Hahaha I was actually waiting for them to open it too wondering what was taking so long, good on you for taking the initiative.
Anyways it kind of got skipped open during the guild talk but I wanted to bring up a discussion on magic.
"Another thing I've been thinking a lot about again is magic and growing it so each school can do more and actually be something you can really devote an entire playstyle too instead of mixing and matching all of them, all though obviously that could still be done. To achieve this I think you need to make each magic school have 3 types of spells; Offensive, Defensive, Utility/Misc."
Alteration
Conjuration
Destruction
Destuction is a bit different from other schools so I actually broke it up based on elemental types rather than offense, defense, utility. Although it does still have those (besides utility) I just feel like the elemental differences is what's more important here.
Illusion
Mysticism
Restoration
I think there is some promise to a system like this.
I have been wanting different elemental spells to cast as well, so I think wind spells would be viable. It would be cool to see some other ones too like earth and water, but I am not sure if those could work out development-wise. Manipulating the earth to throw chunks of it at an enemy or a wave of water would be pretty dope. One of the things that I thought Skyrim did really well with magic was giving the elements other natural aspects to it too: fire doing extra lingering damage, ice also decreasing stamina, and lightning also decreasing magicka. If wind spells were added, they could have the change to stagger an opponent. I like some of the other ideas you have too. However, I am not sure that every single elemental spell should have other aspects beyond normal damage. If you are a beginner mage you wouldn't know how to really harness all those other aspects of your elemental spells, so I think it would be best to either relegate those secondary effects to the higher level spells along with some perks.
After thinking about having both mage and bound armors, I originally thought those would be redundant and make one of them unnecessary. Generally speaking, though, the more options the better. It allows for greater variety in roleplaying and greater variety in spells.
I will have to look into the ideas you have for the other schools of magic later. But for now, I could get behind a system like this if done well.
None of the other skills work that way, though. There's no offensive or defensive component to lockpicking, and no defensive or utility component to one-handed weapons. And ultimately it doesn't make sense to do it that way, since it's a combination of skills that help define your character's play style. Making sure each skill has a viable offensive, defensive, and utility use to get you through the game on its own would be limiting (as you wouldn't be able to make a skill out of something that can't stand on its own) and require a whole heap of extra work.
This is beside the point. The magic schools can be used in combat; lockpicking cannot. Therefore it is appropriate to suggest that magic schools have more functions in combat. It is not appropriate to suggest that lockpicking has more functions in combat.
Personally I think it is a great idea for all magic school to have offensive, defensive and utility components. I've often wished to roleplay a Mysticism mage, for instance. If that school had a wider range of effects it might be possible. Roleplaying games should be about offering greater choice to create unique characters. This is exactly the type of idea that might offer greater choice.
Have you never blocked with a sword? Have you never used a sword to disarm an opponent?
Let's back up and review your post for a second. You made a sweeping generalization when you wrote: "no defensive or utility component to one-handed weapons." I simply pointed out that this was incorrect.
That was the whole point of my reply and I stand by it.
In context, please. But if you must, then let me clarify: "no viable defensive or utility component to one-handed weapons to stand in place of other defensive and utility skills" (which is what the post I responded to was all about, letting each magic skill stand on its own).
For balancing. If you have some skills that are super useful and super powerful compared to the others, the difficulty balance will have to be geared for one or the other. If it's not geared for the stronger skills, people who want to use said skills will find the game too easy. Whereas, if it's balanced for the stronger skills, people who don't use them will find the game unnecessarily difficult.
Magic is more flexible than tangible things like weapons. Plus they already do it for some skills. Destruction already has offensive and defensive skills yet it wasn't overpowered without cheesing impact. All it would be doing is making magic skills more equal to each other and something you can dive and specialize in instead of HAVING to mix and match skills. A warrior can stand alone in a weapon skill that's actually the way it's suppose to be done, people don't play warrior classes and need to specialize in both 1 handed and 2 handed weapons they choose the one they like and go with that. You could argue they also use blocking but that's an action that's apart of those two but has a separate skill line. Also you argue that making each skill able to stand on its own doesnt add to build diversity which is complete bullocks. If each skill could stand on its own that's 6 different playstyles for just magic characters. Then you have the diversity of mixing and matching the different offensive, defensive, and utility of the schools you like. If anything the current magic system doesn't allow you to do that, the whole reason I came up with this idea was because I once tried to play a pure illusion mage but found myself unable too because even if you have your enemy tear eachother apart you still needed to rely on destruction or a weapon to kill that last guy. In the Current system you can't play a pure Alteration mage because it doesnt have any way for you to actually kill people it's just a utility and buff magic school.
The magic and physical combat skills and systems are just too different to compare together and be thought of in the same way.
That's a different sort of balance though. Obviously you'd need to balance the way thing do damage and such so you dont have a skill that's doing tons of more damage and letting you faceroll through content while others can't even trudge through it. But that's not what this would do, this would just add depth and more variety of gameplay.
It's not about the amount of damage, but how well you can perform tasks (not all of which are combat-related). If all one person has to do is raise one skill to have access to good offensive, defensive, and utility capabilities, while someone else has to raise three separate skills to get the same, it's harder to design a leveling experience that'll not end up too easy/fast or hard/slow for one of those people.
Hello everyone,
First time posting here, been playing The Elder Scrolls games ever since seeing Morrowind reviewed on Toonami/Cartoon Network as a kid. I wanted to ask/discuss what possibilities there are for physics in the next elder scroll game and hopefully someone could point me to previous discussion if it has been talked about already.
Specifically NPC reactions to forces acting on them or rag-doll physics when unconscious or killed. I've heard Bethesda is looking at creating a new engine for the next game, which will hopefully have an upgraded system for all this. I really like the Euphoria engine used in Rockstar games like GTA or RDR. If we had something on that level or better I think magic in the next game would be much more fun with all the possibilities of throwing bandits around and what not.
Also, one major thing that has bugged me about the game series, especially Skyrim being more modern than the rest; I want to play in 3rd person but cant stand it because if your walking in one direction while in 3rd person but stop moving, then start moving in a different direction your character INSTANTLY is facing that way. It completely ruins the immersion for me, I'm thankful for the 3rd person option as always but I mostly just use it every few minutes to admire my character because of this. It would be great to have your character actually turn where you want to go as they start to walk.
Bethesda is hiring people with experience in the current engine. So we can expect them to continue to use their present engine for at least one more game. But what you want isn't an engine issue anyway. Bethesda uses https://en.wikipedia.org/wiki/Havok_(software) for physics. Havok is middleware that can be added to any game engine.
That can easily be solved by limiting how quick people can get those certain spells and how powerful they are. Yea if you put the best offense, defense, and utility into one skill then it will be over powered but simply giving people the options of those into each school with different pros and cons is another thing.
Anyways the way I see the magic trees breaking down with that idea of being more round is
Alteration
Conjuration
Destruction
Illusion
Mysticism
Restoration
That's how I would see breaking down the skill lines into there "sub"-skill lines, obviously there would also be miscellaneous perks or spells that don't follow those "sub"-trees but are still in the school.
Yea it could be worse too, the movement could be on the opposite end of the spectrum like Rockstar games used to be where your character turns around like a truck doing a U-turn.
The problem there is that the magic system and the combat system are completely different. All a warrior needs to get through the game is to choose the weapon style of his choice. You can easily get through the game by picking up your favorite 2-handed weapon. Blocking is innately built into the combat system so you don't need a shield to level it up so it's largely a part of weapon skills. So just by using 2-handed you have both offense and defense capabilities. The only thing that's locking is utility which isn't something that weapons can do besides making it so you could bash open chest and doors. You can argue they also needs armor but so would mages and it's not something you need to put effort into to get use out of. Warriors already play as single paradigms as most people probably don't play characters that switch between weapon types very often, when you make a warrior class the main classification or decision you need to make is what weapon type do I want to use.
Adding more breadth to the magic trees only adds more options. It makes it so you can solo a school if you want to, but it also allows for more varieties of mixing and matching not only with magic schools but also combat ones. All this would do is get rid of the need to use certain schools of magic you may not want to use.
I have quite easily with just two-handed and maybe a perk or two into heavy armor, now you can point out how that's two skills but armor is leveled passively and not something you have to work at. Just running at people with a 2-handed sword is totally a viable way to play on just regular difficulty, maybe even higher difficulties I wouldn't know as I find Bethesda's way of increasing difficulty by just changing damage multipliers annoying.
I really don't see how adding a few defenses spells or a few offenses spells will completely inbalance it. A lot of the schools already have this, Conjuration already had offensive and defensive skills, as did restoration and destruction. adding a couple mind blast spells into illusion isn't going to make it anymore OP, the one I'd agree with you on is adding earth magic to alteration. As long as you give each it's pros and cons while still allowing that variety it's perfectly fine and easily balanced. Each school will do something different and unique and better than other schools where if you're trying to make a well rounded character you most likely will mix skills and spells but you won't absolutely be forced as far as combat goes. You should be able to play through the game as just a pure alteration mage if you want, It might not be as good if you mixed schools but it's do-able. \
I agree if 1 skill was able to do everything just as good as other skills then yea that'd be op but adding a few spells that allow you to do something similar but not as well as other skills is fine.
What I would really like to see in the next game is for them to take combat and construction to the next level.
I would like to see multiple fighting styles or schools for single and double handed weapons and for the love of dog please bring back spears / quarterstaves and a decent unarmed style ("I know Kung-Fu").
Jedi Academy (if I recall correctly) had 3 styles (I'm not going to go FULL NERD about the styles and their precursors):
LIGHT: fast / quick attacks, high precision, lower range and damage
STRONG: heavy, slower, longer ranged attacks focused on power, breaking defenses and doing massive damage
BALANCED: just what is says, it was the in-between style balancing power and speed
What was cool, imho, was how your stance and weapon position would change based on the style you adopted. I know that programmatically this would require a lot more glyphs and animations etc. but for the experience it would be so much better. A number of online games in development - like For Honor - seem to be toying with styles and stances and I think the next TES game would benefit from a similar system. Then just have your flourishes and end-moves get better as your skill in a particular weapon and school improves.
Then mounted combat - no brainer - Mount and Blade have had a great combat and mounted combat system since day one. TES could learn a thing or two from them. I loved the focus on defense, blocking and parrying as opposed to just hacking away at opponents.
Armor - bring back proper armor layering. Take a look at something like Kingdom Come Deliverance for layering.
Town building... Hearthfire approached this. I would like to see more on that side. Morrowind had that cool estate you could build, complete with a mine and staff. They could work that in a bit better without the need of a DLC. And most important keep working on the containers - like book shelves and armor mannequins, display cabinets etc. Perhaps even a Mark / Recall or Summon Door so you can always get back to your house... even just being able to unlock a "door" in every town (Howl's Moving Castle style.)
Businesses... goes hand in hand with the above. You should be able to buy businesses - a rare book shop, definitely an Arms and Armor shop to sell all the loot you pull off your dead opponents , a bar or inn would be nice and it opens the opportunity for a whole whack of quest lines.
Banks would be nice too.
Difficulty:
I think that says it all. I find it annoying that bandits and mobs level with you. By the time you are the hand of the nightbringer, the silver fox, the dark brotherhoods top assassin, high mage, lord of the fighters guild et al low level mobs should simply drop their weapons, throw their money at you and run in fear shouting things like "by the seven, please don't kill me" or "run, run its Lord Captain Amazing Hero Guy". Skyrim started balancing this a bit better than previous games. I would prefer smarter enemies, who try to lure you into traps, try to flank you, make use of snipers rather than a [censored] bandit I have to hit 50 times because he is my "level".
Ah thanks Pepe - you reminded me of the other thing... NPC crowds... I want the cities to feel bigger and more crowded - like Assassins Creed - where most people won't talk to you or just avoid you - or if you stalk / persist in annoying them report you to the guards etc.
And i want the total opposite. Assassin's Creed and Wild Hunt cities feel lifeless to me, like crowded stage props populated by cardboard cutouts. I've lived in a city all my life, and TES' miniaturised versions feel far more alive and vibrant and real than anything you can get in Assassin's Creed.
And ultimately, i disagree. Skills should be treated equally, and any sort of imbalance between them destabilises the system.
Gonna be totally honest... I absolutely hated Jedy Academy.
I'm still not sold on the whole 'Stance' idea that many games seem to be pushing these days. All it really serves to do is allow for flashy animation cycles without really increasing the depth of options and interactions in combat. Be it Kingdom Come, or Dark Souls, or For Honour, they all have the same problem. You're stuck fighting the way the animators have decided you will, rather than having control yourself. You follow preset patterns, attack at preset angles, and follow preset behaviours. The absolute worst expression of this is the Arkham-style combat, where you basically just press a button and the game decides what you do.
We have anologue controls that are responsive, physics and animation systems that are adaptive, and collision detection that is precise. It's time to abandon the old models and give real control to the player. Allow them to attack and fight how they want, when they want, where they want. No 'stances', no 'historically accurate movements', no flashy animation cycles. Just the Player's understanding of the controls, and what their character is good at.