player can only have two spell effects at his/her disposal at the time, and it'll make things very different. For good or not, I need to see some gameplay. And in my opinion it adds some strategy when one can't use all the effects at the same time, but has to think about what to use.


*Example of a reality that's filled with limiting beliefs*

What won't I use it for!
Maybe I want a flamethrower variant that has a huge area (range), but not much damage. Maybe I'll then create a variant that has extremely high damage, meaning it burns through magicka quickly. Maybe I want a fire rune that sets the enemy on fire for a duration, and another with a large explosion.

Those are just a few example of what we could make if we had spellmaking along with this system.
Sure they might include these as premade spells, but chances aren't likely, because they won't think of it.


*Example of a reality filled with an abundance of ideas*

Look for solutions and not at the problem. Etc etc. Sound familiar to anyone?

That's a terrible assumption because it isn't true. Skyrim's spells and spell making can co-exist. Why can't I have a spell that is fire + burden? Then I could shoot that as a cone, slowing and burning everything, or cast it as a rune, slowing and burning enemies that step on it. What about a spell that heals and restores attributes? I could blast that around in a nasty battle to help my allies.

I don't seem to understand why those two systems have to be mutually exclusive. They aren't, and they shouldn't be. In fact, they perfectly COMPLIMENT each other.


Awesome ideas of great uses!

Irregardless. If spellmaking is removed this means that a huge chunck of customisation is removed.
85 possible learnable spells < the thousands of possible useful spells that spellmaking allows.
Any pre set path is by definition not as interesting as one I explore myself.

Spell making removed cannot mean anything else than a bad thing. I dont care about how cool things look. I care about options, about replayability. A game I spent that much money on I should not be unreasonable in expecting it will give me replay value.
Removing spellmaking = removing content = removing replayability.
I dont think this is anything other than a fact.


Replayability is the reason I still play Morrowind. There's not an excess of shiney lights that gets me coming back.
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xemmybx
 
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Post » Wed Jan 05, 2011 8:16 am

Because, for all we know, both the Fire and Burden spells might have secondary and tertiary effects, based on how they are cast (in two hands, for instance) that could potentially be mutually exclusive. Spells no longer have just 1 effect from 1 way of casting it.

Imagine that Fire has 5 effects, for instance (flamethrower, firebolt, fireball, fireblast, fire rune) depending on how you cast it, what your target is and how much you charge it up. All the effects have actually been confirmed, more or less. Likewise, imagine Burden having a similar array of maybe 2-3 effects depending on how you cast that.

Now imagine having to design a separate interaction for each of the 15 (5*3) possible ways to cast that single spell. If there was a third effect possible, say Frost spell with 5 separate effects, then the number of possible casting methods would be 45 (5*3*5) unless I'm brainfarting and the number is actually a lot higher.

As of yet, we know nothing about the spell system for Skyrim. And you, good sir, seem to know nothing about spell systems in general throughout the history of game design.

There is an easy way to fix the mutually exclusive effects problem. If Fire Damage can do Projectile, Spray, Rune, or Touch and Burden can do Projectile, Rune, and Touch, then Fire + Burden can only do the spell effects that both of them can do. Also, if an effect is harmful (Fire Damage), it shouldn't be mixable with a helpful effect (Restore Health). That mainly keeps people from abusing the system and keeps it from being removed.
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Talitha Kukk
 
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